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  #341  
Old November 14th, 2003, 02:21 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

New teaser. If you have any suggestions at present, make them.

Version 2.08 - UNRELEASED:
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Added - Desert and Wasteland quadrant types.
2. Added - Expanse system type, which is literally empty.
3. Fixed - Nebulae 31 now uses the Nebulae31 bitmap instead of Nebulae15.
4. Fixed - WPL Standard Mid-Life quadrant now has the correct number of Max Warp Points.
5. Fixed - There were various typoes in QuadrantTypes.txt.
6. Changed - Massive reorganization of the QuadrantTypes.txt file. Quadrants are now ordered by type, planet density, then warp point density.
7. Added - Added various descriptor lines in QuadrantTypes.txt so that some descriptions appear in the Quadrants list in-game.
8. Added - Tesco Start quadrant type. Note: just some self-depreciation humor.
9. Added - Planets can have many new abilities. Many are unique to FQM as of this point.
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  #342  
Old November 14th, 2003, 02:35 AM

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

Fyron, were is the v2.08 download, I only see FQM v2.07?

Edit:
(Nevermind, reread that it is unreleased)

[ November 13, 2003, 13:59: Message edited by: JLS ]
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  #343  
Old November 14th, 2003, 02:41 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Ok... 2.08 is currently being uploaded. Just 40 minutes to go! The patch file is done as of now, but JPEG and Full are not.

Edit:
JPEG file is uploaded. Just 30 minutes to get Full file up there.

Edit2:
All uploaded! (some time ago I presume )

http://fqm.spaceempires.net/

[ November 14, 2003, 04:42: Message edited by: Imperator Fyron ]
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  #344  
Old November 14th, 2003, 08:31 AM

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

Thanks Fyron
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  #345  
Old February 18th, 2004, 10:47 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

If, for some reason, you have overwritten your stock SE4 starmap images and would like the stock ones back rather than the FQM Deluxe ones in Stock SE4, here they are:

starmap.exe - 92 kB self extracting rar file
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  #346  
Old February 24th, 2004, 06:30 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I love this mod. I really do. I think this mod is the greatest thing since sliced bread and the invention of peanut butter.
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  #347  
Old February 24th, 2004, 06:49 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Nothing is greater than sliced bread and peanut butter!

well, maybe chocolate.

and cheese sandwiches.

and cabbage rolls.

but nothing else.

except maybe eggnog ice cream.

ok, now i'm just making me hungry.
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  #348  
Old February 29th, 2004, 10:30 AM

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

Imperator Fyron

I have a question about the Fyron's Quadrant Mod. I apologies in advance if this has been answered or discussed elsewhere.

Okay, I upgraded to Version 1.91 and added the TDM-Mod Pack Beta 3.40. Next I went to your website http://fqm.spaceempires.net/ to download your latest Version. I downloaded the "Deluxe MOD full" Version 2.08 and started to combine both MODs. Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40. What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:

Maximum Planet Percent Value := 300
Minimum Planet Percent Value := 0
Maximum Planet Resource Value := 999000000
Minimum Planet Resource Value := 0
Bases Can Join Fleets := False
No Retrofit Adding Of Spaceyards := True
No Retrofit Adding Of Colony Module := True
Seeker Combat Defense Modifier := 40
Planet Combat Offense Modifier := 30
Planet Combat Defense Modifier := -200

Your ends with:

Fighters Can Be Hit By Mines := True


My question is are they gone on purpose or did they get accidently deleted? I checked my backup settings.txt from Version 1.84 and it's missing these lines too. I believe that Version 2.08 is the Lastest copy of the Fyron's Quadrant Mod. To be sure I downloaded it again and installed it to my desktop and the lines were still missing. Anyway, I just wanted to bring this to your attention and thank you for creating this outstanding mod.

Also, will you be updating your Modding 101 Tutorial with the latest features from patch 1.91?

[ February 29, 2004, 08:35: Message edited by: hicksz ]
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  #349  
Old February 29th, 2004, 03:29 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Those are lines that have been added in the Last few patches. Fyron must have forgotten to add them to his settings.txt file...

...most people usually use only generated maps or play with other mods that incorporate FQM so that is probably why no one has ever noticed it until now.
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  #350  
Old February 29th, 2004, 07:38 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Quote:
Originally posted by hicksz:
Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40.
I strongly suggest that you go back to the 40 pop modifiers of FQM Deluxe. It has a very, very different curve than stock SE4 does, to reflect the increase in population levels on planets. Using the stock on will throw everything off, and make any level of population above 10000 useless, as you get no bonus past 10000 with the stock settings. Also, all worlds will become far too productive with the stock population modifiers.

Quote:
What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:
This is not a problem. Those lines are optional and were added in a patch for SE4 Gold. If they are missing, SE4 will just use the default values for them. The only reason to add them is if you are going to change them.

Quote:
Also, will you be updating your Modding 101 Tutorial with the latest features from patch 1.91?
Yes, when I get the time to do so.

Quote:
Originally posted by Captain Kwok:
...most people usually use only generated maps or play with other mods that incorporate FQM so that is probably why no one has ever noticed it until now.
Not quite. FQM Deluxe can not be used that way. Only FQM Standard can make maps useable in stock SE4. There are plenty of people out there that use FQM Deluxe.
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