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  #1  
Old October 13th, 2001, 09:32 PM

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Default Lastest Mods

I have been away for a while what are the Lastest in mods
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  #2  
Old October 14th, 2001, 12:02 AM
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Default Re: Lastest Mods

P&N is up to V2.3c. I don't know about the others.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download the Latest Version of P&N>- (just extract to your SE4 folder)
--<Download my HomeComing scenario>- (For P&N v2.3b)
--<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
-<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style)
-<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN)
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>
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  #3  
Old October 14th, 2001, 08:02 PM
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Default Re: Lastest Mods

I posted my first mod a while back, but haven't gotten any feedback whatsoever on it. I think the size of the download may be putting people off.

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Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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  #4  
Old October 14th, 2001, 09:01 PM

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Default Re: Lastest Mods

Mine (techmod) is up to beta 4.6.. would be up to 5, but I'm having difficulties with the AI.

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  #5  
Old October 15th, 2001, 07:36 AM
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Default Re: Lastest Mods

regarding the hypermaze quad:

its an interesting quadrant type, the layout looks very.. geodesic.

alcohol is my drug of choice, and i was never much one for halucinagenics or psychodelics. therfore, the hyperspace systems themselves are very hard to look at, and sort of hurt the eyes.

perhaps it would solve the filesize problem and the eyestrain problem, if you eliminated nebulae from the game, and used the nebulae images for the hyperspace systems instead?

------------------
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(with apologies to H.P.L.)
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  #6  
Old October 15th, 2001, 10:49 PM
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Default Re: Lastest Mods

quote:
regarding the hypermaze quad:

its an interesting quadrant type, the layout looks very.. geodesic.

alcohol is my drug of choice, and i was never much one for halucinagenics or psychodelics.
therfore, the hyperspace systems themselves are very hard to look at, and sort of hurt the eyes.

perhaps it would solve the filesize problem and the eyestrain problem, if you eliminated nebulae from the game, and used the nebulae images for the hyperspace systems instead?

I did notice that they were a bit dazzling in play, but I liked the look too much to change them. It can also be rather hard to see where the ships are in the hyperspace system if they happen to be on one of the rays, but I have the same problem with some of the dark shipsets on the normal backgrounds. I tried to make a gradient with the brightest colors in the least common and most turbulent sectors. I haven't got the graphics software to adjust the color schemes to a more muted palette.

When I started working on the mod, I did use the nebulae graphics for hyperspace as well, but I really wanted hyperspace to be visually different from normal space. Another possibility I considered was to include instructions for generating the fractals, rather than downloading the .bmp files. I think when I have time to work on it some more, I'll write up a "lite" Version without the bitmaps.

------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 15 October 2001).]
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  #7  
Old October 16th, 2001, 07:18 AM
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Default Re: Lastest Mods

it definitly is mazelike though. running thru a large quadrant briefly, its hard initially trying to pick good routes. the interconnection of all the systems is decieving, since many are impassable to early ships.

I do like the quad, and would not be opposed to seeing a multiplayer game using the mod. my only complaint is the eyestrain.
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  #8  
Old October 17th, 2001, 03:42 AM
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Default Re: Lastest Mods

quote:
my only complaint is the eyestrain.
That can be fixed by replacing the hyperspace bitmaps with something less painful, like the nebulae. When I do the next Version, I'll put the details like the dimensions of the bitmaps in the readme file, so people can make their own images to taste.

[edit]I thought of an easy fix for the eyestrain problem: go into SystemTypes.txt and change the five Hyper#.bmp references to Starmap.bmp . You won't be able to tell the turbulence levels at a glance any more, but hyperspace will still be visibly different from normal systems (because it's got nothing in it but warp points), without sacrificing the nebulae. I'll do this in the "lite" Version.

------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 20 October 2001).]
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  #9  
Old October 20th, 2001, 11:10 PM
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Default Re: Lastest Mods

< bump to show edit >
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  #10  
Old October 22nd, 2001, 10:40 AM

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Default Re: Lastest Mods

I put a mod out recently and recently made some slight changes - it contains sector cloaks, new armor, regenerating engines, fighter missiles, weapon platform mounts have range bonus, seekers move dramatically faster, improved point defense, slightly adjusted hyperoptics to detect cloaked planets/sectors.
The AIs use all of the new components.

Its in the mod achive - if anyone gives it a try - let me know what you think!
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