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  #1  
Old February 28th, 2007, 04:34 PM
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Default Re: FQM Beta 5 Posted

What if it was set to be on top of the planet texture? The atm would blend in more then.
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Old February 28th, 2007, 04:50 PM
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Default Re: FQM Beta 5 Posted

In that case try a circular image of a mostly constant shade to see what happens. It should be a dark gray close to black to not be too overpowering. I seem to recall in the outer regions of the current glow, background objects were visible so it might work out ok.
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Old February 28th, 2007, 11:54 PM
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Default Re: FQM Beta 5 Posted

Working on some fancy quadrant types...

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Old March 1st, 2007, 04:14 PM
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Default Re: FQM Beta 5 Posted

I think you're aware that I asked about adding moons to the same hex as a planet awhile back which I have done. While combining various changes to Kwok's new BM and most of yours, (still undecided on the new planet glows) with other various mods. I ran a quick check to make sure the game works.

Maybe it's the remants of a blasted planet or a new planet coalescing together. (moon placed in asteroid belt). Actually 2 in one system. Anyway it works for me.
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Old March 1st, 2007, 04:42 PM
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Default Re: FQM Beta 5 Posted

Consider them to represent large asteroids with minimal levels of effective gravity that you can place small colonies on. Or perhaps regions with lots of such large asteroids.
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Old March 2nd, 2007, 12:25 PM
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Default Re: FQM Beta 5 Posted

I like the new Beta, hadn't seen the first few as I couldn't get my torrent to link correctly, even after going through your painstaking tutorial.
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Old March 2nd, 2007, 09:48 PM
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Default Re: FQM Beta 5 Posted

The nebula are a performance concern on some systems. One way to help might be to make the individual clouds bigger, and reduce the number of them. Compare the original to the new version, and tell me what you think:

40 small clouds per storm

20 large clouds per storm

I'm leaning towards even bigger:

20 huge clouds per storm, with larger distances between them
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