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July 7th, 2003, 09:24 PM
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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: Comments on Combined Mods with Additional Enhancements
Quote:
One solution could be to make all the asteroids Tiny, so you can only get Tiny planets form them, and it is not quite as excessive. Hmm... I think I might have to do that in the next Version of FQM (at least for the systems with rings of asteroids).
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Ok, scratch that idea. Calling for specific sized asteroids in SystemTypes.txt makes null asteroids (no pic, no type, no size, buggy). 
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July 7th, 2003, 09:32 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Comments on Combined Mods with Additional Enhancements
Quote:
Originally posted by Imperator Fyron:
Having the asteroids go in a ring around the star is more realistic than just a "belt" in a random sector.
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I had always thought each sector represented it's own orbit or orbital group, that the two-dimensional system grid represented not the two-dimensional plane of a stellar system but various, different, and necessarily undefined aspects of the paths of moving bodies within that system. I believe something like this is the only way to look at that sector grid and apply the word 'realistic' to it.
This is far more reasonable, really, than any 'realistic' alternative. Despite the number-crunching power each of us represent (we play this game, after all) I doubt more than a score of individuals on this board are capable of plotting a useful orbit in a measly three-body system. I'd venture one of that twenty may think of plotting that orbit as an enjoyable pastime, maybe.
This seems to be supported by the way a one-sector asteroid-object brazenly is labeled a 'belt'. Storms, I'd suspect, would also spread themselves out along an orbital path, rather than holding together, body-like.
FQM is one of my Favorites. I just think the application the word 'realistic' to this portion of this is subject to dispute.
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July 7th, 2003, 11:11 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Comments on Combined Mods with Additional Enhancements
Ok... it just looks cooler. 
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July 7th, 2003, 11:23 PM
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Brigadier General
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Join Date: Aug 2002
Location: Carlisle, UK
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Re: Comments on Combined Mods with Additional Enhancements
Personally i like the asteroid belts. If you dislike them go and select the Balanced Large Ideal or Balanced Midlife. i'm pretty sure they don't have the asteroid belts.
I just like the idea of systems having 20+ planets in them. Maybe they should be rarer, or perhaps limited to homeworld systems (i doubt it's possible) But i for one like the mod the way it is! 
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July 8th, 2003, 03:25 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Comments on Combined Mods with Additional Enhancements
Oh I dig the mod as it is. I usually play TDM+FQM, with maybe a mount mod, in Huge Dense Cluster quadrants. And Fyron's approach does make a certina visual sense that the stock approach lacks. (I'll face it: "various, different, and necessarily undefined aspects of the paths of moving bodies" is hardly intuitive.) I just found a nit to pick and set at it. 
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November 26th, 2003, 10:30 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: Comments on Combined Mods with Additional Enhancements
Quote:
Originally posted by Chris Haltiner:
In order to make for a more challenging single player game I have combined the TDM-ModPack 3.30 and Fyron's Quadrant Mod Standard 1.18. I have also made the following enhancements:
- Level cost for tech areas doubled.
- Facility mineral costs doubled.
- To-hit modifiers added to weapon descriptions.
- Point - Defense Cannons to-hit reduced and uses progressive to-hit scale.
- Graviton Hellbore damage increased by 20%.
- Shard Cannon damage slightly increased (a few points).
- Telekinetic Projector damage decreases slightly over distance.
- Anti - Matter Torpedo radioactives cost tripled.
- Quantum Torpedo radioactives cost tripled.
- Quantum Torpedo to-hit +10 added.
- Wave - Motion Gun construction resource costs doubled.
- Wave - Motion Gun II range increased by 1.
- Wave - Motion Gun III range increased by 2.
- Wave - Motion Gun supply amount used doubled.
- Most mineral costs in VehicleSize.txt increased by various margins. Examples:
Escort 450
Frigate 700
Destroyer 1200
Light Cruiser 1800
Cruiser 3000
Battle Cruiser 4200
Battleship 6400
Dreadnought 10000
Baseship 20000
Other ship's mineral costs have been doubled. Bases, satellites, fighters, drones, and mines are basically unchanged.
- All units in VehicleSize.txt have resource construction cost which equals 10% of mineral cost.
Based on other player's experiences, will the combination of the above make for a challenging game or will the AI be incapable of dealing with the increased costs? Most of these changes are designed to slow me down more than the AI.
I may also change Fyron's SystemTypes.txt to have systems with both fewer and greater planets and possibly less asteroids overall.
I plan on playing with high research costs even with the doubled research cost above. (I enjoy a slow tech evolving game starting with minial techs.)
Comments?
-Chris
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Does anyone know if this mod was ever uploaded, and if so, what it was called? Sounds interesting, and I'd like to check it out.
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