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February 11th, 2003, 02:17 AM
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Corporal
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Join Date: Dec 2002
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Should FQM standard be compatible with devnull? I tried to make a map with fqm then switch to devnull and load, but I got an access exception when clicking on a nebula. Since devnull has the (no black holes) options, I'm guessing they are not compatible? Or maybe its just my error.
I'm using the latest seiv patch. The map was a small standard paradise map. I think I still have the map file if it would help.
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February 11th, 2003, 02:35 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!)
Actually, Devnull mod has an older Version of FQM Standard built into it, with some other modifications too. So, it might not be compatible. 
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February 12th, 2003, 05:40 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by Imperator Fyron:
Load existing races, as in "Add new empire" or "Load Empire"? If the latter, there might be an empty Empires folder in the FQM folder that is causing a problem.
Also, because there is no FQM\Pictures\Races folder, SE4 will look in the default Pictures\Races folder. That does not cause any problems (unless you have no races in your default races folder, which would have required you do have deleted them or renamed the folder ).
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I downloaded the FQM2.01 the other day, just to make sure I was using the most recent Version of the mod. I still had trouble loading an empire up, due to the fact that there was no empire folder in the mod. So I copied the empires folder from the original game (with all of the addtions from all of the races I've downloaded), and that seemed to work, as I can now pull up empires to use.
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February 12th, 2003, 10:15 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
As there is no empire folder in the mod, SE4 will just load the default empire folder, and there should not be any problems.
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February 26th, 2003, 10:10 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!)
Fyron's Quadrant Mod v1.18
New Version!
FyronsQuadrantModv118.zip - a 1,346 KB download
Here's the Readme:
Readme.txt
There will be a new Version of FQM Deluxe incorporating the changes in a few days, plus some goodies.
[ February 26, 2003, 08:28: Message edited by: Imperator Fyron ]
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February 27th, 2003, 05:45 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Cloaking stars, eh? Sounds like an evil place to hide a star-killer...
Would a ringworld built on top inherit the cloaking ability?
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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February 27th, 2003, 06:25 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!)
A ringworld is not at all related to the star it is made of. Any abilities the star had should be lost. It would be cool if the RW inhereted the star's abilities though.
You can defeat the cloaking of all cloaking stars with level 3 scanners, so its not as deadly as you'd think. I've never seen anyone with Stellar Manipulation 5 and not have any sort of scanners. 
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March 1st, 2003, 02:32 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!)
I have a question to ask the lot of you that have played with FQM Deluxe. What do you think of the rate of population growth as compared to normal SE4? With higher pop levels (though roughly equivalent bonuses from pop), you get more growth earlier on. You can build a few pop transports early on and siphon even more people from the HW than you can in the normal game. So, my question is thus: is this a bad thing for gameplay purposes? Does doing this give you significantly more bonuses than in normal SE4, or is it equivalent? About the only viable solution (if this is a problem) is to increase the Reproduction Check Frequency to 2 or 3, so pop growth slows down. Would doing this cause more harm than help?
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March 1st, 2003, 03:25 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!)
Fyron's Quadrant Mod Deluxe v2.02
Here is a new Version of FQM Deluxe!
You can get the patch from 2.xx to 2.02 here:
FQM Deluxe v2.02 Patch - a 493 KB download.
You can get the full Version here:
FQM Deluxe v2.02 - a 12,462 KB download.
Or, you can download a smaller Version in which the huge system graphics have been converted to jpeg format. You will need to convert them back to bmp format for them to work in-game. Check the ReadFirst.txt file for the locations of the files. You can get this smaller Version here:
FQM Deluxe v2.02 JPEG - a 3,023 KB download
You can also view the Readme.txt.
You will need at least the Planet Pack of the Image mod installed to play with this mod. It can be gotten from here:
SE4 Image Mod
You have to play maps made with FQM Deluxe with the mod itself; the maps will not work in other mods. This is because files were modded that remove universal compatibility.
For converting those jpegs, you could get Irfan View, at http://www.irfanview.com/. It has a nice batch conVersion utility that will quickly convert a bunch of files from one format to another.
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March 2nd, 2003, 04:58 AM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Pop Growth Rate,
I like the faster growth rate. Adds a challenge to cordinate the transports. I wonder if it helps or hinders the AI.
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