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March 10th, 2007, 01:22 PM
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Private
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Join Date: Oct 2006
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Re: FQM Star Brightness
How would single hex stars spread out the distance between planets?
Personally, I prefer the multi-hex stars. Stars aren't small things, so they shouldn't be as small as planets.
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March 10th, 2007, 02:24 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: FQM Star Brightness
I wasn't thinking specifically to spead out planet distances. I think the suns are really just nothing more than visual annoyances when they're as big as they are. I always preferred SE IV's style. The planet/star models in the game aren't as much trying to represent the real scale of the suns/planets as they are there just to inform the player that a planet/sun occupies this grid, thus 'realism' is not even a consideration.
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March 10th, 2007, 04:23 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: FQM Star Brightness
Stars will not be reduced in size. Doing so would do nothing to spread out planets more; that would require increasing the size of the hex grid to add more available rings.
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March 10th, 2007, 07:57 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: FQM Star Brightness
Oddly, I don't like the way any of the 'dimmed' versions look as screen shots. But the stars do seem to be too bright in the stock game.  I guess the brightest of the dimmed versions, 200, would be best.
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March 10th, 2007, 09:11 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: FQM Star Brightness
I should note that in the process of revamping the textures yesterday, I made the white stars a tad dimmer.
star chart
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March 11th, 2007, 12:03 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: FQM Star Brightness
Those stars look very nice. I am looking forward to Balance Mod 1.05 which will include this graphics mod (and more AI advances, of course. 
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March 10th, 2007, 09:07 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: FQM Star Brightness
140. Doesn't hurt my eyes. at all.
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