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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I (with Master Belisarius' aid) have discovered a bug in SE4G that only crops up when using system/quadrant mods like mine.
>2) I don't know why, but although I selected the option that everybody >should start with the same size planets... but always everybody got >different size planets! In fact, the race that I was testing was based on >Rock. Well, severat times, the game was started with 2 rock homeworlds and 1 >GAS homeworld! Ok... this almost never happens with Good planet starts. It happens with Average planet starts. It never happens with single planet starts. I think that SE4 finds random spots to place the extra homeworlds. If the sector that the homeworld is placed in contains one of the Huge Gas Giants that are specifically called for in SystemTypes.txt that have multiple moons, then it ignores the race's info, and makes the homeworld a Huge Gas Giant of the atmosphere that it had randomly picked for that planet. This is most definitely a bug, and I shall report it to MM immediately. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron's Quadrant Mod v1.12
New Version! FyronsQuadrantModv112.zip - a 569 KB download Here's the Readme: Readme.txt |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
What is the difference between standard, sparse and dense quadrants in your newest Mod?
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
The HTML Help document outlines that. http://forum.shrapnelgames.com/images/icons/icon12.gif
Basically, the systems in Sparse tend to have fewer planets (the distribution curve has 3-4 planets as the most common), and Dense systems have more planets (10-11 most common). The Standard systems have 7-8 planets as most common. Note that moons are not considered to be planets for this curve. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron's Quadrant Mod v1.13
New Version! FyronsQuadrantModv113.zip - a 642 KB download Here's the Readme: Readme.txt |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Imperor, there is still a _huge_ problem with homeworlds: Several system types have a medium sized moons around huge gas giants. When SE seeds players (1, 3 ... planet start - does not matter)
it sometimes picks up these medium size planets as a normal homeworld. What happens next is ugly: SE "transfers" homeworld to number 1 planet - gas giant. As a result, you can often see rock oxygen player start on huge hydrogen gas giant. You can get lucky and get native atmosphere on gas giant ! Still, it basically makes game unplayable. I suggest to change medium sized moons to either small or even large size ! Alternatevely, change the order of planets and make gas giant to "orbit" potential home worlds. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Yeah, I know. This is more of a bug with SE4. http://forum.shrapnelgames.com/images/icons/icon7.gif I guess I could do that. Have you noticed that it transfers the homeworld when playing with Small or Large homeworlds, or does it only do that with Medium ones?
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I did not try it with other sizes, only medium. But I think it will do the same. I was trying to edit your systemtypes.txt and convert medium to small, but got lost in about 1/3 of the file. It is one HUGE list of systems ! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
http://forum.shrapnelgames.com/images/icons/icon7.gif Yeah, and I plan on having more. http://forum.shrapnelgames.com/images/icons/icon7.gif You only need to edit Standard 1 AS I through Standard 12 AS II (at the bottom). Those are the vast majority of inhabitable systems used in all quadrants save Ancient and the Classic ones.
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
OK, I edited systemtypes.txt
Offending planets have been changed from medium to small. There are no more mistakes when SEIV generates homeworlds: 1028079875.txt |
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