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  #111  
Old November 3rd, 2002, 05:42 PM

Gryphin Gryphin is offline
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Call it:
Stormy Skys?
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  #112  
Old November 4th, 2002, 10:05 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Stormy Skys... makes no sense, because ships go through space, not atmospheres.
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  #113  
Old November 4th, 2002, 09:43 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

That makes sense from the perspective of a race confined to one planet. But from the perspective of a star-faring race, it is my opinion that "sky" wouldn't be used to refer to space. I could be wrong though, as I have never met a star-faring race.
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  #114  
Old November 4th, 2002, 10:05 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Call your stormy system "Badlands"?

Hey Fyron, how about adding another quadrant type to the mod? One where the systems are all heavily interconnected. Lot's of warp points. Raise the warp points per system and lower the angle between warp points.

Your mod would also be a great place to have premade maps. You could include a maps folder with special maps made by you and others.

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  #115  
Old November 4th, 2002, 10:11 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Geo, have you looked at 1.15 yet? It has a lot of Warp Point Heavy quadrants that already have 2x the # of WPs and 1/2 the angle between them.

The Badlands is a good name though, and pre-made maps are cool too.

[ November 04, 2002, 20:13: Message edited by: Imperator Fyron ]
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  #116  
Old November 4th, 2002, 10:31 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

No, I had not looked at 115 yet, have now. That's the idea. Although I get crazy sometimes and like to play a game with a full ten warp points per system. Do that, raise the systems to 255, set the game to warp points located anywhere, and .

If you want to include my Sphere Map in the next mod, go ahead. It's a grid map with wrap around warp points. No edges, and no corners.

Geoschmo

[ November 04, 2002, 20:34: Message edited by: geoschmo ]
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  #117  
Old November 4th, 2002, 11:06 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I like sphere maps, but I am too lazy to make a bunch of them.
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  #118  
Old November 4th, 2002, 11:33 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Quote:
Raise the warp points per system and lower the angle between warp points.
My Hypermaze quadrants are set at 8 warp points and 40 degrees. I usually play it in a large quadrant with not all connected. Systems with 5-6 WPs are fairly common, and I remember one game where my home system had 7.
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  #119  
Old November 5th, 2002, 02:29 AM

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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I think of the sky, and the night sky in particular as starting someplace above the local trees and extending to infinty.
It never ocured to me that the sky was limited to atmosphere.
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  #120  
Old November 5th, 2002, 07:17 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Geo, what did you do when making your sphere map? Did you make all the WPs in the Editor, or did you cheat and make them in the game, and move them to the proper location?

Anyone:
Map files are big! 5 of them are 900 kB zipped. I think I'll put them in a separate zip or something, cause if I have a lot of them, the mod file will get huge.

[ November 05, 2002, 05:24: Message edited by: Imperator Fyron ]
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