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  #291  
Old May 20th, 2003, 10:19 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

So... anyone have any suggestions for how I could make the mod better?
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  #292  
Old May 20th, 2003, 11:32 PM

tesco samoa tesco samoa is offline
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

yes fqm lite.... with half the planets... ( less moons...)
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  #293  
Old May 21st, 2003, 12:15 AM

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

google.com: fyron's quadrant mod

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 . Just started playin a few days ago and already I've glued FQM and EyeCandy mods together. Oy.
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  #294  
Old May 21st, 2003, 01:14 AM

Gryphin Gryphin is offline
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Default 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.
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  #295  
Old May 21st, 2003, 01:20 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

A "chaotic" quadrant sorta approaches a "hell" quadrant.
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  #296  
Old May 21st, 2003, 04:52 AM
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Default 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 ...
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.
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  #297  
Old May 21st, 2003, 07:13 AM
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Default 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! It gets so cluttered... though I guess I could just have Mid-life variants of those types of quadrants.
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  #298  
Old May 21st, 2003, 07:39 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Quote:
It gets so cluttered...
Nah, It's only one screen. Make more!

How about a quadrent where the only planets are ringworlds where the stars would be?
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #299  
Old May 22nd, 2003, 01:21 AM
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Default 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?
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  #300  
Old May 22nd, 2003, 01:34 AM

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

IIRC no.
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