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  #241  
Old February 6th, 2003, 10:08 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

F Te antKe:
Both mods make stronger AIs because there are more planets for them to colonize. If you want a very AI-friendly quadrant, use the Paradise type in either standard or deluxe. It has no deadly systems (spatial rupture, black hole, etc.), and only a few nebulae.

Greg:
Do you mean empire files, or ship sets? Which Version of the mod were you using?

[ February 06, 2003, 20:10: Message edited by: Imperator Fyron ]
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  #242  
Old February 6th, 2003, 10:42 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Fyron, I'm sorry. That is right in your help file where I have read it at least 3 times.
Thanks again.
I hope it is made part of the next CD release. I also hope they make you a beta tester if you want it.
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  #243  
Old February 7th, 2003, 05:27 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

No need to be sorry.

I don't think any new beta testers will be added for SE4. I do hope to get on the beta team for any new games MM makes though.
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  #244  
Old February 9th, 2003, 05:57 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Quote:
Originally posted by Imperator Fyron:
[
Greg:
Do you mean empire files, or ship sets? Which Version of the mod were you using?[/QB]
As far as I can tell, the mod I'm using is v2.01. But like I said, when I try to load any exiting races, there aren't any. since there isn't a pictures folder in the mod, how do I get any races to choose?
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  #245  
Old February 9th, 2003, 06:56 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

If the mod has new system nebulae pics, it is FQM Deluxe (2.01).

Load existing races, as in "Add new empire" or "Load Empire"? If the latter, there might be an empty Empires folder in the FQM folder that is causing a problem.

Also, because there is no FQM\Pictures\Races folder, SE4 will look in the default Pictures\Races folder. That does not cause any problems (unless you have no races in your default races folder, which would have required you do have deleted them or renamed the folder ).
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  #246  
Old February 9th, 2003, 06:02 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Edit: I didn't see the "FQM & TDM" post before I wrote this. Tinstructions from that post are nicer, they could go in the readme (but replace TDM with "most other mods").

I suggest you should include something like this in your readme file (from an ealier post by Fyron):

Quote:
You can load the mod, create a map, save it, and then load up TDM and load that map to use. There should be no problems at all.

Or, if you want to patch this mod directly into TDM, locate these files in the FyronsQuadrantMod\Data folder:

StellarAbilityTypes.txt
SystemNames.txt (unless you want to use one of your own)
SystemTypes.txt
QuadrantTypes.txt

Backup their equivalents in the Data folder of the TDM Modpack. Then copy them from FyronsQuadrantMod\Data to TDM-Modpack\Data. This can be done with pretty much any mod, btw.


[ February 09, 2003, 16:04: Message edited by: Dralasite ]
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  #247  
Old February 9th, 2003, 06:33 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

If I remove all the stupid names from the systemnames.txt file, would I get a credit in the readme file?
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  #248  
Old February 10th, 2003, 12:27 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Yes Kwok. I have been implying that you do that for a while now.

Dral:
Since you already saw the TDM + FQM thing, it will be included in all future Versions of FQM, and is mentioned in the readme.

[ February 09, 2003, 22:34: Message edited by: Imperator Fyron ]
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  #249  
Old February 10th, 2003, 09:56 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

What, you finally got tired of "Sir, our scoutships have explored the Fritolai system", too?
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  #250  
Old February 11th, 2003, 12:00 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I didn't, but Kwok did.
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