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-   -   Fyron's Quadrant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=6426)

Dralasite February 11th, 2003 02:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Should FQM standard be compatible with devnull? I tried to make a map with fqm then switch to devnull and load, but I got an access exception when clicking on a nebula. Since devnull has the (no black holes) options, I'm guessing they are not compatible? Or maybe its just my error.

I'm using the latest seiv patch. The map was a small standard paradise map. I think I still have the map file if it would help.

Fyron February 11th, 2003 02:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Actually, Devnull mod has an older Version of FQM Standard built into it, with some other modifications too. So, it might not be compatible. http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman February 12th, 2003 05:40 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by Imperator Fyron:
Load existing races, as in "Add new empire" or "Load Empire"? If the latter, there might be an empty Empires folder in the FQM folder that is causing a problem.

Also, because there is no FQM\Pictures\Races folder, SE4 will look in the default Pictures\Races folder. That does not cause any problems (unless you have no races in your default races folder, which would have required you do have deleted them or renamed the folder http://forum.shrapnelgames.com/images/icons/icon12.gif ).

<font size="2" face="Verdana, Helvetica, sans-serif">I downloaded the FQM2.01 the other day, just to make sure I was using the most recent Version of the mod. I still had trouble loading an empire up, due to the fact that there was no empire folder in the mod. So I copied the empires folder from the original game (with all of the addtions from all of the races I've downloaded), and that seemed to work, as I can now pull up empires to use.

Fyron February 12th, 2003 10:15 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
As there is no empire folder in the mod, SE4 will just load the default empire folder, and there should not be any problems.

Fyron February 26th, 2003 10:10 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.18

New Version!

FyronsQuadrantModv118.zip - a 1,346 KB download

Here's the Readme:

Readme.txt

There will be a new Version of FQM Deluxe incorporating the changes in a few days, plus some goodies. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 26, 2003, 08:28: Message edited by: Imperator Fyron ]

Spoo February 27th, 2003 05:45 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Cloaking stars, eh? Sounds like an evil place to hide a star-killer...

Would a ringworld built on top inherit the cloaking ability?

Fyron February 27th, 2003 06:25 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
A ringworld is not at all related to the star it is made of. Any abilities the star had should be lost. It would be cool if the RW inhereted the star's abilities though.

You can defeat the cloaking of all cloaking stars with level 3 scanners, so its not as deadly as you'd think. I've never seen anyone with Stellar Manipulation 5 and not have any sort of scanners. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron March 1st, 2003 02:32 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I have a question to ask the lot of you that have played with FQM Deluxe. What do you think of the rate of population growth as compared to normal SE4? With higher pop levels (though roughly equivalent bonuses from pop), you get more growth earlier on. You can build a few pop transports early on and siphon even more people from the HW than you can in the normal game. So, my question is thus: is this a bad thing for gameplay purposes? Does doing this give you significantly more bonuses than in normal SE4, or is it equivalent? About the only viable solution (if this is a problem) is to increase the Reproduction Check Frequency to 2 or 3, so pop growth slows down. Would doing this cause more harm than help?

Fyron March 1st, 2003 03:25 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod Deluxe v2.02

Here is a new Version of FQM Deluxe!

You can get the patch from 2.xx to 2.02 here:
FQM Deluxe v2.02 Patch - a 493 KB download.

You can get the full Version here:
FQM Deluxe v2.02 - a 12,462 KB download.

Or, you can download a smaller Version in which the huge system graphics have been converted to jpeg format. You will need to convert them back to bmp format for them to work in-game. Check the ReadFirst.txt file for the locations of the files. You can get this smaller Version here:
FQM Deluxe v2.02 JPEG - a 3,023 KB download

You can also view the Readme.txt.

You will need at least the Planet Pack of the Image mod installed to play with this mod. It can be gotten from here:
SE4 Image Mod

You have to play maps made with FQM Deluxe with the mod itself; the maps will not work in other mods. This is because files were modded that remove universal compatibility.

For converting those jpegs, you could get Irfan View, at http://www.irfanview.com/. It has a nice batch conVersion utility that will quickly convert a bunch of files from one format to another.

Gryphin March 2nd, 2003 04:58 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Pop Growth Rate,
I like the faster growth rate. Adds a challenge to cordinate the transports. I wonder if it helps or hinders the AI.

Fyron March 2nd, 2003 06:38 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Faster growth helps them reach the miniumum pop to move to each planet faster, so I would imagine it helps them out more than hinders them.

Fyron March 2nd, 2003 06:43 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It seems as if the Max Systems is set to 155 instead of 255 in the latest release of FQM. This is not a big deal, and you can fix it by opening up Settings.txt and changing it back to 255. Or you can leave it at 155, or put it on whatever number you want. http://forum.shrapnelgames.com/images/icons/icon7.gif

mlmbd March 2nd, 2003 04:20 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron,
Quote:

This is not a big deal, and you can fix it by opening up Settings.txt and changing it back to 255.
<font size="2" face="Verdana, Helvetica, sans-serif">So, is FQM suppose to be set to 155 or the max 255? http://forum.shrapnelgames.com/images/icons/icon12.gif

Oh, Sorry! Love the tweaks! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Fyron March 2nd, 2003 08:53 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It can be whatever you want it to be, really. I personally prefer 255 max, but I am sure there are people out there that prefer a different max.

Gryphin March 3rd, 2003 12:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I like max system set to 120.
I can then do a Large Dence Threaded Spiral Paradise and the planets do not line up along the edges.
When planets do line up along the edges it is hard to see where the warp points lead. Sometimes you can have 3 or more systems in a row and they do not link in a "consecutive" order.
Planets 1 2 3 4 lined up visualy * * * *
1 links to 3
2 links to 4
3 links to 2 and 1

It is tough for me to keep track of.
The work arround is "Don't use threaded spirals" http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd March 3rd, 2003 07:34 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron, 255 it is! Thanks!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

JLS March 3rd, 2003 07:56 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Is there a point in maximum systems settings where the SE4 Map Editor v1.65 won't regenerate a random map without a fatal error?

Fyron March 3rd, 2003 09:39 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif

JLS March 3rd, 2003 09:50 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by Imperator Fyron:
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks Fryon, a few months ago I was trying to make a Cluster scenario and I kept getting a Fatal error with more then 120 systems, I was getting real frustrated.
I really like your Systems Images in your Mod. I renamed the Se4 original systems folder and I use yours for all games….

[ March 03, 2003, 19:59: Message edited by: JLS ]

Desdinova March 5th, 2003 11:19 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
fyron, regarding the mistake i made from the AICampaign thread of not copying all files. is it just the components i need or are there other items also.
after looking at this accident i have decided it is not really that unbalancing to have pregenerated ring and sphere worlds (unless you start out with one as a homeworld like i did). it is going to take me forever to populate them and build the facilities. after all who knows what ancient races may have been out there and what they left behind.

edit: for those who havent read the other thread, i combined fqmdeluxe with the aicampaign but apparently didnt copy all the required info properly. in the starmap the game generated i have encountered 3 small ringworlds, one of which i started out as a homeworld. the map is a large one and i have only explored 10 starsystems so far due to alien minefields. so there is no telling if there are sphereworlds or other ringworlds out there. the other thing is they are classified as rock gas and ice planets just like normal ones. one of the other races is ice and it has populated the ice one already. should be interesting to see how this game turns out. (assuming the ai doesnt kill me)(again)

[ March 05, 2003, 09:24: Message edited by: desdinova ]

Fyron March 5th, 2003 11:28 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
You need to copy all RW/SW components from FQM Deluxe into the mod you are adding FQM Deluxe to (and replace the normal RW/SW components from the mod you are copying them into, or you will get small-large RWs all at the same tech level, which would be pointless).

rdouglass March 5th, 2003 04:09 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Question: I have a system that randomly moves my bases and ships around. Is that normal (a feature) for the FQM? or is it something else I should be looking at?

I do apologize - I haven't read completely thru this thread (it's quite long!)... http://forum.shrapnelgames.com/images/icons/shock.gif

JLS March 5th, 2003 05:21 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by desdinova:
fyron, regarding the mistake i made from the AICampaign thread of not copying all files. is it just the components i need or are there other items also.
after looking at this accident i have decided it is not really that unbalancing to have pregenerated ring and sphere worlds (unless you start out with one as a homeworld like i did). it is going to take me forever to populate them and build the facilities. after all who knows what ancient races may have been out there and what they left behind.

edit: for those who havent read the other thread, i combined fqmdeluxe with the aicampaign but apparently didnt copy all the required info properly. in the starmap the game generated i have encountered 3 small ringworlds, one of which i started out as a homeworld. the map is a large one and i have only explored 10 starsystems so far due to alien minefields. so there is no telling if there are sphereworlds or other ringworlds out there. the other thing is they are classified as rock gas and ice planets just like normal ones. one of the other races is ice and it has populated the ice one already. should be interesting to see how this game turns out. (assuming the ai doesnt kill me)(again)

<font size="2" face="Verdana, Helvetica, sans-serif">FQM is a great mod , however with that said, most DATA files are not combatable for AI Campaign Mod. If you used FQM Data files (as is) in any Non based se4 mod you may have compatibilities issues. As would the reverse over writing of data files be true (most any Mod to FQM data files).

Interesting indeed, how your game turns out, desdinova http://forum.shrapnelgames.com/images/icons/icon12.gif

For some examples:
RacialTraits: No AI Choices, the game would error from Race general file.
Tech Area: Game would error here as well from Race research calls.
Components: the AI and human players would be unable to gain there specific design calls.
Vehicles file: needed for AI balance mod portion of game, mine sweeping, late game balance. Also required to be unchanged for design calls.
Facility file: is required for Race construction calls.
Most Default_AI_Files same as above applies.
CompEnhancement: some AI balancing
Events: some redundant changes
IntelProjects: some changes
PlanetSize: Required for balance on some race issues.
RepairPriorities: Identical
Settings: Preference but with some required Specific related entry’s.

With StellarAbilityTypes, SystemTypes and QuadrantTypes files in AI Campaign are designed and balanced for Finite play and to help keep the AI ahead of the resource degradation curb in SE4. AI Campaign does not utilize the vast amount of asteroids and moons as FQM does due to the AI’s inabilities to Robo mine asteroids in se4 and the added moons would only encourage the AI to land on more tiny planets not that that is a bad thing; in itself. Their is a balanced amount of Asteroids and moons in AIC currently that will help the Human Player and utilize Robo and Sat mining and hopefully not tip the scales to much in favor of the Human Player versus the Computer opponent.

Now, with that stated http://forum.shrapnelgames.com/images/icons/icon7.gif

I would look forward to work with Fryon and it would be an honor to help with the interface of his FQM Mod with AI Campaign.

[ March 05, 2003, 19:50: Message edited by: JLS ]

Fyron March 5th, 2003 10:18 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by rdouglass:
Question: I have a system that randomly moves my bases and ships around. Is that normal (a feature) for the FQM? or is it something else I should be looking at?

I do apologize - I haven't read completely thru this thread (it's quite long!)... http://forum.shrapnelgames.com/images/icons/shock.gif

<font size="2" face="Verdana, Helvetica, sans-serif">If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

I would look forward to work with Fryon and it would be an honor to help with the interface of his FQM Mod with AI Campaign.
<font size="2" face="Verdana, Helvetica, sans-serif">As long as you give credit, you can merge FQM with your mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 05, 2003, 20:24: Message edited by: Imperator Fyron ]

rdouglass March 5th, 2003 10:30 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by Imperator Fyron:
If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Bummer! How can I build a system w/ 5 RW's then... http://forum.shrapnelgames.com/images/icons/icon10.gif How 'bout the 4 star systems? ...and what ability did you assign to the system?

Just curious - I'll dive into the files if I need to....

Fyron March 5th, 2003 10:49 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by rdouglass:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Bummer! How can I build a system w/ 5 RW's then... http://forum.shrapnelgames.com/images/icons/icon10.gif How 'bout the 4 star systems? ...and what ability did you assign to the system?

Just curious - I'll dive into the files if I need to....
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Click on the background of the system to see what abilities it has.

The 5 star systems have the Random Movement ability. http://forum.shrapnelgames.com/images/icons/icon7.gif

Gryphin March 6th, 2003 02:11 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by Imperator Fyron:
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">There still seem to be some limits. I made a Large Dence Paradise. I was able to remove warp points, planets and systems.
I was not able to rename or add warp points, planets, or systems.
The error was something along the lines of
"Cannot insert line, End of File error"
That may not be exact.

Gryphin March 6th, 2003 03:19 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fryon,
If a map is created in FQM Deluxe will it work on PBW?

rdouglass March 6th, 2003 04:48 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by Nodachi:
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!
<font size="2" face="Verdana, Helvetica, sans-serif">I had that problem IIRC and I think it has to do with the Planets.bmp vs. the NewPlanets.bmp files. You have to rename NewPlanets.bmp to Planets.bmp (after you save the original of course http://forum.shrapnelgames.com/image...s/rolleyes.gif ).

At least I think that was the fix http://forum.shrapnelgames.com/image...s/confused.gif I'm pretty sure that was one of the common mistakes. Anyways IF would know for sure....

Fyron March 6th, 2003 07:32 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by Gryphin:
Fryon,
If a map is created in FQM Deluxe will it work on PBW?

<font size="2" face="Verdana, Helvetica, sans-serif">Only if the game is using the FQM Deluxe mod. If not, then the map will not work.

Quote:

Originally posted by Nodachi:
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!
<font size="2" face="Verdana, Helvetica, sans-serif">There is no mention of pic p8193.bmp in SectType.txt. Are you sure that is the correct number that the error message gives?

[ March 06, 2003, 17:34: Message edited by: Imperator Fyron ]

Nodachi March 7th, 2003 12:47 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Yes, I've installed the planet pack correctly and renamed the file as needed.

Fyron, I'm positive, that is the bmp it's calling for. What I can't figure out is why.

Nodachi March 7th, 2003 02:07 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!

Fyron March 7th, 2003 03:26 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Make a map (or better, a savegame) that does that, save it, and upload it here on Shrapnel so I can see the problem myself.

Check to make sure that that number does not appear in your copy of SectType.txt, as it does not appear in mine.

[ March 07, 2003, 01:27: Message edited by: Imperator Fyron ]

Fyron March 13th, 2003 09:46 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod Deluxe v2.03

Here is a new Version of FQM Deluxe!

You can get the patch from 2.xx to 2.03 here:
FQM Deluxe v2.03 Patch - a 494 KB download.

You can get the full Version here:
FQM Deluxe v2.03 - a 12,462 KB download.

Or, you can download a smaller Version in which the huge system graphics have been converted to jpeg format. You will need to convert them back to bmp format for them to work in-game. Check the ReadFirst.txt file for the locations of the files. You can get this smaller Version here:
FQM Deluxe v2.03 JPEG - a 3,023 KB download

You can also view the Readme.txt.

You will need at least the Planet Pack of the Image mod installed to play with this mod. It can be gotten from here:
SE4 Image Mod

You have to play maps made with FQM Deluxe with the mod itself; the maps will not work in other mods. This is because files were modded that remove universal compatibility.

For converting those jpegs, you could get Irfan View, at http://www.irfanview.com/. It has a nice batch conVersion utility that will quickly convert a bunch of files from one format to another.

Fyron March 13th, 2003 09:28 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
FQM Deluxe 2.04 Patch Release

There is a problem in 2.03. I have made a new patch file for 2.04 to fix it:

FyronsQuadrantModDeluxev204patch.zip

Apply this over any full install of FQM Deluxe to upgrade it to 2.04.

Readme.txt

Grandpa Kim March 16th, 2003 11:18 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
A question regarding starting points. Can you manually add starting points in a system with medium moons?

Thanks
Kim

TerranC March 17th, 2003 05:51 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Originally posted by Grandpa Kim:
A question regarding starting points. Can you manually add starting points in a system with medium moons?

Thanks
Kim

<font size="2" face="Verdana, Helvetica, sans-serif">Yes. Use the Map Editor.

Fyron March 17th, 2003 06:13 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Just do not set them in a sector with any planets when you set htem manually.

Antra May 20th, 2003 03:32 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Could you stick the 2.04 patch and readme up at http://galileo.spaceports.com/~kazharii/fqm/ ? That's where I first found the mod via google and I'm sure I'm not the only one http://forum.shrapnelgames.com/images/icons/icon7.gif . Thanks!

Fyron May 20th, 2003 04:57 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
My plan was to release the full copy of 2.04 a day or so after I released the quick fix patch. I just never got around to it. http://forum.shrapnelgames.com/images/icons/icon12.gif

How'd you find my site on google?

Fyron May 20th, 2003 10:19 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
So... anyone have any suggestions for how I could make the mod better?

tesco samoa May 20th, 2003 11:32 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
yes fqm lite.... with half the planets... ( less moons...)

Antra May 21st, 2003 12:15 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
google.com: fyron's quadrant mod

http://forum.shrapnelgames.com/images/icons/icon10.gif Then I discovered the Encyclopedia Malfadorica somewhere which has explained a LOT of things. A "Molly", ha!

Though I am looking forward to trying out a small ringworld http://forum.shrapnelgames.com/images/icons/icon12.gif . Just started playin a few days ago and already I've glued FQM and EyeCandy mods together. Oy.

Gryphin May 21st, 2003 01:14 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Most likely they would not be popular but:
Quadrant generators that generate a disproportionate of a given type of planet
Gas Heavy Dence ...
Ice Heavy ...
Rock Heavy ...

I think your "paradice" systems are great.
I wonder what a "hell" system would be like.

Fyron May 21st, 2003 01:20 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
A "chaotic" quadrant sorta approaches a "hell" quadrant. http://forum.shrapnelgames.com/images/icons/icon12.gif

Spoo May 21st, 2003 04:52 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

Quadrant generators that generate a disproportionate of a given type of planet
Gas Heavy Dence ...
Ice Heavy ...
Rock Heavy ...
<font size="2" face="Verdana, Helvetica, sans-serif">I think this would be great for giving the AI an advantage. Choose "rock heavy", pick ice yourself, and set the AI's to rock.

Or play only colonize home type (all players pick the same type), and still be able to colonize most of the galaxy, but still have some uncolonizable planets for color. Or just the opposite - planets, planets everywhere, but not a place to land.

Fyron May 21st, 2003 07:13 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
How many quadrant types do you guys want me to have in the mod? There are already something like 40 in there! http://forum.shrapnelgames.com/images/icons/shock.gif It gets so cluttered... though I guess I could just have Mid-life variants of those types of quadrants.

Spoo May 21st, 2003 07:39 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Quote:

It gets so cluttered...
<font size="2" face="Verdana, Helvetica, sans-serif">Nah, It's only one screen. Make more!

How about a quadrent where the only planets are ringworlds where the stars would be?

Fyron May 22nd, 2003 01:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I forget... can you build planets from asteroids when there is only a RW in the system and no star?

Phoenix-D May 22nd, 2003 01:34 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
IIRC no.


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