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

minipol May 23rd, 2003 10:12 PM

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

Originally posted by Imperator Fyron:
I forget... can you build planets from asteroids when there is only a RW in the system and no star?
<font size="2" face="Verdana, Helvetica, sans-serif">No, i have encountered this a week ago in a game. Built me a nice RW and then came along with a planet creator. Dang. No go. I can try to build a start again to create planets but then i would make my system vulnerable again to sun destroyers or sun-go-boom events. So i'll leave that system as is.

Aloofi May 23rd, 2003 11:03 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Is it there any text file that can be changed to allow the colonization of asteroids?
.

Xaren Hypr May 23rd, 2003 11:54 PM

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

Originally posted by Aloofi:
Is it there any text file that can be changed to allow the colonization of asteroids?
.

<font size="2" face="Verdana, Helvetica, sans-serif">IIRC, it's hard-coded that asteroids are uncolonizable.

Ed Kolis May 23rd, 2003 11:58 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
No, you can't mod the game to colonize asteroids... unless you create planets that have the exact same pictures as asteroids, but then you could blow them up and turn them into real asteroids, which would be confusing, not to mention the fact that you couldn't turn them into planets... might work if you take out the planet creator/destroyer components though... also the sun destroyers, since they turn all planets in the system into asteroids (might be able to leave the black hole and nebula generators in since IIRC they destroy the planets completely)

Antra May 26th, 2003 09:00 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Kinda weird how the asteroids have facil/pop space in planetsize.txt...

Fyron May 26th, 2003 09:47 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It is like that in standard SE4 too. I did nothing to change those values. Planned features that never got implemented. I think removing the lines altogether would cause SE4 to crash. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 26, 2003, 20:48: Message edited by: Imperator Fyron ]

Antra May 27th, 2003 05:43 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Oh I'm not saying you did anything Fyron http://forum.shrapnelgames.com/images/icons/icon12.gif . Just saying how odd it is that those features were taken out. T'would be neat...

Fyron May 27th, 2003 06:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Well I can't really tell you why they were taken out. http://forum.shrapnelgames.com/images/icons/icon12.gif

Ed Kolis July 11th, 2003 03:41 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Bringing back the FQM thread from the depths of obscurity and giving Fyron an excuse to further pad his post count http://forum.shrapnelgames.com/images/icons/icon12.gif

Small Hyper-Dense Cables and Small Planetary Gravity Plating are no smaller or cheaper than the regular ones... and while the small and medium ringworlds may require only 3000 kT or 5000 kT, you have to build 4000 kT or 6000 kT since they only come in 2000 kT packages!

Why not remove the Star-Unstable abilities from stars since they don't do anything but scare people? http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron July 11th, 2003 04:04 AM

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

Small Hyper-Dense Cables and Small Planetary Gravity Plating are no smaller or cheaper than the regular ones... and while the small and medium ringworlds may require only 3000 kT or 5000 kT, you have to build 4000 kT or 6000 kT since they only come in 2000 kT packages!
<font size="2" face="Verdana, Helvetica, sans-serif">They were supposed to be 1000 kT...

Quote:

Why not remove the Star-Unstable abilities from stars since they don't do anything but scare people?
<font size="2" face="Verdana, Helvetica, sans-serif">Because... they scare people! http://forum.shrapnelgames.com/images/icons/icon10.gif

Captain Kwok July 20th, 2003 05:05 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I think the FQM needs more regular systems in the 3-5 planet range. I'm sure not every solar system is as big as ours, you could even add additional asteroids in those systems to represent planets that never quite formed. I also think the asteroid only systems could have the number of asteroids reduced to some degree, it can sometimes cause problems with ship paths - not to mention craziness with stellar manipulation.

Fyron July 20th, 2003 09:23 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
You aren't sure that every solar system is as big as ours, but you are sure they have 4-5 planets? http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok July 20th, 2003 11:42 PM

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

Originally posted by Imperator Fyron:
You aren't sure that every solar system is as big as ours, but you are sure they have 4-5 planets? http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I was making a suggestion as to reduce the number of planetoids in the mod, since it makes some PBW games a micromanagement nightmare. http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron July 21st, 2003 12:02 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That is what I had figured. Perhaps you should have just said that in the first place. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron September 16th, 2003 12:05 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Currently making the next Version of FQM. Any Last-minute suggestions (that would not take many hours of work to implement...)?

2.05
- Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system.
- Added Standard type systems without asteroid belts. They have just 2 asteroid fields.
- Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types.
- Fixed the object masking bug. All objects in all system types will now be masked properly.

[ September 15, 2003, 23:19: Message edited by: Imperator Fyron ]

Atrocities September 16th, 2003 01:19 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Could you include instructions on how to make changes to things like damaging warp points, asteroids, etc.

Perhaps have hidden planets in nebulas or something odd like that.

Joachim September 16th, 2003 01:35 AM

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

Originally posted by Atrocities:

Perhaps have hidden planets in nebulas or something odd like that.

<font size="2" face="Verdana, Helvetica, sans-serif">Like that idea! - How 'bout it?

Fyron September 16th, 2003 01:45 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I don't want to add any new system types to the quadrant entries at this point (as there are some 40+ I would have to update... *shudders*). So, I would have to add the planets to existing nebulae, which would mean they would always be in the same type of nebulae.

New List:
2.05
- Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system.
- Added Standard type systems without asteroid belts. They have just 2 asteroid fields.
- Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types.
- Fixed the object masking bug. All objects in all system types will now be masked properly.
- Changed the stable WP in SectType.txt to use pic 581, the B5 jump gate. Now, all artificially created WPs will use this image. Some random WPs use it too.

Fyron September 16th, 2003 02:38 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
New list for 2.05
- Added WPL Mid-life quadrants that have fewer than normal warp points.
- Added Pseudo-FTL maps, which will have 10 WPs coming from nearly every system (except around the edges of the map). This simulates the ability to travel to any nearby system on the map.
- Added Spaghetti quadrants in which the WPs tend to form strings of systems.
- Added Standard type systems without asteroid belts. They have just 2 asteroid fields.
- Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types.
- Changed the stable WP in SectType.txt to use pic 581, the B5 jump gate. Now, all artificially created WPs will use this image. Some random WPs use it too.
- Changed the description of the Star Unstable abilities in StellarAbilityTypes.txt so that they indicate that the star has a few millennia of life left in it.
- Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system.
- Fixed the object masking bug. All objects in all system types will now be masked properly.

- Added Maze quadrant type.

[ September 16, 2003, 01:50: Message edited by: Imperator Fyron ]

Fyron September 16th, 2003 04:30 AM

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

FQM Deluxe 2.05 is out!

FQM Standard 1.19 is out!

The mods can be acquired from the official FQM Web Site. You can check the readmes on that page to see what is new.

You might notice that the files are vastly different sizes. This is because I have tapped into the awesome power of the RAR archive. http://forum.shrapnelgames.com/images/icons/icon10.gif But, I have made them self-extracting RAR files, so you do not need WinRAR to open them (although it is a good idea to get this program anyways). WinZip sucks, and can not open RAR files. So, the full FQM file is ~3 MB smaller than the Last Version. However, the JPEG Version is actuall ~1 MB larger. This is because I remade the jpg system images in Photoshop, and they now have 0 loss of color information.

tesco samoa September 16th, 2003 03:26 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Maze rocks.

I voted to change the name to

DigDug
Lady Bug
or
PacMan

But Fyron does not know those games.

Fyron September 16th, 2003 08:06 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I know Pacman... but Maze works just as well. You can change the name in your local copy; it will not affect MP games in any way.

Fyron November 1st, 2003 02:14 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Working on the next Version of FQM:

Version 2.07 - 31 October 2003:
Files Altered: QuadrantTypest.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Changed - Version history moved from Readme.txt to History.txt. Format changed.
2. Added - Added Chaotic Warp Point to StellarAbilityTypes.txt, which is a copy of the Unstable Warp Point from FQM 2.06.
3. Changed - Standard # AS I Un WP systems are now Standard # AS I Chaotic WP systems. Such systems use the Chaotic Warp Point type instead of Unstable.
4. Changed - Chaotic Region systems now use the Chaotic Warp Point ability rather than Unstable Warp Point.
5. Changed - The warp point ability that did 6500 damage now does 650 damage.
6. Changed - The occurance of damaging Warp Points is now at roughly 20% of the pre-2.07 levels. 1.1% of WPs will have the Sector - Damage ability. 1.1% of WPs will have the Warp Point - Turbulence ability.
7. Added - Stars can now have level 3 cloaking, providing a full spectrum of cloaking.
8. Fixed - The WP ability that gave a Sight Obscuration level of 1 now gives level 2, so that it can actually provide cloaking.
9. Added - Added an alternate StellarAbilityTypes.txt file that shows the effect of each ability in the ability description. This file is only accessed when the map is created, and never during the game. So, the host of a multiplayer game (if the players so desire) could use it to make the game, and the players would not have to do anything special.


Any suggestions?

Atrocities November 1st, 2003 03:48 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
These are some nice fixes Fyron. Reading the Version history helps to undestand a lot about what is going on with this mod.

Great work.

General Woundwort November 1st, 2003 04:44 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I'll try to have the new nebula pics to you tomorrow evening.

Fyron November 1st, 2003 09:10 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I'm not sure how many of these I am going to put in the mod... the download size could get quite excessive! http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron November 2nd, 2003 03:46 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
So nobody has any suggestions...

Fyron November 2nd, 2003 09:10 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I've got some 20 new system pics I could add to FQM, but it would increase the size of the download by 18.3 MBs. http://forum.shrapnelgames.com/images/icons/icon9.gif Oh, what to do, what to do.

Alneyan November 2nd, 2003 10:20 PM

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

Originally posted by Imperator Fyron:
I've got some 20 new system pics I could add to FQM, but it would increase the size of the download by 18.3 MBs. http://forum.shrapnelgames.com/images/icons/icon9.gif Oh, what to do, what to do.
<font size="2" face="sans-serif, arial, verdana">I am not sure if that will help you, but could you do a Version with these additional graphics and another one without? Say, "FQM enhanced". Otherwise, the size of the download would be about 40 mo if memory serves right, which can still be handled by a dial-up. (If you are able to use Getright or another program to resume that is) No, I don't have any suggestion for FQM, I tend to be better at chasing bugs than giving suggestions as you can see.

Fyron November 2nd, 2003 10:45 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Actually, FQM would be 27.3 or so MBs, not 40. http://forum.shrapnelgames.com/images/icons/icon12.gif The full file is currently 9 MBs.

I already maintain 2 Versions of the mod, one without any special system pics (FQM Standard) and one with them and lots of extra planet pics (FQM Deluxe). I don't really want to add a third. http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron November 3rd, 2003 02:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Version 2.07 of Fyron's Quadrant Mod has been released! It came out to 31.1 MBs. Check out http://fqm.spaceempires.net/ for more information.

The latest Version history is as follows:

Version 2.07 - 2 November 2003:
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Changed - Version history moved from Readme.txt to History.txt. Format changed.
2. Added - Added Chaotic Warp Point to StellarAbilityTypes.txt, which is a copy of the Unstable Warp Point from FQM 2.06.
3. Changed - Standard # AS I Un WP systems are now Standard # AS I Chaotic WP systems. Such systems use the Chaotic Warp Point type instead of Unstable.
4. Changed - Chaotic Region systems now use the Chaotic Warp Point ability rather than Unstable Warp Point.
5. Changed - The warp point ability that did 6500 damage now does 650 damage.
6. Changed - The occurance of damaging Warp Points is now at roughly 20% of the pre-2.07 levels. 1.1% of WPs will have the Sector - Damage ability. 1.1% of WPs will have the Warp Point - Turbulence ability.
7. Added - Stars can now have level 3 cloaking, providing a full spectrum of cloaking.
8. Fixed - The WP ability that gave a Sight Obscuration level of 1 now gives level 2, so that it can actually provide cloaking.
9. Added - Added an alternate StellarAbilityTypes.txt file that shows the effect of each ability in the ability description. This file is only accessed when the map is created, and never during the game. So, the host of a multiplayer game (if the players so desire) could use it to make the game, and the players would not have to do anything special.
10. Changed - Reorganized SystemTypes.txt.
11. Added - Added the following system types with new pictures: Black Hole 2, Nebulae 16-34.
12. Fixed - Psuedo-FTL is now spelled Pseudo-FTL.
13. Changed - Updated the Help document to include Maze, Pseudo-FTL and Spaghetti quadrants.

JLS November 3rd, 2003 03:59 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron the new FQM is great!!! IMHO, bigger is better in FQMs case.

With MSN or any download mgr its a snap even with dial-up http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 03, 2003, 14:02: Message edited by: JLS ]

Fyron November 3rd, 2003 04:36 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
http://forum.shrapnelgames.com/images/icons/icon7.gif

Oops... forgot to mention in the credits that Woundwort gathered all those new images. http://forum.shrapnelgames.com/images/icons/icon9.gif Thanks Woundwort! http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron November 5th, 2003 01:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Version 1.20 of Fyron's Quadrant Mod has been released! Check out http://fqm.spaceempires.net/ for more information.

The latest Version history is as follows:

Version 1.20 - 4 November 2003:
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Changed - Version history moved from Readme.txt to History.txt. Format changed.
2. Added - Added Chaotic Warp Point to StellarAbilityTypes.txt, which is a copy of the Unstable Warp Point from FQM 2.06.
3. Changed - Standard # AS I Un WP systems are now Standard # AS I Chaotic WP systems. Such systems use the Chaotic Warp Point type instead of Unstable.
4. Changed - Chaotic Region systems now use the Chaotic Warp Point ability rather than Unstable Warp Point.
5. Changed - The warp point ability that did 6500 damage now does 650 damage.
6. Changed - The occurance of damaging Warp Points is now at roughly 20% of the pre-2.07 levels. 1.1% of WPs will have the Sector - Damage ability. 1.1% of WPs will have the Warp Point - Turbulence ability.
7. Added - Stars can now have level 3 cloaking, providing a full spectrum of cloaking.
8. Fixed - The WP ability that gave a Sight Obscuration level of 1 now gives level 2, so that it can actually provide cloaking.
9. Added - Added an alternate StellarAbilityTypes.txt file that shows the effect of each ability in the ability description. This file is only accessed when the map is created, and never during the game. So, the host of a multiplayer game (if the players so desire) could use it to make the game, and the players would not have to do anything special.
10. Changed - Reorganized SystemTypes.txt.
11. Fixed - Psuedo-FTL is now spelled Pseudo-FTL.
12. Changed - Updated the Help document to include Maze, Pseudo-FTL and Spaghetti quadrants.

[ November 04, 2003, 23:36: Message edited by: Imperator Fyron ]

Fyron November 8th, 2003 12:05 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Just to tease everyone with the latest beta Version history:

Version 2.08 - UNRELEASED:
Files Altered: QuadrantTypes.txt, SystemTypes.txt
1. Added - Desert and Wasteland quadrant types.
2. Added - Expanse system type, which is literally empty.
3. Fixed - Nebulae 31 now uses the Nebulae31 bitmap instead of Nebulae15.
4. Fixed - WPL Standard Mid-Life quadrant now has the correct number of Max Warp Points.
5. Fixed - There were various typoes in QuadrantTypes.txt.
6. Changed - Massive reorganization of the QuadrantTypes.txt file. Quadrants are now ordered by type, planet density, then warp point density.
7. Added - Added various descriptor lines in QuadrantTypes.txt so that some descriptions appear in the Quadrants list in-game.

tesco samoa November 13th, 2003 05:23 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
where is ??


Added -- Tesco Quadrant ??

You know the vast barren starts of a Tesco Empire ??


It would be an honour to share this great game start with the SEIV community.

JLS November 13th, 2003 05:45 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Swee e eet site, Tesco.

Fyron November 13th, 2003 05:49 PM

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

Originally posted by JLS:
Fyron, were is the v2.08 download, I only see FQM v2.07?

Edit:
(Nevermind, reread that it is unreleased) http://forum.shrapnelgames.com/images/icons/blush.gif

<font size="2" face="sans-serif, arial, verdana">I should probably finish that up and release it at some point. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Originally posted by tesco samoa:
where is ??
<font size="2" face="sans-serif, arial, verdana">I suppose I could make a "super desert" and call it the Tesco Start. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ November 13, 2003, 15:50: Message edited by: Imperator Fyron ]

tesco samoa November 13th, 2003 09:44 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
just like our conversation in #SE4 on IRC.

JLS November 14th, 2003 01:06 AM

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

Originally posted by Imperator Fyron:
I should probably finish that up and release it at some point. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Yes http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron November 14th, 2003 02:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
New teaser. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif If you have any suggestions at present, make them. http://forum.shrapnelgames.com/images/icons/icon12.gif

Version 2.08 - UNRELEASED:
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Added - Desert and Wasteland quadrant types.
2. Added - Expanse system type, which is literally empty.
3. Fixed - Nebulae 31 now uses the Nebulae31 bitmap instead of Nebulae15.
4. Fixed - WPL Standard Mid-Life quadrant now has the correct number of Max Warp Points.
5. Fixed - There were various typoes in QuadrantTypes.txt.
6. Changed - Massive reorganization of the QuadrantTypes.txt file. Quadrants are now ordered by type, planet density, then warp point density.
7. Added - Added various descriptor lines in QuadrantTypes.txt so that some descriptions appear in the Quadrants list in-game.
8. Added - Tesco Start quadrant type. Note: just some self-depreciation humor.
9. Added - Planets can have many new abilities. Many are unique to FQM as of this point.

JLS November 14th, 2003 02:35 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron, were is the v2.08 download, I only see FQM v2.07?

Edit:
(Nevermind, reread that it is unreleased) http://forum.shrapnelgames.com/images/icons/blush.gif

[ November 13, 2003, 13:59: Message edited by: JLS ]

Fyron November 14th, 2003 02:41 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok... 2.08 is currently being uploaded. Just 40 minutes to go! http://forum.shrapnelgames.com/images/icons/icon12.gif The patch file is done as of now, but JPEG and Full are not.

Edit:
JPEG file is uploaded. Just 30 minutes to get Full file up there.

Edit2:
All uploaded! (some time ago I presume http://forum.shrapnelgames.com/images/icons/icon12.gif )

http://fqm.spaceempires.net/

[ November 14, 2003, 04:42: Message edited by: Imperator Fyron ]

JLS November 14th, 2003 08:31 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Thanks Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron February 18th, 2004 10:47 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
If, for some reason, you have overwritten your stock SE4 starmap images and would like the stock ones back rather than the FQM Deluxe ones in Stock SE4, here they are:

starmap.exe - 92 kB self extracting rar file

Atrocities February 24th, 2004 06:30 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I love this mod. I really do. I think this mod is the greatest thing since sliced bread and the invention of peanut butter.

narf poit chez BOOM February 24th, 2004 06:49 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Nothing is greater than sliced bread and peanut butter!

well, maybe chocolate.

and cheese sandwiches.

and cabbage rolls.

but nothing else.

except maybe eggnog ice cream.

ok, now i'm just making me hungry.

hicksz February 29th, 2004 10:30 AM

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

I have a question about the Fyron's Quadrant Mod. I apologies in advance if this has been answered or discussed elsewhere.

Okay, I upgraded to Version 1.91 and added the TDM-Mod Pack Beta 3.40. Next I went to your website http://fqm.spaceempires.net/ to download your latest Version. I downloaded the "Deluxe MOD full" Version 2.08 and started to combine both MODs. Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40. What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:

Maximum Planet Percent Value := 300
Minimum Planet Percent Value := 0
Maximum Planet Resource Value := 999000000
Minimum Planet Resource Value := 0
Bases Can Join Fleets := False
No Retrofit Adding Of Spaceyards := True
No Retrofit Adding Of Colony Module := True
Seeker Combat Defense Modifier := 40
Planet Combat Offense Modifier := 30
Planet Combat Defense Modifier := -200

Your ends with:

Fighters Can Be Hit By Mines := True


My question is are they gone on purpose or did they get accidently deleted? I checked my backup settings.txt from Version 1.84 and it's missing these lines too. I believe that Version 2.08 is the Lastest copy of the Fyron's Quadrant Mod. To be sure I downloaded it again and installed it to my desktop and the lines were still missing. Anyway, I just wanted to bring this to your attention and thank you for creating this outstanding mod.

Also, will you be updating your Modding 101 Tutorial with the latest features from patch 1.91?

[ February 29, 2004, 08:35: Message edited by: hicksz ]

Captain Kwok February 29th, 2004 03:29 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Those are lines that have been added in the Last few patches. Fyron must have forgotten to add them to his settings.txt file...

...most people usually use only generated maps or play with other mods that incorporate FQM so that is probably why no one has ever noticed it until now.

Fyron February 29th, 2004 07:38 PM

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

Originally posted by hicksz:
Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40.
<font size="2" face="sans-serif, arial, verdana">I strongly suggest that you go back to the 40 pop modifiers of FQM Deluxe. It has a very, very different curve than stock SE4 does, to reflect the increase in population levels on planets. Using the stock on will throw everything off, and make any level of population above 10000 useless, as you get no bonus past 10000 with the stock settings. Also, all worlds will become far too productive with the stock population modifiers.

Quote:

What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:
<font size="2" face="sans-serif, arial, verdana">This is not a problem. Those lines are optional and were added in a patch for SE4 Gold. If they are missing, SE4 will just use the default values for them. The only reason to add them is if you are going to change them. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Also, will you be updating your Modding 101 Tutorial with the latest features from patch 1.91?
<font size="2" face="sans-serif, arial, verdana">Yes, when I get the time to do so.

Quote:

Originally posted by Captain Kwok:
...most people usually use only generated maps or play with other mods that incorporate FQM so that is probably why no one has ever noticed it until now.
<font size="2" face="sans-serif, arial, verdana">Not quite. FQM Deluxe can not be used that way. Only FQM Standard can make maps useable in stock SE4. There are plenty of people out there that use FQM Deluxe.


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