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  #321  
Old September 16th, 2003, 03:26 PM

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

Maze rocks.

I voted to change the name to

DigDug
Lady Bug
or
PacMan

But Fyron does not know those games.
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #322  
Old September 16th, 2003, 08:06 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I know Pacman... but Maze works just as well. You can change the name in your local copy; it will not affect MP games in any way.
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  #323  
Old November 1st, 2003, 02:14 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Working on the next Version of FQM:

Version 2.07 - 31 October 2003:
Files Altered: QuadrantTypest.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Changed - Version history moved from Readme.txt to History.txt. Format changed.
2. Added - Added Chaotic Warp Point to StellarAbilityTypes.txt, which is a copy of the Unstable Warp Point from FQM 2.06.
3. Changed - Standard # AS I Un WP systems are now Standard # AS I Chaotic WP systems. Such systems use the Chaotic Warp Point type instead of Unstable.
4. Changed - Chaotic Region systems now use the Chaotic Warp Point ability rather than Unstable Warp Point.
5. Changed - The warp point ability that did 6500 damage now does 650 damage.
6. Changed - The occurance of damaging Warp Points is now at roughly 20% of the pre-2.07 levels. 1.1% of WPs will have the Sector - Damage ability. 1.1% of WPs will have the Warp Point - Turbulence ability.
7. Added - Stars can now have level 3 cloaking, providing a full spectrum of cloaking.
8. Fixed - The WP ability that gave a Sight Obscuration level of 1 now gives level 2, so that it can actually provide cloaking.
9. Added - Added an alternate StellarAbilityTypes.txt file that shows the effect of each ability in the ability description. This file is only accessed when the map is created, and never during the game. So, the host of a multiplayer game (if the players so desire) could use it to make the game, and the players would not have to do anything special.


Any suggestions?
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  #324  
Old November 1st, 2003, 03:48 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

These are some nice fixes Fyron. Reading the Version history helps to undestand a lot about what is going on with this mod.

Great work.
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  #325  
Old November 1st, 2003, 04:44 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I'll try to have the new nebula pics to you tomorrow evening.
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  #326  
Old November 1st, 2003, 09:10 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I'm not sure how many of these I am going to put in the mod... the download size could get quite excessive!
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  #327  
Old November 2nd, 2003, 03:46 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

So nobody has any suggestions...
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  #328  
Old November 2nd, 2003, 09:10 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I've got some 20 new system pics I could add to FQM, but it would increase the size of the download by 18.3 MBs. Oh, what to do, what to do.
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  #329  
Old November 2nd, 2003, 10:20 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Quote:
Originally posted by Imperator Fyron:
I've got some 20 new system pics I could add to FQM, but it would increase the size of the download by 18.3 MBs. Oh, what to do, what to do.
I am not sure if that will help you, but could you do a Version with these additional graphics and another one without? Say, "FQM enhanced". Otherwise, the size of the download would be about 40 mo if memory serves right, which can still be handled by a dial-up. (If you are able to use Getright or another program to resume that is) No, I don't have any suggestion for FQM, I tend to be better at chasing bugs than giving suggestions as you can see.
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  #330  
Old November 2nd, 2003, 10:45 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Actually, FQM would be 27.3 or so MBs, not 40. The full file is currently 9 MBs.

I already maintain 2 Versions of the mod, one without any special system pics (FQM Standard) and one with them and lots of extra planet pics (FQM Deluxe). I don't really want to add a third.
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