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

Fyron June 21st, 2002 09:28 AM

Fyron\'s Quadrant Mod Discussion Thread
 
Fyron's Quadrant Mod

I have made a mod! That's right, me, Imperator Fyron, the eternal procrastinator! http://forum.shrapnelgames.com/images/icons/icon12.gif

Anyways...

The mod can be downloaded here:

FyronsQuadrantModv10.zip

Please view the ReadMe.txt for more information. Thanks.

[ May 29, 2004, 00:46: Message edited by: Imperator Fyron ]

Atrocities June 21st, 2002 09:30 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Lookin Good. http://forum.shrapnelgames.com/images/icons/icon7.gif NICE READ - ME file. Very professional looking. One of the best I have seen. Nice work Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 21, 2002, 09:01: Message edited by: Atrocities ]

Fyron June 23rd, 2002 04:36 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
So... anybody else care to offer comments on my mod? http://forum.shrapnelgames.com/images/icons/icon7.gif

Gandalph June 23rd, 2002 05:57 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok, I downloaded and installed it, used the mod picker to start a new game, chose medium, realistic midlife, added existing Corrian, start game, and BAM RCE, then on forced exit (ie - ctrl-alt-del) access violation.

Fyron June 23rd, 2002 07:57 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Hmm... did you get a RCE while generating the map, or afterwards? And you are using SE4 Gold, right? This mod is incompatible with SE4 1.49.

[ June 23, 2002, 18:59: Message edited by: Imperator Fyron ]

Atrocities June 24th, 2002 12:26 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Seems to be working fine for me. I had no problems using it.

Gandalph June 24th, 2002 06:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Perhaps it's one of the many race files I have. I am using Gold 1.67 and I get the RCE after I start the game (ie. I start the game, the computer places empires and it fires up at my turn). I do not get, nor have I gotten, RCE's in any of the many solo, PBW, or TDM, games that I play. I am not sure of the problem, but will probably not check into it for a system mod, no offense Fyron. Perhaps I could just bring the changes in systems over to my normal game?

Fyron June 24th, 2002 06:30 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
No problem. Could you email a map that does this?

If you want to add this into your normal game, copy QuadrantTypes.txt and SystemTypes.txt into whatever mod you want. I would recommend the SystemNames.txt too, because it has 1000s of system names in it, so you'll always get something different.

Fyron June 25th, 2002 02:52 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.01

New Version!

FyronsQuadrantModv101.zip

Here's the Readme:

Readme.txt

[ June 25, 2002, 01:54: Message edited by: Imperator Fyron ]

Fyron June 28th, 2002 04:22 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Come on, I know you guys want to make some comments here. http://forum.shrapnelgames.com/images/icons/icon7.gif

tesco samoa June 28th, 2002 02:03 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
here is my comment. Fryon http://forum.shrapnelgames.com/images/icons/tongue.gif your mod is well written. It works really well. I am looking forward to playing a game in it. All my future PBW games will use this mod

And I have only one complaint

Home come your not working on Version 2 of this?

Fyron June 28th, 2002 06:01 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Version 2? Already? http://forum.shrapnelgames.com/images/icons/icon7.gif Isn't it a little soon for such a big leap in Version numbers?

Gandalph June 28th, 2002 06:36 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I just finished a game with this mod, very cool indeed. It is a little tougher to conquer a world that has 4 worlds and 3 moons under it. Nice work Fyron!

Fyron June 28th, 2002 08:10 PM

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

Wow, finished a game? On what settings? I have never finished a game myself. http://forum.shrapnelgames.com/images/icons/icon12.gif

Btw, the "Test" quadrant type in v1.01 shouldn't be in there. I forgot to delete it. Oh well. http://forum.shrapnelgames.com/images/icons/icon7.gif It can show you all the new system types in the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif And, it has none of those annoying "planetless systems" in it.

[ June 28, 2002, 19:20: Message edited by: Imperator Fyron ]

Gandalph June 28th, 2002 10:24 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Small galaxy, 3 AI opponents, no nuetrals, low tech cost, med tech start, 3 planet start, 3k racial. Took 185 turns to force final surrender.

I have to add that create planet is much more important in this mod with the zillions of asteroid fields floating around, and I definitely took advantage of that!

Fyron June 29th, 2002 01:41 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
http://forum.shrapnelgames.com/images/icons/icon7.gif That wasn't the purpose of the asteroids, but oh well.

Q June 29th, 2002 07:50 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Very nice work indeed. I like the multiple moons and as already mentioned the high number of asteroids makes the creation of planets very interesting. And this is one of the few stellar manipulations the AI handles quite well!
Thank you again for your work.
Just for curiosity: why did you include all files (unmodded too)in your download data folder?

Fyron June 29th, 2002 12:12 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Mods do not work unless they have all the files in the data folder. If I were to only include the altered files, SEIV would crash when trying to load the mod.

Gandalph June 29th, 2002 05:32 PM

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

Originally posted by Imperator Fyron:
http://forum.shrapnelgames.com/images/icons/icon7.gif That wasn't the purpose of the asteroids, but oh well.
<font size="2" face="Verdana, Helvetica, sans-serif">It wasn't? Well, when I started the game and noticed a system next to my home system, which had multiple asteroids anyway, that had what 27 asteroids in it, the first thing I thought of was stellar manip. Once I got it, I handed control over to the minister and got 4 new worlds every turn. Incredibly resource rich beautiful worlds. I can see on this type of quadrant, claiming a lot of territory is not necessary to support even a large empire. With the many existing planets in each system, and the stellar ability to create more, even a small area can produce tons of all resources including intel and research.

Fyron June 30th, 2002 11:22 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
New Version in the works.:

Added more moons to some planets. Altered the stats of various moons. Added Threaded Spiral, Super Grid and Newborn quadrant types. Added Binary Star Systems with Asteroid Belts. Revamped Trinary Star systems. Added Quadruple and Quintuple Star Systems.

[ June 30, 2002, 11:31: Message edited by: Imperator Fyron ]

Schwarzbart June 30th, 2002 12:38 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Nice Mod!
Tested it today only downside is that the planet creation from asteriods become to powerfull in this Mod.

Fyron July 1st, 2002 01:10 AM

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

Added Quadruple Star Systems and Star Clusters. Added ruins that do not yield any techs. Revamped the Newly Formed star system.

Planned:

Ancient quadrants will have a higher chance for ruins.

[ July 01, 2002, 00:11: Message edited by: Imperator Fyron ]

Fyron July 1st, 2002 01:56 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.02

Ok, enough teasers! Here it is. Enjoy!

FyronsQuadrantModv102.zip

Here's the Readme:

Readme.txt

Fyron July 1st, 2002 05:00 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Btw, if someone wants a 1.49 Version of my mod for whatever reason, I could whip one up in a jiffy.

Fyron July 1st, 2002 10:11 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok, I have a word of warning.

I just created Adamant 005, for which I used my mod. It is to be played with the TDM mod. When I created the game with just the FyronsQuadrantMod folder, SE4 choked on it, saying that the data files did not match those used when the game was created. So, I copied QuadrantTypes.txt, StellarAbilityTypes.txt, and SystemTypes.txt into the TDM\Data folder and created the game. I restored the originals of those 3 files, and the game now loads just fine.

Fyron July 4th, 2002 10:19 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I have begun work on a Fyron's Quadrant Mod 2.0, which I might decide to name Quadrant Mod, if I so choose. http://forum.shrapnelgames.com/images/icons/icon7.gif

It will modify files that will cause maps generated with the mod to be incompatible with other mods or the standard game, such as SectType.txt and PlanetSize.txt. It will require the latest Version of the Planet Pack from the Image Mod, as it will make use of as many pictures from it as possible.

Fyron July 5th, 2002 12:40 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.03

New Version!

FyronsQuadrantModv103.zip

Here's the Readme:

Readme.txt

Fyron July 5th, 2002 12:44 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
And here is a teaser for v2.00:

Quote:

Alterded Population and Cargo values for planets. Made it so that Domed Colonies have 1/3 the facilites instead of 1/5. Added more Planet Sizes. Added Irradiated planets. Added many pictures from the Image Mod. Added Small and Medium Ringworlds. Added more abilities to Warp Points, Storms, and Asteroids. Added Green and Purple stars.
<font size="2" face="Verdana, Helvetica, sans-serif">I need some help creating descriptions for a bunch of planets I am adding. If anyone wants to help, I'd appreciate it.

[ July 04, 2002, 23:59: Message edited by: Imperator Fyron ]

tesco samoa July 5th, 2002 01:32 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
2.0 eh ????

Gryphin July 5th, 2002 12:45 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron,
&lt;EDIT:&gt;
Fryon, how about "Haiku" style, or should I save it for my own list.
Description := Born in the Big Bang, Coalescing in this Quadrant, Brilliant Doth it Shine
&lt;/Edit&gt;
&lt;2nd Edit&gt;
Acknowledging Geoschmo for the idea of including Haiku in a mod and that I have a tough time doing anything in a "normal" fasion.
&lt;/2nd Edit&gt;
You got, (and I'll keep them non inflametory)
http://forum.shrapnelgames.com/images/icons/icon10.gif

[ July 05, 2002, 14:30: Message edited by: The High Gryphin ]

Gryphin July 5th, 2002 07:56 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
(I could not resisit one more sample)
Description := Without Atmosphere, Active Volcanoes Spouting, Nothing Here For You

Fyron July 5th, 2002 08:43 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Well... whatever floats your boat! http://forum.shrapnelgames.com/images/icons/icon7.gif It might offer a nice change of pace from all the "normal" planetery descriptions.

Gryphin July 5th, 2002 09:01 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Imperator Fyron
Thanks, will do.
Um, "Well... whatever floats your boat",
There are those that would warn you against such an open invatation.
I think I will keep it PG. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif
Ok, folks, go for it.

Nodachi July 6th, 2002 12:02 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Here goes. Never claimed to be any good at this! http://forum.shrapnelgames.com/image...s/rolleyes.gif

It is much too hot
This corrosive atmosphere
Maybe this is Hell!

Pretty lightning here
Multi-colored clouds to see
If it weren't so wet.

Earthquakes aplenty
Mountains everywhere you look
On this barren rock.

Could it truely be?
Terraformed eons ago
This is paradise!

Fyron July 6th, 2002 03:36 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.10

New Version!

FyronsQuadrantModv110.zip

Here's the Readme:

Readme.txt

Fyron July 6th, 2002 07:07 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
This is an HTML help file I created to help explain the quadrants in Fyron's Quadrant Mod:

Help.zip

After you download it, extract it to the folder where the mod is installed, and it should go into a Help subfolder. If you installed SEIV Gold to:

C:\Games\Malfador\Space Empires IV Gold\

then the mod should be in:

C:\Games\Malfador\Space Empires IV Gold\FyronsQuadrantModBeta

The help files should extract to:

C:\Games\Malfador\Space Empires IV Gold\FyronsQuadrantModBeta\Help

Open Help.html, and away you go!

Fyron July 6th, 2002 08:48 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod v1.11

New Version! The only difference is that the Help file is included for convenience.

FyronsQuadrantModv111.zip

Here's the Readme:

Readme.txt

Gryphin July 6th, 2002 11:52 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I know I'm going to kick myself, (or let GrowLTigga do it).
Um, Fryon, how do I use your mod with TDM?

Fyron July 7th, 2002 01:41 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
You can load the mod, create a map, save it, and then load up TDM and load that map to use. There should be no problems at all.

Or, if you want to patch this mod directly into TDM, locate these files in the FyronsQuadrantMod\Data folder:

StellarAbilityTypes.txt
SystemNames.txt (unless you want to use one of your own)
SystemTypes.txt
QuadrantTypes.txt

Backup their equivalents in the Data folder of the TDM Modpack. Then copy them from FyronsQuadrantMod\Data to TDM-Modpack\Data. This can be done with pretty much any mod, btw.

Gryphin July 7th, 2002 02:28 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Thanks,
I should have known it was that easy.

Fyron July 7th, 2002 03:00 AM

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.

&gt;2) I don't know why, but although I selected the option that everybody
&gt;should start with the same size planets... but always everybody got
&gt;different size planets! In fact, the race that I was testing was based on
&gt;Rock. Well, severat times, the game was started with 2 rock homeworlds and 1
&gt;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.

Fyron July 21st, 2002 12:10 AM

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

Q July 21st, 2002 03:09 PM

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?

Fyron July 21st, 2002 08:20 PM

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.

Fyron July 27th, 2002 09:19 AM

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

oleg July 30th, 2002 04:38 PM

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.

Fyron July 30th, 2002 07:44 PM

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?

oleg July 30th, 2002 07:55 PM

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

Fyron July 30th, 2002 08:57 PM

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.

oleg July 31st, 2002 03:48 AM

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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