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  #371  
Old May 27th, 2005, 03:33 PM
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Default Re: Fyron\'s Quadrant Mod Web Site Updated

I have added No Ast Belt versions for the standard WP level versions of the following quadrant types:

Mid-life, Cluster, Galactic Edge, Spiral Arm.

Is this sufficient?
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  #372  
Old May 29th, 2005, 12:12 AM
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Default Re: Fyron\'s Quadrant Mod Web Site Updated

Anybody?
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  #373  
Old May 29th, 2005, 02:57 AM

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Default Re: Fyron\'s Quadrant Mod Web Site Updated

Sufficient.

BTW thank you. The maps just get to big late game with asteroid belts.
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  #374  
Old May 29th, 2005, 03:23 AM
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Default Re: Fyron\'s Quadrant Mod Web Site Updated

I honestly cannot think of any suggestions for the mod. It is by far one of the most valued game enhancement mods out. Thank you Fyron for keeping it up to date.
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  #375  
Old July 26th, 2005, 06:51 PM
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Default FQM 2.10/1.23 Released

Long overdue updates for the acclaimed Fyron's Quadrant Mod are now ready for download. FQM Deluxe has been updated to version 2.10 and FQM Standard has been updated to version 1.23.

The updates contain several bug fixes and more No Ast Belt quadrant types. The Deluxe update features a massive reorganization of SectType.txt, new planet descriptions for some planets courtesy of Loser, and the restoration of balance between the planet types and atmospheres. You can download the upates from the FQM web site.

The FQM Deluxe 2.10 update will break all savegames. Do not attempt to use savegames or maps from previous versions of FQM Deluxe in 2.10.

Note that a number of nebula images have been removed from FQM Deluxe. Applying the patch to it will work fine, but it will result in unused images on your hard drive.

The following is the history file of updates for FQM Deluxe 2.10:

Version 2.10 - 26 July 2005:
Files Altered: PlanetSize.txt, SectType.txt, SteallarAbilityTypes.txt, SystemTypes.txt
1. Changed - Planet types and atmospheres are now more or less balanced.
2. Added - Massive planet size, which is one step up from Huge. Only gas giants can be massive.
3. Fixed - No AST quadrant types no longer have planets in sector 1, 13.
4. Removed - Removed "Stock Standard Systems" header system as it would appear in every quadrant due to unresolved SE4 bugs.
5. Fixed - Descriptions for Ancient Ruins Unique abilities were set up improperly. Now, any Ancient Ruins Unique ability can have either of the two possible descriptions.
6. Fixed - No naturally occuring warp points will look like B5 jump gates. All artificially created warp points will look like B5 jump gates. This applies to all quadrant types except for "Balanced" quadrants.
7. Changed - No systems in No Ast Belt quadrant types have large asteroid belts, other than the occasional Stock-like single asteroid ring system.
8. Added - Added No Ast Belt versions of more quadrants.
9. Changed - Changed many planet descriptions, courtesy of Loser.
10. Fixed - Some systems with medium moons were allowed to be home systems.
11. Replaced with new images:
Nebulae16
Nebulae17
Nebulae28
12. Removed entirely:
Nebulae21
Nebulae22
Nebulae26
Nebulae33
Nova2
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  #376  
Old July 26th, 2005, 09:22 PM
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Default Re: FQM 2.10/1.23 Released

If we add this to a mod, and that mod has a previous version, will it effect saved games in any way?

And also, what files specifically would we need to copy over if we have used FQM Standard in a mod?

Thanks
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  #377  
Old July 30th, 2005, 11:24 PM
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Default Re: FQM 2.10/1.23 Released

Look in the Help folder at the combining with other mods file. It tells you what needs to be done to merge FQM with other mods.

This update for FQM Deluxe will most certainly break savegames, due to the rampant reorganization and rebalancing of the SectType.txt file.

The update for FQM Standard will never break savegames, since all of the modifications in that mod are designed to not require the mod to be used to use the maps it generates.
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  #378  
Old July 31st, 2005, 10:34 AM
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Default Re: FQM 2.10/1.23 Released

Thanks for the info.
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  #379  
Old August 1st, 2005, 10:39 AM
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Default Re: FQM 2.10/1.23 Released

Just a suggestion for a new (or not so new) kind of system for your mod: a multi-system system, in the style of ultraquad mod (is that the name?), but having 4 mini-systems per system...

Since each system is a 13x13 grid you can have four 5x5 mini-systems inside it, leaving space among the systems and spaces in the system boundaries for the warppoints... and in a 5x5 minisystem you have 25 sector that, even excluding the center one for the star, leaves 24 sectors for planets, asteroids, storms and empty space... (i imagine mini-systems with around 5 planets and 1 asteroid/storm, leaving the other sectors empty).

I thought about creating this kind of system myself but i´m too lazy to create enough variations to make it worth.... but maybe you wish to make a try and do it? It can even have different mini-systems inside of each system, with asteroid-only minisistems, mini-nebula, and even multi-star mini-systems...

just some ideas...
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  #380  
Old August 1st, 2005, 11:40 AM
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Default Re: FQM 2.10/1.23 Released

I'm still waiting for Geoschmo to post the updated version of his ultra quadrant mod that has the 4 systems/system...
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