|
|
|
 |
|

July 31st, 2002, 05:42 PM
|
 |
Sergeant
|
|
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by oleg:
OK, I edited systemtypes.txt
Offending planets have been changed from medium to small. There are no more mistakes when SEIV generates homeworlds:
[/url]
|
Would it be possible to generate a new planet size class, with the same size and characteristics as Medium worlds but under a different name, something like "Medium moon". I think the AI looks for "Medium" worlds when assigning homeworlds and not for the actual size.
|

August 1st, 2002, 04:19 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!)
Henk:
Yes, but that would make it so that the maps would not be compatible with any other mods or the normal game. That was not the goal of FQM.
Oleg:
Interesting, I'll take a look. 
|

August 1st, 2002, 04:03 PM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
SE assign homeworlds to either to planets specified either as "medium" or "any" in systemtypes.txt. In case of "any" - it is most likely that SE IV first generates map and then converts randomly generated medium planets to homeworlds but may be not.
It is possible for SE IV to generate home worlds from vacuum: The "empty" system - just one sun and nothing else has a status "empire can start in = true". I once had a homeworld in such system - it was located in a sector 1:1. It seems that SE IV first assign races to systems that have "empire can start in = true" then it tries to place the homeworld. If there are no suitable planet, it may create one.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

August 1st, 2002, 05:00 PM
|
 |
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!)
I have found that at least when using pre made maps the game will more often than not make homeworlds out of vacuum rather than convert exsisting ones. Unless you set starting points that are in the same sector with an exsisting planet.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

August 1st, 2002, 06:06 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Question. If your homeworlds appear in a sector cloaking nebula... How does your enemy find them...
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

August 1st, 2002, 06:10 PM
|
 |
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 tesco samoa:
Question. If your homeworlds appear in a sector cloaking nebula... How does your enemy find them...
|
They don't.
EDIT: I suppose they could get one of those neublae clearing devices, and then they should be able to see them.
[ August 01, 2002, 17:10: Message edited by: geoschmo ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

August 2nd, 2002, 03:31 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I'm trying to make a few good / evil maps.
Is the following correct:
1.5 = Optimal
1.4=Good
1.3=Good
1.2 = Mild
1.1=Mild
1.0=Mild
0.9=Unpleasant
0.8=Unpleasant
0.7=Unpleasant
0.6=Unpleasant
0.5=Unpleasant
0.4=Harsh
0.3=Harsh
0.2=Deadly
0.1=Deadly
0.0 = Deadly
Thanks
|

August 2nd, 2002, 04:04 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!)
Make planets with those conditions, and name them accordingly. Save the map. Load it in a game, and see what level each of the planets has.
|

August 2nd, 2002, 04:26 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
That is how I got those values, I wanted to make sure I read them correctly 
|

August 2nd, 2002, 08:25 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!)
Ok. 
|
Thread Tools |
|
Display Modes |
Linear 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
|
|
|
|
|