![]() |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It appears that after a population of 9999, Aaron adds a high population value of 2000000. Pop Modifier 100 Population Amount := 9999 Pop Modifier 100 Production Modifier Percent := 199 Pop Modifier 100 SY Rate Modifier Percent := 199 Pop Modifier 101 Population Amount := 2000000 Pop Modifier 101 Production Modifier Percent := 200 Pop Modifier 101 SY Rate Modifier Percent := 200 and you scale: Pop Modifier 39 Population Amount := 149999 Pop Modifier 39 Production Modifier Percent := 285 Pop Modifier 39 SY Rate Modifier Percent := 285 Pop Modifier 40 Population Amount := 2000000 Pop Modifier 40 Production Modifier Percent := 290 Pop Modifier 40 SY Rate Modifier Percent := 290 Yah, I can see your point Imperator Fyron. I like your better. Where the confusion lies is in the "SEIV Gold Patch 1.91 Release Notes". It says that in Version 1.88: 1. Changed - Added in Imperator Fyron's smoothed population modifiers. I assumed that the 101 Population Modifiers in the stock settings.txt was what you wanted. Quote:
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You know part of me also assumed that they were working on some type of default setting because why would my old Version 1.84 exe work? But not seeing the lines still caused me to freak out anyway. Thanks for your help Imperator Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Quote:
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron,
Can't get in contact with spaceempires.net. Is it down or is it me who have a problem ? Need the latest Version of the FQM to make a map for the Lithuania VS Finland game http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
It neither works for me so I suppose the server is down.
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Yes, the server is down. http://forum.shrapnelgames.com/images/icons/icon9.gif In the mean time, I can email you the "patch" file, which is 500 KB or so, and contains all of the Data files. You will get errors when trying to view a systme using a custom system image, but all it does is complain about not finding the image. The map will still work fine.
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Thanx,
The Version of FQM i have is 1.18. If the patch will work with that, please e-mail to: primitive at chello dot no |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Basically, the "patch" is the full mod, just without any of the system graphics. I like to make my patches completely cumulative. You can just install this and use as-is.
It will not really upgrade FQM 1.18, as FQM Standard and FQM Deluxe are very different mods. FQM Standard does not make changes to SectType.txt and PlanetSize.txt, so that it can make maps compatible with the stock game. FQM Deluxe makes heavy modification to these files. Oh, and email sent. http://forum.shrapnelgames.com/images/icons/icon7.gif [ February 29, 2004, 22:50: Message edited by: Imperator Fyron ] |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
FQM Deluxe 2.09 and FQM Standard 1.22 have been released. These Versions bring the mods to compatibility with the SE4 Gold 1.91 data file changes and remove planet abilities that do not actually work. You can find the updates at the FQM Web Site. Please do not download FQM Deluxe Full if you already have 2.08. There is no reason to do so, as the Patch will suffice to get your mod up to the latest Version.
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
What's new in this update?
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
The previous post lists what is new. Not much at all.
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
That's super still.
|
Fyron\'s Quadrant Mod Web Site Updated
|
Re: Fyron\'s Quadrant Mod Web Site Updated
Quote:
|
Re: Fyron\'s Quadrant Mod Web Site Updated
Symtoms: black/deep blue backround with white and green font.
Diagnosis: 1) site, dedicated to astronomy or space games; 2) site of exalted unix user. Seriously, could you make an alternative color scheme (plain old black on white/light gray) with color theme switcher? It shouldn't be that difficult if you're using CSS, I guess? PS: it was imho, so if nobody else cares, don't bother. I can switch CSS styles on the fly anyway http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Fyron\'s Quadrant Mod Web Site Updated
Quote:
Quote:
|
Re: Fyron\'s Quadrant Mod Web Site Updated
I have added three alternate style sheets... one is Boring, for Aiken, one is Black and White, and the third is Purple, just for Kwok.
|
Re: Fyron\'s Quadrant Mod Web Site Updated
The purple one rocks. http://forum.shrapnelgames.com/images/smilies/eek.gif
|
Re: Fyron\'s Quadrant Mod Web Site Updated
If you are using Firefox, you'll need this extension to choose alternate stylesheets:
Style Sheet Chooser 0.2 |
Re: Fyron\'s Quadrant Mod Web Site Updated
I can view alternate style sheets through VIEW > PAGE STYLE. It presents a list of available styles. Not sure if that means I already have that link installed though.
|
Re: Fyron\'s Quadrant Mod Web Site Updated
Hmm... so you can. The extension will keep track of the style sheet you selected for a site. The next time you visit it, it is already selected. It also keeps on choosing that style sheet for every page on the site you visit, rather than having to pick it for every page... Much more convenient and useful.
|
Re: Fyron\'s Quadrant Mod Web Site Updated
I have added No Ast Belt versions for the standard WP level versions of the following quadrant types:
Mid-life, Cluster, Galactic Edge, Spiral Arm. Is this sufficient? |
Re: Fyron\'s Quadrant Mod Web Site Updated
Anybody?
|
Re: Fyron\'s Quadrant Mod Web Site Updated
Sufficient.
BTW thank you. The maps just get to big late game with asteroid belts. |
Re: Fyron\'s Quadrant Mod Web Site Updated
I honestly cannot think of any suggestions for the mod. It is by far one of the most valued game enhancement mods out. Thank you Fyron for keeping it up to date.
|
FQM 2.10/1.23 Released
Long overdue updates for the acclaimed Fyron's Quadrant Mod are now ready for download. FQM Deluxe has been updated to version 2.10 and FQM Standard has been updated to version 1.23.
The updates contain several bug fixes and more No Ast Belt quadrant types. The Deluxe update features a massive reorganization of SectType.txt, new planet descriptions for some planets courtesy of Loser, and the restoration of balance between the planet types and atmospheres. You can download the upates from the FQM web site. The FQM Deluxe 2.10 update will break all savegames. Do not attempt to use savegames or maps from previous versions of FQM Deluxe in 2.10. Note that a number of nebula images have been removed from FQM Deluxe. Applying the patch to it will work fine, but it will result in unused images on your hard drive. The following is the history file of updates for FQM Deluxe 2.10: Version 2.10 - 26 July 2005: Files Altered: PlanetSize.txt, SectType.txt, SteallarAbilityTypes.txt, SystemTypes.txt 1. Changed - Planet types and atmospheres are now more or less balanced. 2. Added - Massive planet size, which is one step up from Huge. Only gas giants can be massive. 3. Fixed - No AST quadrant types no longer have planets in sector 1, 13. 4. Removed - Removed "Stock Standard Systems" header system as it would appear in every quadrant due to unresolved SE4 bugs. 5. Fixed - Descriptions for Ancient Ruins Unique abilities were set up improperly. Now, any Ancient Ruins Unique ability can have either of the two possible descriptions. 6. Fixed - No naturally occuring warp points will look like B5 jump gates. All artificially created warp points will look like B5 jump gates. This applies to all quadrant types except for "Balanced" quadrants. 7. Changed - No systems in No Ast Belt quadrant types have large asteroid belts, other than the occasional Stock-like single asteroid ring system. 8. Added - Added No Ast Belt versions of more quadrants. 9. Changed - Changed many planet descriptions, courtesy of Loser. 10. Fixed - Some systems with medium moons were allowed to be home systems. 11. Replaced with new images: Nebulae16 Nebulae17 Nebulae28 12. Removed entirely: Nebulae21 Nebulae22 Nebulae26 Nebulae33 Nova2 |
Re: FQM 2.10/1.23 Released
If we add this to a mod, and that mod has a previous version, will it effect saved games in any way?
And also, what files specifically would we need to copy over if we have used FQM Standard in a mod? Thanks |
Re: FQM 2.10/1.23 Released
Look in the Help folder at the combining with other mods file. It tells you what needs to be done to merge FQM with other mods.
This update for FQM Deluxe will most certainly break savegames, due to the rampant reorganization and rebalancing of the SectType.txt file. The update for FQM Standard will never break savegames, since all of the modifications in that mod are designed to not require the mod to be used to use the maps it generates. |
Re: FQM 2.10/1.23 Released
Thanks for the info.
|
Re: FQM 2.10/1.23 Released
Just a suggestion for a new (or not so new) kind of system for your mod: a multi-system system, in the style of ultraquad mod (is that the name?), but having 4 mini-systems per system...
Since each system is a 13x13 grid you can have four 5x5 mini-systems inside it, leaving space among the systems and spaces in the system boundaries for the warppoints... and in a 5x5 minisystem you have 25 sector that, even excluding the center one for the star, leaves 24 sectors for planets, asteroids, storms and empty space... (i imagine mini-systems with around 5 planets and 1 asteroid/storm, leaving the other sectors empty). I thought about creating this kind of system myself but i´m too lazy to create enough variations to make it worth.... but maybe you wish to make a try and do it? It can even have different mini-systems inside of each system, with asteroid-only minisistems, mini-nebula, and even multi-star mini-systems... just some ideas... |
Re: FQM 2.10/1.23 Released
I'm still waiting for Geoschmo to post the updated version of his ultra quadrant mod that has the 4 systems/system...
|
Re: FQM 2.10/1.23 Released
Hello Fyron, Big fan here... or something.
Anyhow, with this latest update, almost every other Warppoint has the word TEST on it (I'm using a clean install too.) like it was a special feature, any way to remove this? |
Re: FQM 2.10/1.23 Released
1 Attachment(s)
Ugh... why oh why do I keep doing that? I really need to get me an editor... I put that there when testing the new idea for how to get all artificially created WPs looking like jump gates, but no naturally occuring ones looking like such. Seem to have forgotten to remove the text.
You can eliminate this by extracting this file (attached) into your FQM\Data folder. This will work for both FQM Standard and FQM Deluxe. It will NOT affect savegame compatibility, and will ONLY make changes to newly generated maps/games. Your currently existing savegames will be 100% unaffected. |
Re: FQM 2.10/1.23 Released
Thanks, man.
|
Re: FQM 2.10/1.23 Released
The first release of Fyron's Quadrant Mod 2.10 included an error involving many warp points having an ability label that they should not have. This has been fixed. If you downloaded FQM Deluxe 2.10 before this date, you can simply apply this <a href=\"http://www.spaceempires.net/files/seiv/mods/FyronsQuadrantModDeluxev210WPFix.zip\">WP Fix</a> to your current installation. There is no need to redownload the entire mod again.
(just some official news) |
All times are GMT -4. The time now is 09:27 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.