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July 31st, 2005, 10:34 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 31 Times in 19 Posts
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Re: FQM 2.10/1.23 Released
Thanks for the info.
__________________
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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August 1st, 2005, 10:39 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Thanked 6 Times in 6 Posts
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Re: FQM 2.10/1.23 Released
Just a suggestion for a new (or not so new) kind of system for your mod: a multi-system system, in the style of ultraquad mod (is that the name?), but having 4 mini-systems per system...
Since each system is a 13x13 grid you can have four 5x5 mini-systems inside it, leaving space among the systems and spaces in the system boundaries for the warppoints... and in a 5x5 minisystem you have 25 sector that, even excluding the center one for the star, leaves 24 sectors for planets, asteroids, storms and empty space... (i imagine mini-systems with around 5 planets and 1 asteroid/storm, leaving the other sectors empty).
I thought about creating this kind of system myself but i´m too lazy to create enough variations to make it worth.... but maybe you wish to make a try and do it? It can even have different mini-systems inside of each system, with asteroid-only minisistems, mini-nebula, and even multi-star mini-systems...
just some ideas...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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August 1st, 2005, 11:40 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: FQM 2.10/1.23 Released
I'm still waiting for Geoschmo to post the updated version of his ultra quadrant mod that has the 4 systems/system...
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August 1st, 2005, 08:12 PM
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Corporal
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Join Date: Aug 2002
Posts: 121
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Re: FQM 2.10/1.23 Released
Hello Fyron, Big fan here... or something.
Anyhow, with this latest update, almost every other Warppoint has the word TEST on it (I'm using a clean install too.) like it was a special feature, any way to remove this?
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August 1st, 2005, 08:18 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: FQM 2.10/1.23 Released
Ugh... why oh why do I keep doing that? I really need to get me an editor... I put that there when testing the new idea for how to get all artificially created WPs looking like jump gates, but no naturally occuring ones looking like such. Seem to have forgotten to remove the text.
You can eliminate this by extracting this file (attached) into your FQM\Data folder. This will work for both FQM Standard and FQM Deluxe. It will NOT affect savegame compatibility, and will ONLY make changes to newly generated maps/games. Your currently existing savegames will be 100% unaffected.
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August 1st, 2005, 08:19 PM
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Corporal
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Join Date: Aug 2002
Posts: 121
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Re: FQM 2.10/1.23 Released
Thanks, man.
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August 12th, 2005, 02:17 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: FQM 2.10/1.23 Released
The first release of Fyron's Quadrant Mod 2.10 included an error involving many warp points having an ability label that they should not have. This has been fixed. If you downloaded FQM Deluxe 2.10 before this date, you can simply apply this WP Fix to your current installation. There is no need to redownload the entire mod again.
(just some official news)
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