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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
You need to copy all RW/SW components from FQM Deluxe into the mod you are adding FQM Deluxe to (and replace the normal RW/SW components from the mod you are copying them into, or you will get small-large RWs all at the same tech level, which would be pointless).
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Question: I have a system that randomly moves my bases and ships around. Is that normal (a feature) for the FQM? or is it something else I should be looking at?
I do apologize - I haven't read completely thru this thread (it's quite long!)... http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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Interesting indeed, how your game turns out, desdinova http://forum.shrapnelgames.com/images/icons/icon12.gif For some examples: RacialTraits: No AI Choices, the game would error from Race general file. Tech Area: Game would error here as well from Race research calls. Components: the AI and human players would be unable to gain there specific design calls. Vehicles file: needed for AI balance mod portion of game, mine sweeping, late game balance. Also required to be unchanged for design calls. Facility file: is required for Race construction calls. Most Default_AI_Files same as above applies. CompEnhancement: some AI balancing Events: some redundant changes IntelProjects: some changes PlanetSize: Required for balance on some race issues. RepairPriorities: Identical Settings: Preference but with some required Specific related entry’s. With StellarAbilityTypes, SystemTypes and QuadrantTypes files in AI Campaign are designed and balanced for Finite play and to help keep the AI ahead of the resource degradation curb in SE4. AI Campaign does not utilize the vast amount of asteroids and moons as FQM does due to the AI’s inabilities to Robo mine asteroids in se4 and the added moons would only encourage the AI to land on more tiny planets not that that is a bad thing; in itself. Their is a balanced amount of Asteroids and moons in AIC currently that will help the Human Player and utilize Robo and Sat mining and hopefully not tip the scales to much in favor of the Human Player versus the Computer opponent. Now, with that stated http://forum.shrapnelgames.com/images/icons/icon7.gif I would look forward to work with Fryon and it would be an honor to help with the interface of his FQM Mod with AI Campaign. [ March 05, 2003, 19:50: Message edited by: JLS ] |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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[ March 05, 2003, 20:24: Message edited by: Imperator Fyron ] |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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Just curious - I'll dive into the files if I need to.... |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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Just curious - I'll dive into the files if I need to....</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Click on the background of the system to see what abilities it has. The 5 star systems have the Random Movement ability. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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I was not able to rename or add warp points, planets, or systems. The error was something along the lines of "Cannot insert line, End of File error" That may not be exact. |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Fryon,
If a map is created in FQM Deluxe will it work on PBW? |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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At least I think that was the fix http://forum.shrapnelgames.com/image...s/confused.gif I'm pretty sure that was one of the common mistakes. Anyways IF would know for sure.... |
Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
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[ March 06, 2003, 17:34: Message edited by: Imperator Fyron ] |
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