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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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March 2nd, 2003, 06:38 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!)
Faster growth helps them reach the miniumum pop to move to each planet faster, so I would imagine it helps them out more than hinders them.
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March 2nd, 2003, 06:43 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!)
It seems as if the Max Systems is set to 155 instead of 255 in the latest release of FQM. This is not a big deal, and you can fix it by opening up Settings.txt and changing it back to 255. Or you can leave it at 155, or put it on whatever number you want. 
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