|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				November 3rd, 2003, 08:06 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Feb 2003 Location: USA 
						Posts: 258
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: MOD questions 
 Some of JLS’s work with the AIC Quadrant map is unique, I dont know if you want to loose some of that.  I like the AIC Centurion Map where you can generate from the new game map menu the amount of clusters from 1 to 12 on a small, medium or large map.  Before you start your game and with out a special editor.  Also the Centurion Systems them selves are rich with Ancient Ruins.    |  
	
		
	
	
	| 
			
			 
			
				November 3rd, 2003, 08:17 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: MOD questions 
 That is a strange bug exploited by that map type there. |  
	
		
	
	
	| 
			
			 
			
				November 3rd, 2003, 08:23 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Feb 2003 Location: USA 
						Posts: 258
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: MOD questions 
 I dont understand Fyron?
 The AIC Centurian Map is very unique and can be generated to the individual Players taste and it is always perfect.
 
 I don’t know how he programmed it, but its been in AIC forever.
 
 [ November 03, 2003, 06:30: Message edited by: Grand Lord Vito ]
 |  
	
		
	
	
	| 
			
			 
			
				November 3rd, 2003, 08:26 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: MOD questions 
 The sheer randomness of how many clusters appear is due to the max wp (4) and min angle between wp (240) settings. This apparently confuses the SE4 map generating code, so sometimes it does not know how to make the rest of the clusters.      With a normal cluster, you never get fewer than 11 clusters on a large map (100 max systems), and rarely under 10 clusters on a small map. |  
	
		
	
	
	| 
			
			 
			
				November 3rd, 2003, 08:34 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Feb 2003 Location: USA 
						Posts: 258
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: MOD questions 
 Well I guess JLS figured how to do it. I have used that map since AIC came out Last February, and it is great in a LAN games when only a few people paly and the map sets up Cluster perimeters.  
It plays great in Standard, no-warp, and Finite games          
excuse spelling, its been a late night out, and but fun       [ November 03, 2003, 06:40: Message edited by: Grand Lord Vito ] |  
	
		
	
	
	| 
			
			 
			
				November 3rd, 2003, 08:44 AM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Feb 2003 Location: USA 
						Posts: 258
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: MOD questions 
 Dont get me wrong I like the beuty of FQM Fyron.
 It is tops in my book {thumbs up}
 |  
	
		
	
	
	| 
			
			 
			
				November 3rd, 2003, 04:30 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: MOD questions 
 What does this have to do with FQM?       
I never said it was bad, just commenting on how bizarrely that cluster map behaves.    |  
	
		
	
	
	
	
	
	
	| Thread Tools |  
	|  |  
	| Display Modes |  
	
	| 
		
		 Hybrid Mode |  
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |