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June 29th, 2002, 05:32 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by Imperator Fyron:
That wasn't the purpose of the asteroids, but oh well.
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It wasn't? Well, when I started the game and noticed a system next to my home system, which had multiple asteroids anyway, that had what 27 asteroids in it, the first thing I thought of was stellar manip. Once I got it, I handed control over to the minister and got 4 new worlds every turn. Incredibly resource rich beautiful worlds. I can see on this type of quadrant, claiming a lot of territory is not necessary to support even a large empire. With the many existing planets in each system, and the stellar ability to create more, even a small area can produce tons of all resources including intel and research.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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June 30th, 2002, 11:22 AM
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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: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
New Version in the works.:
Added more moons to some planets. Altered the stats of various moons. Added Threaded Spiral, Super Grid and Newborn quadrant types. Added Binary Star Systems with Asteroid Belts. Revamped Trinary Star systems. Added Quadruple and Quintuple Star Systems.
[ June 30, 2002, 11:31: Message edited by: Imperator Fyron ]
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June 30th, 2002, 12:38 PM
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Corporal
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Join Date: Oct 2001
Posts: 62
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Nice Mod!
Tested it today only downside is that the planet creation from asteriods become to powerfull in this Mod.
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July 1st, 2002, 01:10 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Another teaser:
Added Quadruple Star Systems and Star Clusters. Added ruins that do not yield any techs. Revamped the Newly Formed star system.
Planned:
Ancient quadrants will have a higher chance for ruins.
[ July 01, 2002, 00:11: Message edited by: Imperator Fyron ]
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July 1st, 2002, 01:56 AM
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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: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fyron's Quadrant Mod v1.02
Ok, enough teasers! Here it is. Enjoy!
FyronsQuadrantModv102.zip
Here's the Readme:
Readme.txt
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July 1st, 2002, 05:00 AM
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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: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Btw, if someone wants a 1.49 Version of my mod for whatever reason, I could whip one up in a jiffy.
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July 1st, 2002, 10:11 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Ok, I have a word of warning.
I just created Adamant 005, for which I used my mod. It is to be played with the TDM mod. When I created the game with just the FyronsQuadrantMod folder, SE4 choked on it, saying that the data files did not match those used when the game was created. So, I copied QuadrantTypes.txt, StellarAbilityTypes.txt, and SystemTypes.txt into the TDM\Data folder and created the game. I restored the originals of those 3 files, and the game now loads just fine.
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