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

Trailblazer January 6th, 2003 03:33 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I do still have both the maps and savegames folder; neither is empty, at it happens. I agree, the mod launcher is perfect for keeping the savegames separate, especially when using incompatible mods.

At the moment, I don't remember which folders I deleted. http://forum.shrapnelgames.com/images/icons/icon7.gif If I encounter the problem again when I install the soon-to-be-released update, I'll report back.

One other item of potential interest that I haven't seen mentioned; not a bug, just a quirk: If the player or AI produces colonizers in a system that happens to have random movement of ships, the colonizers will start off-planet. Any automated command, either by the AI or the player using the "send colonizer" button, that activates those colonizers will fail to load colonists and result in the creation of zero-population colonists which then have to be manually populated, as the transport minister never seems to do so, in my experience.

Fyron January 6th, 2003 07:57 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I could give new colonies a starting population of 1 million. Empty colony ships will create colonies that have 1 million pop instead of 0. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 6th, 2003 08:11 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I recently learned that the 30 MB limit on Shrapnel is per file, not per user. So I have uploaded the Deluxe Version of the mod here on Shrapnel.

The link in my sig now links to the file on Shrapnel, not PBW. Happy downloading! http://forum.shrapnelgames.com/images/icons/icon12.gif

Trailblazer January 6th, 2003 05:00 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Actually, starting the colonies with 1M by default would be great! Or maybe 4M to simulate a colonizer with no cargo pod, if that wouldn't be a conflict and would be safe from potential abuse?

Another quirk I noticed Last night while testing my AI which I can't explain yet is that for some reason, the AI was repeatedly attempting to colonize a specific sector with two storms and no planets in a one of the few "newly-formed" systems on the map. I didn't take any notes, but if you'd like more info, let me know.

Fyron January 6th, 2003 09:56 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That means there is a planet there, and it is behind a cloaked storm. AIs will still try to colonize cloaked planets, even though they can't.

Captain Kwok January 7th, 2003 12:19 AM

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

Originally posted by Imperator Fyron:
That means there is a planet there, and it is behind a cloaked storm. AIs will still try to colonize cloaked planets, even though they can't.
<font size="2" face="Verdana, Helvetica, sans-serif">It must be that "Storm C" planet system. You should edit that out...

Fyron January 7th, 2003 01:21 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I know what causes it. As long as they only waste 1 colony ship, I don't see it as that big of a deal.

Trailblazer January 7th, 2003 04:01 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ah, of course; I should have read further back in this topic. Not a big deal to me.

I would like to add a vote for the occasional derelict ringworld/sphereworld system, if it's doable.

Thanks!

Fyron January 7th, 2003 04:13 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It might be doable, but would only be included in something like the Ancient quadrant type. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 11th, 2003 07:05 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron's Quadrant Mod Deluxe v2.01

Here is a new Version of FQM Deluxe!

You can get the patch here:
FQM Deluxe v2.01 Patch - a 408 KB download.

You can get the full Version here:
FQM Deluxe v2.01 - a 12,420 KB download.

Or, you can download a smaller Version in which the huge system graphics have been converted to jpeg format. You will need to convert them back to bmp format for them to work in-game. Check the ReadFirst.txt file for the locations of the files. You can get this smaller Version here:
FQM Deluxe v2.01 JPEG - a 2,941 KB download

You can also view the Readme.txt.

You will need at least the Planet Pack of the Image mod installed to play with this mod. It can be gotten from here:
SE4 Image Mod

You have to play maps made with FQM Deluxe with the mod itself; the maps will not work in other mods. This is because files were modded that remove universal compatibility.

For converting those jpegs, you could get Irfan View, at http://www.irfanview.com/. It has a nice batch conVersion utility that will quickly convert a bunch of files from one format to another.

Ooops! I forgot to include the readme from USM in the FQM Deluxe zip! http://forum.shrapnelgames.com/images/icons/icon9.gif

Here are the pertinent files:

USM Readme.txt

USM Credits.txt

[ January 11, 2003, 05:35: Message edited by: Imperator Fyron ]

Fyron January 15th, 2003 10:17 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Who let this slip to the second page? http://forum.shrapnelgames.com/images/icons/icon6.gif

geoschmo January 16th, 2003 04:55 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Hmmm, possible bug here. I can't seem to use the map editor at all when using the FQMD 2.01. I get an error about not being able to insert a line and the physical type boxes are coming up blank. That comes form the stellar abilities.txt file does it not?

Geoschmo

Fyron January 16th, 2003 10:54 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The map editor is broken. It doesn't work very well with mods. Did you try selecting FQM from the Mod Launcher list, and then hit Edit Maps?

geoschmo January 16th, 2003 06:53 PM

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

Originally posted by Imperator Fyron:
The map editor is broken. It doesn't work very well with mods. Did you try selecting FQM from the Mod Launcher list, and then hit Edit Maps?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes. I don't think this is a map editor problem I am seeing. I think it's specific to your mod. I thought it might be at first, casue I know it has trouble finding images and stuff for mods. As a test I made a new install of SEIV on my pc and copied all the FQM files into that. So for the purpose of the test FQM was default, not a mod. I still have the problem when I try to edit systems in the map editor. And I don't have this problem with other mods.

Geoschmo

[ January 16, 2003, 16:54: Message edited by: geoschmo ]

Fyron January 16th, 2003 07:20 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That's because very few other mods make changes to files that FQM changes.

Do you have the Image Mod installed?

geoschmo January 16th, 2003 07:30 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Yes, I have the image mod. That's not it. Although on my other computer now I am not seeing the problem, so it may be that my mapeditor.exe got corrupted on the other machine. May not be the mod at all.

Geoschmo

Fyron January 16th, 2003 10:12 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Can't be the mod, cause I can edit maps with no problem. Can't generate them in the editor, but that's just cause the editor doesn't like non-default mid-life quadrants. http://forum.shrapnelgames.com/images/icons/icon7.gif

Gryphin January 21st, 2003 07:19 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron,
You have probably seen this but it is a nice piece of eye candy for your mod if you have not.
http://antwrp.gsfc.nasa.gov/apod/ap030121.html

Krakenup January 22nd, 2003 05:54 PM

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

Originally posted by Gryphin:
Fyron,
You have probably seen this but it is a nice piece of eye candy for your mod if you have not.
http://antwrp.gsfc.nasa.gov/apod/ap030121.html

<font size="2" face="Verdana, Helvetica, sans-serif">That's a great site. That's where I got the nebula pictures that appear as Nebulae 6 - 15 in this mod.

Fyron January 25th, 2003 11:54 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I was thinking that FQM Deluxe could use a custom intro screen. Anyone want to make one for it? http://forum.shrapnelgames.com/images/icons/icon10.gif

mlmbd January 25th, 2003 05:36 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron, an Intro screen. Are you serious?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Fyron January 25th, 2003 10:53 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Yes. Why would I not be serious?

mlmbd January 26th, 2003 04:08 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
fyron, I was just making sure. So, what type of Intro are you looking for?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

mlmbd January 27th, 2003 01:39 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
If you don't have an idea. I 'DO'. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Fyron January 27th, 2003 11:06 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Then make it and show me your idea! http://forum.shrapnelgames.com/images/icons/tongue.gif It has to say Space Empires IV Gold or whatever the normal one says, and then Fyron's Quadrant Mod Deluxe in it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie January 27th, 2003 11:20 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
How about a montage of galaxy maps and system maps strewn about behind the letters?
That could be pretty cool.

mlmbd January 28th, 2003 06:27 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
fyron, do you want your real name in the credits? Would you like all the info in your sig in the screen as well?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Fyron January 28th, 2003 10:10 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
You can edit the credits?

And besides, that has nothing to do with the Intro Screen.

mlmbd January 29th, 2003 05:59 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
If I can't then I can create a file to generate a new list. So, Yes! One way or another.

Quote:

And besides, that has nothing to do with the Intro Screen.
<font size="2" face="Verdana, Helvetica, sans-serif">It does with my Intro Screen!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

[ January 29, 2003, 16:01: Message edited by: mlmbd ]

geoschmo January 29th, 2003 07:03 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Well mlmbd, If you are talking about the scrolling credits that come up when you hit the credits button, I believe the only way to edit the credits is to change the se4.exe. Doing so would possibly make distributing the mod illegal depending on whom you ask, and regardless will make it extremely upopular. Not to mention unusable for play on PBW.

Geoschmo

mlmbd January 30th, 2003 11:41 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
geo, I am talking about making a 'new' Intro screen. It has nothing to do with the SEIV exacuteable. I am not going to send out a hack. Not that I couldn't, but fyron said he wanted a 'new' Intro for FQM Deluxe.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

Fyron January 31st, 2003 01:54 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The credits are not part of the intro bmp. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo January 31st, 2003 02:08 AM

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

Originally posted by mlmbd:
geo, I am talking about making a 'new' Intro screen. It has nothing to do with the SEIV exacuteable. I am not going to send out a hack. Not that I couldn't, but fyron said he wanted a 'new' Intro for FQM Deluxe.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

<font size="2" face="Verdana, Helvetica, sans-serif">Dude. You asked if he wanted the credits changed. Since you were talking about the intro screen, and the only credits on the intro screen are the scrolling credits that come up on the right side when you hit the credits button, and the contents of the those credits are contained in the executable as far as I am aware, the only two possible conclusions one could draw from your comments are:

1. You were not aware the credits were contained in the executable. If that's the case then I have informed you of the fact.

or

2. You are aware and were planning on modifiing the executable.

I wasn't jumping on you about it. If that's what you were planning that's your business. I was merely pointing out that it would limit the popularity of the mod if Fyron were to add it in.

Geoschmo

Fyron January 31st, 2003 02:29 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Not to mention that I wouldn't consider adding a hacked exe in the mod in the first place. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo January 31st, 2003 03:07 PM

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

Originally posted by mlmbd:
Geo, look in the folder Space Empires IV Gold\Pictures\Game\Screens\1024X768 at Intro.bmp. It is not an exacutible. Just a bmp. I can add all I want to it without hacking anything. I can 'recreate' the look of the buttons, the way things scroll and so on.

Geesh!!!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

<font size="2" face="Verdana, Helvetica, sans-serif">mlmbd, I know how the intro.bmp works. And yes, while you can change the look of the buttons, they are not part of the intro.bmp. And no, you can not change the way things scroll at all without changing the executable. The scrolling credits have nothing to do with the intro.bmp. And you cannot add new animated elements to the intro.bmp. You would know that if you knew how the intro.bmp works. You keep saying you aren't going to change the executable, yet you keep saying you are going to change things that I know would require a change to the executable. Like I said, I presonally don't care whether you change the executable or not. It makes no difference to me. But if will severly limit the usefullness of the mod.

Be that as it may, I did qualify my original statement to say "If you are talking about the scrolling credits that come up when you hit the credits button..." If you weren't talking about that, then the rest of my statement doesn't apply. Perhaps you should read what people say before you get all defensive.

Geoschmo

mlmbd January 31st, 2003 03:24 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
geo, I was not talking about altering the buttons on the SE IV intro. Or the things you access with any of the buttons on the bottom of the screen. The screen is a bmp. It can be layered, as not to effect anything from the original screen. Something like the intro screen from 'TDM', with text at the top right corner.

I would be a lot less defensive, if you didn't keep telling me what I don't know. I was only attempting to help fyron. So, why on earth would I even think about doing something that would be questionable? Please, give me a little credit!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

[ January 31, 2003, 13:25: Message edited by: mlmbd ]

geoschmo January 31st, 2003 03:38 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Well that's fine mlmbd. I will appologize if my tone offended you somehow. However to be fair the whole confusion could have been straigtend out if you had simply explained more clearly what you were going to do. What you are suggesting now is not adding fyron's "real name in the credits" as you originally said, but adding text to the intro.bmp. And you are unable to "create a file to generate a new list", or change "the way things scroll" by simply making changes to the intro.bmp. These are your comments mlmbd. I submit that in the absence of any further qualifying statements your comments showed a lack of understanding of what was possible to change in the intro.bmp and what wasn't. I was merely trying to correct that perceived lack of understanding on your part. I doubt I was the only person that took them that way. In the future if you would be more clear about what you are saying perhaps these misunderstandings could be avoided.

Geoschmo

mlmbd February 1st, 2003 02:44 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Geo, look in the folder Space Empires IV Gold\Pictures\Game\Screens\1024X768 at Intro.bmp. It is not an exacutible. Just a bmp. I can add all I want to it without hacking anything. I can 'recreate' the look of the buttons, the way things scroll and so on.

Geesh!!!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

F Te antKe February 6th, 2003 06:24 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I asked this in "The Best Mod for solo play but it probably got overlooked in the paragraph. It is probably more appropriate here. I only play against the AI and a few close fiends. There are always Ais in the game.
It just occurred to me.
Which Version of the FQM is the most "AI Friendly"?
Or to put it a different way: Which FQM will generate the least difficult systems and sectors for the AI? Perhaps it is an older Version.

gregebowman February 6th, 2003 08:29 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Ok, I have a question. I loaded the mod using one of the available mod launchers. For some reason, when I tried to pull up any existing races, there weren't any. I then tried to change directories, using the standard races folder, but nothing would load. What am I doing wrong? Do I need to add a pictures/races directory in the mod folder, or there some other factor that's causing this? This happened to another mod I tried to use also.

Fyron February 6th, 2003 10:08 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
F Te antKe:
Both mods make stronger AIs because there are more planets for them to colonize. If you want a very AI-friendly quadrant, use the Paradise type in either standard or deluxe. It has no deadly systems (spatial rupture, black hole, etc.), and only a few nebulae.

Greg:
Do you mean empire files, or ship sets? Which Version of the mod were you using?

[ February 06, 2003, 20:10: Message edited by: Imperator Fyron ]

F Te antKe February 6th, 2003 10:42 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron, I'm sorry. That is right in your help file where I have read it at least 3 times.
Thanks again.
I hope it is made part of the next CD release. I also hope they make you a beta tester if you want it.

Fyron February 7th, 2003 05:27 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
No need to be sorry. http://forum.shrapnelgames.com/images/icons/icon7.gif

I don't think any new beta testers will be added for SE4. I do hope to get on the beta team for any new games MM makes though. http://forum.shrapnelgames.com/images/icons/icon7.gif

gregebowman February 9th, 2003 05:57 AM

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

Originally posted by Imperator Fyron:
[
Greg:
Do you mean empire files, or ship sets? Which Version of the mod were you using?[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">As far as I can tell, the mod I'm using is v2.01. But like I said, when I try to load any exiting races, there aren't any. since there isn't a pictures folder in the mod, how do I get any races to choose?

Fyron February 9th, 2003 06:56 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
If the mod has new system nebulae pics, it is FQM Deluxe (2.01).

Load existing races, as in "Add new empire" or "Load Empire"? If the latter, there might be an empty Empires folder in the FQM folder that is causing a problem.

Also, because there is no FQM\Pictures\Races folder, SE4 will look in the default Pictures\Races folder. That does not cause any problems (unless you have no races in your default races folder, which would have required you do have deleted them or renamed the folder http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Dralasite February 9th, 2003 06:02 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Edit: I didn't see the "FQM & TDM" post before I wrote this. Tinstructions from that post are nicer, they could go in the readme (but replace TDM with "most other mods").

I suggest you should include something like this in your readme file (from an ealier post by Fyron):

Quote:

You can load the mod, create a map, save it, and then load up TDM and load that map to use. There should be no problems at all.

Or, if you want to patch this mod directly into TDM, locate these files in the FyronsQuadrantMod\Data folder:

StellarAbilityTypes.txt
SystemNames.txt (unless you want to use one of your own)
SystemTypes.txt
QuadrantTypes.txt

Backup their equivalents in the Data folder of the TDM Modpack. Then copy them from FyronsQuadrantMod\Data to TDM-Modpack\Data. This can be done with pretty much any mod, btw.
<font size="2" face="Verdana, Helvetica, sans-serif">

[ February 09, 2003, 16:04: Message edited by: Dralasite ]

Captain Kwok February 9th, 2003 06:33 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
If I remove all the stupid names from the systemnames.txt file, would I get a credit in the readme file?

Fyron February 10th, 2003 12:27 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Yes Kwok. I have been implying that you do that for a while now. http://forum.shrapnelgames.com/images/icons/icon12.gif

Dral:
Since you already saw the TDM + FQM thing, it will be included in all future Versions of FQM, and is mentioned in the readme. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 09, 2003, 22:34: Message edited by: Imperator Fyron ]

Ed Kolis February 10th, 2003 09:56 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
What, you finally got tired of "Sir, our scoutships have explored the Fritolai system", too? http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron February 11th, 2003 12:00 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
I didn't, but Kwok did. http://forum.shrapnelgames.com/images/icons/icon12.gif


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