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  #81  
Old October 18th, 2002, 09:42 PM

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

SJ,
Can you make a Sphere world with random movement or can you specifiy the type of system it would occur in?
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  #82  
Old October 19th, 2002, 03:14 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I can make new ruins techs, but that eliminates compatibility with the normal game, and so is not for this Version.

I do not know if the game will accept RWs and such in the data files for system types. I'll have to experiment.
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  #83  
Old October 19th, 2002, 05:25 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Quote:
Can you make a Sphere world with random movement or can you specifiy the type of system it would occur in?
Actually, yeah...
You just go into systemtypes.txt, and copy bits out of the blackhole entry, and other bits out of a normal system. Change a regular planet to size "Ringworld" instead of "Any", and see if it works
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  #84  
Old October 19th, 2002, 11:37 PM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

I am making new warp point heavy quadrants. I was wondering what the best order to put the quadrants in is. There are a lot of them now...

Which is better:

Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid

Or:

Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid
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  #85  
Old October 20th, 2002, 12:19 AM

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

second one - i care more about warp-points than what the quadrant looks like :-)

Quote:
Which is better:

Mid-Life
WPH Mid-Life
Cluster
WPH Cluster
Grid
WPH Grid

Or:

Mid-Life
Cluster
Grid
WPH Mid-Life
WPH Cluster
WPH Grid
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  #86  
Old October 20th, 2002, 12:38 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Fyron's Quadrant Mod v1.15

New Version!

FyronsQuadrantModv115.zip - a 754 KB download

Here's the Readme:

Readme.txt
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  #87  
Old October 20th, 2002, 12:41 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

WPH = Warp Point Heavy. These quadrants have about 2x as many warp points in them.
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  #88  
Old October 20th, 2002, 03:47 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

You might have to be careful with testing that one...

If systems have too many warppoints going in and out, the pathfinding may go nuts.
My FTL-map is a prime example of that, making it humans-only, and requiring some micromanagement of ship movement.
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  #89  
Old October 20th, 2002, 05:25 AM
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Default Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)

Well... 1 of my PBW games is using a Cluster map where I made the same exact change to the number of WPs and the min angle between them, and I haven't had any problems with pathfinding in there.
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  #90  
Old October 22nd, 2002, 02:05 AM

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

I have noticed the AI cannot handle the "Newly Forming" star system - ships sit over obscured planets and warp pts trying to colonize or warp through them everyturn.

The ai ends up with fleets and colony ships stuck in these systems repeating its Last orders but unable to comply because the object is hidden.
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