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-   -   Fyron's Quadrant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=6426)

Fyron March 5th, 2003 11:28 AM

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).

rdouglass March 5th, 2003 04:09 PM

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

JLS March 5th, 2003 05:21 PM

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

Originally posted by desdinova:
fyron, regarding the mistake i made from the AICampaign thread of not copying all files. is it just the components i need or are there other items also.
after looking at this accident i have decided it is not really that unbalancing to have pregenerated ring and sphere worlds (unless you start out with one as a homeworld like i did). it is going to take me forever to populate them and build the facilities. after all who knows what ancient races may have been out there and what they left behind.

edit: for those who havent read the other thread, i combined fqmdeluxe with the aicampaign but apparently didnt copy all the required info properly. in the starmap the game generated i have encountered 3 small ringworlds, one of which i started out as a homeworld. the map is a large one and i have only explored 10 starsystems so far due to alien minefields. so there is no telling if there are sphereworlds or other ringworlds out there. the other thing is they are classified as rock gas and ice planets just like normal ones. one of the other races is ice and it has populated the ice one already. should be interesting to see how this game turns out. (assuming the ai doesnt kill me)(again)

<font size="2" face="Verdana, Helvetica, sans-serif">FQM is a great mod , however with that said, most DATA files are not combatable for AI Campaign Mod. If you used FQM Data files (as is) in any Non based se4 mod you may have compatibilities issues. As would the reverse over writing of data files be true (most any Mod to FQM data files).

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 ]

Fyron March 5th, 2003 10:18 PM

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

Originally posted by rdouglass:
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

<font size="2" face="Verdana, Helvetica, sans-serif">If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

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.
<font size="2" face="Verdana, Helvetica, sans-serif">As long as you give credit, you can merge FQM with your mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 05, 2003, 20:24: Message edited by: Imperator Fyron ]

rdouglass March 5th, 2003 10:30 PM

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

Originally posted by Imperator Fyron:
If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Bummer! How can I build a system w/ 5 RW's then... http://forum.shrapnelgames.com/images/icons/icon10.gif How 'bout the 4 star systems? ...and what ability did you assign to the system?

Just curious - I'll dive into the files if I need to....

Fyron March 5th, 2003 10:49 PM

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

Originally posted by rdouglass:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Bummer! How can I build a system w/ 5 RW's then... http://forum.shrapnelgames.com/images/icons/icon10.gif How 'bout the 4 star systems? ...and what ability did you assign to the system?

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

Gryphin March 6th, 2003 02:11 AM

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

Originally posted by Imperator Fyron:
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">There still seem to be some limits. I made a Large Dence Paradise. I was able to remove warp points, planets and systems.
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.

Gryphin March 6th, 2003 03:19 PM

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?

rdouglass March 6th, 2003 04:48 PM

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

Originally posted by Nodachi:
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!
<font size="2" face="Verdana, Helvetica, sans-serif">I had that problem IIRC and I think it has to do with the Planets.bmp vs. the NewPlanets.bmp files. You have to rename NewPlanets.bmp to Planets.bmp (after you save the original of course http://forum.shrapnelgames.com/image...s/rolleyes.gif ).

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....

Fyron March 6th, 2003 07:32 PM

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

Originally posted by Gryphin:
Fryon,
If a map is created in FQM Deluxe will it work on PBW?

<font size="2" face="Verdana, Helvetica, sans-serif">Only if the game is using the FQM Deluxe mod. If not, then the map will not work.

Quote:

Originally posted by Nodachi:
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!
<font size="2" face="Verdana, Helvetica, sans-serif">There is no mention of pic p8193.bmp in SectType.txt. Are you sure that is the correct number that the error message gives?

[ March 06, 2003, 17:34: Message edited by: Imperator Fyron ]


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