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July 11th, 2003, 04:04 AM
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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!)
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Small Hyper-Dense Cables and Small Planetary Gravity Plating are no smaller or cheaper than the regular ones... and while the small and medium ringworlds may require only 3000 kT or 5000 kT, you have to build 4000 kT or 6000 kT since they only come in 2000 kT packages!
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They were supposed to be 1000 kT...
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Why not remove the Star-Unstable abilities from stars since they don't do anything but scare people?
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Because... they scare people! 
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July 20th, 2003, 05:05 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I think the FQM needs more regular systems in the 3-5 planet range. I'm sure not every solar system is as big as ours, you could even add additional asteroids in those systems to represent planets that never quite formed. I also think the asteroid only systems could have the number of asteroids reduced to some degree, it can sometimes cause problems with ship paths - not to mention craziness with stellar manipulation.
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July 20th, 2003, 09:23 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!)
You aren't sure that every solar system is as big as ours, but you are sure they have 4-5 planets? 
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July 20th, 2003, 11:42 PM
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National Security Advisor
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by Imperator Fyron:
You aren't sure that every solar system is as big as ours, but you are sure they have 4-5 planets?
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I was making a suggestion as to reduce the number of planetoids in the mod, since it makes some PBW games a micromanagement nightmare. 
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July 21st, 2003, 12:02 AM
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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!)
That is what I had figured. Perhaps you should have just said that in the first place. 
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September 16th, 2003, 12:05 AM
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Shrapnel Fanatic
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Currently making the next Version of FQM. Any Last-minute suggestions (that would not take many hours of work to implement...)?
2.05
- Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system.
- Added Standard type systems without asteroid belts. They have just 2 asteroid fields.
- Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types.
- Fixed the object masking bug. All objects in all system types will now be masked properly.
[ September 15, 2003, 23:19: Message edited by: Imperator Fyron ]
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September 16th, 2003, 01:19 AM
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Shrapnel Fanatic
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Could you include instructions on how to make changes to things like damaging warp points, asteroids, etc.
Perhaps have hidden planets in nebulas or something odd like that.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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