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  #21  
Old February 6th, 2005, 12:59 PM

Zaamon Zaamon is offline
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Default Re: Eclipse Mod 1.0 Full - Crashing Win98

I have some problems when I take "Sparse Maze" type quadrant.
All systems have same type nebula. No stars and only planets are homeworlds. Nebula properties are "LV 1 advanced scanning required to see in this nebula.
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  #22  
Old February 6th, 2005, 01:16 PM
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Default Re: Eclipse Mod 1.0 Full - Crashing Win98

Is it me or are ships designed to move very fast!?
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  #23  
Old February 6th, 2005, 02:49 PM

Kevin Arisa Kevin Arisa is offline
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Default Re: Eclipse Mod 1.0 Full - Crashing Win98

I made traveling easier and faster. Of course you cant go too fast without burning out your supplies. I wanted the distance you can go to be based largely on your supply limit rather than engine speed. However I've had a hard time trying to balance out the speed vs supply burn ratio. Newer engines are supposed to be faster and more effecient but i dont want them overpowered. At least not until the end. I plan on doing some revisions to the engines in the next patch.

[EDIT] Oh, and I have no clue about the map problem. I ported over Fyrons quadrants so I didn't make them. I have yet to try a maze map myself.
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  #24  
Old February 6th, 2005, 02:52 PM
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Default Re: Eclipse Mod 1.0 Full

Quote:
Kevin Arisa said:
Fyron, do you have a gamer-in-distress radar or something?
It is a perpetually reoccuring issue.

Quote:
Zaamon said:
I have some problems when I take "Sparse Maze" type quadrant.
All systems have same type nebula. No stars and only planets are homeworlds. Nebula properties are "LV 1 advanced scanning required to see in this nebula.
Strange. Number of system types dropped to 1... Open Eclipse\Data\QuadrantTypes.txt, search for the Sparse Maze entry, and change

Number of System Types := 1

to

Number of System Types := 117
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  #25  
Old February 7th, 2005, 01:10 PM
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Default Re: Eclipse Mod 1.0 Full - Crashing Win98

Well, I've done most of the files, but haven't finished reformatting the planets yet, which will take some time. I'll let you know if this works. If it does, I might send it all back to you to update files for Win98 folks.
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  #26  
Old February 8th, 2005, 11:55 PM

Kevin Arisa Kevin Arisa is offline
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Default Re: Eclipse Mod 1.0 Full

I have started a list for changes to the next patch.

Done:

1. Research Lab effeciency reduced.
2. Rune of Detonation availability and self destruct added.
3. Tweaked many rsearch costs.
4. Fixed the Chaos Generator.
5. Allowed Stellar Sails on drones.
6. Increased ancient facilities build costs.
7. Improved many combat images.
8. Repaired a few typos and incorrect discriptions.
9. Interceptor Missile now targets units.
10. Added Terran speech file.

Waiting to be done:

1. Mana Force AI
2. Replace stars with bad masking and cut off.

Please contribute to this list.
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  #27  
Old March 4th, 2005, 12:19 PM
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Default Re: Eclipse Mod 1.0 Full

Quote:
Kevin Arisa said:
Eclipse doesn't use most of the planets from ImageMod. it uses mostly the components and facilities. Nearly all of the planets are new. I submitted them to ImageMod a couple times but SJ hasn't gotten around to it yet. Also some of the new nebula contribute to the size.
Which ones? Have you downloaded the latest version?
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  #28  
Old March 4th, 2005, 01:55 PM
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Default Re: Eclipse Mod 1.0 Full

Quote:
Imperator Fyron said:
Quote:
Zaamon said:
I have some problems when I take "Sparse Maze" type quadrant.
All systems have same type nebula. No stars and only planets are homeworlds. Nebula properties are "LV 1 advanced scanning required to see in this nebula.
Strange. Number of system types dropped to 1... Open Eclipse\Data\QuadrantTypes.txt, search for the Sparse Maze entry, and change

Number of System Types := 1

to

Number of System Types := 117

This is an issue with all old versions of the FQM. It has been spotted several times before. I believe it has been fixed in the latest version... is it Fyron?
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  #29  
Old March 4th, 2005, 03:43 PM
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Default Re: Eclipse Mod 1.0 Full

It is a bug in the latest released version.
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  #30  
Old March 22nd, 2005, 05:51 AM

Kevin Arisa Kevin Arisa is offline
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Default Re: Eclipse Mod 1.0 Full

Okay, here is a revised list for the 1.01 patch. Any bugs or suggestions you have please let me know. I'll add them to the list.

Done:

1. Research Lab effectiveness reduced.
2. Rune of Detonation availability and self destruct added.
3. Tweaked many research costs.
4. Fixed the Chaos Generator.
5. Allowed Stellar Sails on drones.
6. Increased ancient facilities build costs.
7. Improved many combat images.
8. Repaired a few typos and incorrect discriptions.
9. Interceptor Missile now targets units.
10. Added Terran speech file.
11. Most fighter weapons now target missiles.
12. Significantly increased missile damage resistance.
13. Increased Point Defense damage potential.
14. E-Field Pulseshot will act as point defense.
15. Several new event images.
16. Reworked intelligence projects.
17. Adjusted engines and power generators.
18. Updated facilities to use new images.
19. Added factory expansion facilities
20. Added resource improvement facilities.

Planned:

1. Mana Force AI
2. Replace stars with bad masking and cut off.
3. Reduce primary RAR file size and create partial files.
4. Add the missing Devastator Cannon component.
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