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October 19th, 2002, 03:14 AM
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Shrapnel Fanatic
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I can make new ruins techs, but that eliminates compatibility with the normal game, and so is not for this Version.
I do not know if the game will accept RWs and such in the data files for system types. I'll have to experiment.
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October 19th, 2002, 05:25 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Can you make a Sphere world with random movement or can you specifiy the type of system it would occur in?
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Actually, yeah...
You just go into systemtypes.txt, and copy bits out of the blackhole entry, and other bits out of a normal system. Change a regular planet to size "Ringworld" instead of "Any", and see if it works 
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October 19th, 2002, 11:37 PM
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Shrapnel Fanatic
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I am making new warp point heavy quadrants. I was wondering what the best order to put the quadrants in is. There are a lot of them now...
Which is better:
Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid
Or:
Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid
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October 20th, 2002, 12:19 AM
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Corporal
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
second one - i care more about warp-points than what the quadrant looks like :-)
Quote:
Which is better:
Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid
Or:
Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid
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October 20th, 2002, 12:38 AM
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Shrapnel Fanatic
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Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron's Quadrant Mod v1.15
New Version!
FyronsQuadrantModv115.zip - a 754 KB download
Here's the Readme:
Readme.txt
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October 20th, 2002, 12:41 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
WPH = Warp Point Heavy. These quadrants have about 2x as many warp points in them.
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October 20th, 2002, 03:47 AM
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Shrapnel Fanatic
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
You might have to be careful with testing that one...
If systems have too many warppoints going in and out, the pathfinding may go nuts.
My FTL-map is a prime example of that, making it humans-only, and requiring some micromanagement of ship movement.
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