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January 6th, 2003, 03:33 AM
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Private
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Join Date: Dec 2002
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I do still have both the maps and savegames folder; neither is empty, at it happens. I agree, the mod launcher is perfect for keeping the savegames separate, especially when using incompatible mods.
At the moment, I don't remember which folders I deleted.  If I encounter the problem again when I install the soon-to-be-released update, I'll report back.
One other item of potential interest that I haven't seen mentioned; not a bug, just a quirk: If the player or AI produces colonizers in a system that happens to have random movement of ships, the colonizers will start off-planet. Any automated command, either by the AI or the player using the "send colonizer" button, that activates those colonizers will fail to load colonists and result in the creation of zero-population colonists which then have to be manually populated, as the transport minister never seems to do so, in my experience.
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January 6th, 2003, 07:57 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I could give new colonies a starting population of 1 million. Empty colony ships will create colonies that have 1 million pop instead of 0. 
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January 6th, 2003, 08:11 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I recently learned that the 30 MB limit on Shrapnel is per file, not per user. So I have uploaded the Deluxe Version of the mod here on Shrapnel.
The link in my sig now links to the file on Shrapnel, not PBW. Happy downloading! 
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January 6th, 2003, 05:00 PM
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Private
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Actually, starting the colonies with 1M by default would be great! Or maybe 4M to simulate a colonizer with no cargo pod, if that wouldn't be a conflict and would be safe from potential abuse?
Another quirk I noticed Last night while testing my AI which I can't explain yet is that for some reason, the AI was repeatedly attempting to colonize a specific sector with two storms and no planets in a one of the few "newly-formed" systems on the map. I didn't take any notes, but if you'd like more info, let me know.
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January 6th, 2003, 09:56 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
That means there is a planet there, and it is behind a cloaked storm. AIs will still try to colonize cloaked planets, even though they can't.
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January 7th, 2003, 12:19 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by Imperator Fyron:
That means there is a planet there, and it is behind a cloaked storm. AIs will still try to colonize cloaked planets, even though they can't.
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It must be that "Storm C" planet system. You should edit that out...
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January 7th, 2003, 01:21 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I know what causes it. As long as they only waste 1 colony ship, I don't see it as that big of a deal.
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