|
|
|
 |

November 4th, 2002, 11:06 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I like sphere maps, but I am too lazy to make a bunch of them. 
|

November 4th, 2002, 11:33 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Raise the warp points per system and lower the angle between warp points.
|
My Hypermaze quadrants are set at 8 warp points and 40 degrees. I usually play it in a large quadrant with not all connected. Systems with 5-6 WPs are fairly common, and I remember one game where my home system had 7.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

November 5th, 2002, 07:17 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Geo, what did you do when making your sphere map? Did you make all the WPs in the Editor, or did you cheat and make them in the game, and move them to the proper location?
Anyone:
Map files are big! 5 of them are 900 kB zipped.  I think I'll put them in a separate zip or something, cause if I have a lot of them, the mod file will get huge.
[ November 05, 2002, 05:24: Message edited by: Imperator Fyron ]
|

November 5th, 2002, 08:07 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
|

November 5th, 2002, 09:18 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron's Quadrant Mod v1.16
New Version!
There are 4 new custom maps.
FyronsQuadrantModv116.zip - a 1,280 KB download
Here's the Readme:
Readme.txt
|

November 6th, 2002, 02:38 AM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by Imperator Fyron:
Geo, what did you do when making your sphere map? Did you make all the WPs in the Editor, or did you cheat and make them in the game, and move them to the proper location?
|
I made them all in the map generator. I started with a grid map and then added the wrap around warp points. I tried to do them in game, but it didn't work so well because the warp point would go to the right system, but be on the wrong side of the system. I suppose I could have created them and moved them, but I didn't see how that was much easier then just making them in the map editor to begin with.
That map editor really needs some changes. Need to be able to drag stuff. Ought to be able to click two systems and make a warp point between them, and then drag the ends in system where we want.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

November 5th, 2002, 11:37 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
If you make them in-game and then edit them, you don't have to worry about getting all of the system names right.  Just 1 HW with modded comps and no AIs is all you need.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|