
September 21st, 2003, 07:28 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: FQM Reactions
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So, I was just wondering if the mod had its effect placed on planet creation. If so, then something seems out of place with regards to generating random NONE atmospheres.
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I have no idea what determines the creation of new planets. I hope it is random, based off of the SectType.txt file... try running some other test games to see if this happens all the time, or if that game is just a freak of nature. PTF has noticed some really odd things with random events in some tests he has been doing, where some games will be overwhelmed with events, others are relatively barren. A computer's idea of "random" is not truly random, afterall.
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I always figured that a gas giant that small would break apart and essentially become a storm. And if they were really, really dense then they wouldn't be made of gas now would they?
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If I could change the name, I would change "gas giant" simply to "gas planet". Use some imagination. There are lots of ways one could explain small and tiny gas planets; I just like the added variety.
Also, keep in mind that the gas giants in Sol all have dense rocky cores. They are not entirely gas. I meant that the small and tiny gas planets could be really dense, for gas giants. They don't have to be dense enough to turn into liquids or solids.
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Have you taken a look at Atrocities SWII mod? I don't know if nhe based his system files off of FQM or not but he has a few alternate WP pics that look quite nice (like the bajoran wormhole and such).
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I like the multi-colored asteroids. I believe all of those WP pics are in the Image Mod... I just prefered the normal looking WPs.
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One thing that is evil was that he made all asteroids damaging. I've seen this cripple the AI.
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It is Andres' mod, and yes, he based if off of FQM. The damaging asteroids were from FQM, actually, though a much older Version. I greatly reduced the number of them and replaced them with other abilities that do not cripple AIs. Now, unless you get extremely unlucky, ship paths get at most diverted by a sector or two. An AI only rarely gets crippled from asteroids. Andres probably needs to update the asteroid abilities.
About asteroid values, I actually lowered the maximum value of asteroids from 300 to 200 because there are so many of them. And keep in mind that you can use the new quadrants in FQM 1.19/2.05 that have no asteroid rings in the standard systems, just 2 asteroid "fields" each (one is too boring ). They still have those big asteroid field systems, and a few sparse system types with asteroid rings though, but overall, 1000s of fewer asteroids. 
[ September 21, 2003, 18:32: Message edited by: Imperator Fyron ]
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