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Re: A pirates life for me...
I think I may have found the problem. I downloaded what I thought was the latest P&N with AI files, but apparently the errors I'm getting are indicative of there being *no* AI files. Which is uh, odd, to say the least. So I look and sure enough. Weird, eh? I think I may have received the latest PBW build. Any clues as to where I can get the latest P&N with AI support? I've tried in the New Scenarios area and on the various threads here, but they all give me the same error.
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Re: A pirates life for me...
http://www.geocities.com/hohoho611ca/pirates.html
Download v3.1b from here if you don't have it already, and add this littleDataupdate.zip There are no EMP files, if that is what you are referring to. The AIs are there, however. Just start a game with randomly picked AIs. In order to add TDM, just copy the pictures\_racename_ folder into P&N, and then apply the AI patcher, also found at http://www.geocities.com/hohoho611ca/pirates.html The easiest thing to do for adding FQM is to just generate a map in FQM, save it, and then load it when starting a new P&N game. |
Re: A pirates life for me...
If all you want is FQM Standard then making a map with it and loading in P&N is sufficient. But if you want FQM Deluxe, you can follow the directions in it's help folder for combining it with other mods. TDM is used as an example.
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Re: A pirates life for me...
Ahh. Thank you both! I guess it's hard for me to tell just what files are actually part of the mod, and what files are required for the game not to freak out by their absence. Some mods list them, some don't; I for one wish the specific files used were listed more often http://forum.shrapnelgames.com/image...s/confused.gif .
But thank you, I shall now endeavor to combine them all :-D. I'd like to toss FQM in there, but I think I'll settle for making a map with FQM separately. It *is* possible to carry over everything special, such as the gazillions of storms AND THEIR EFFECTS, right? |
Re: A pirates life for me...
The AI Patcher should be set to P&N 3.0? I don't have any idea what the other options are for.
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Re: A pirates life for me...
It also appears that the Settings.txt file from FQM may contain vital info to make FQM work properly (does it?), but I'm loathe to replace a 1.0mb file http://forum.shrapnelgames.com/images/icons/tongue.gif . Thoughts?
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Re: A pirates life for me...
FQM indirectly lists the modified files. http://forum.shrapnelgames.com/images/icons/icon12.gif
FQM Deluxe has a modded pop bonus curve to better reflect the drastically increased levels of population on planets (raised levels for most bonuses). For use with P&N, I suggest you just use the P&N settings file, and change the max systems to 255 (the FQM setting), or whatever you want (no more than 255 of course). You might want to consider bringing the population levels of the planets back down to normal SE4 levels though, unless you don't mind HWs getting 200% the bonus they normally would. http://forum.shrapnelgames.com/images/icons/icon12.gif If you make a map with FQM Standard and use it in another mod, all stellar objects will retain the abilities that they were given when the map was generated. StellarAbilities.txt (and a bunch of others, all the modded ones in FQM Standard) is only accessed when the map is created, and then never again. Quote:
[ May 26, 2003, 10:41: Message edited by: Imperator Fyron ] |
Re: A pirates life for me...
Fyron: So if I use FQM Standard rather than Deluxe, the effects will be there but not the graphics. If I want the graphics, I need to mix 'em up. Sound right? Regarding population, I can restore the original values for the standard planets, but what about the added ones? Small and medium ringworlds, ringed planets, machine worlds, what should they be changed to? It doesn't look like there's a hard and fast rule here, and I don't want you to go through a bunch of trouble just because I want to combine three good mods and then never worry about single player games again http://forum.shrapnelgames.com/images/icons/icon12.gif . I'll tweak with things and post my results later today.
SJ: Danke. http://forum.shrapnelgames.com/images/icons/icon7.gif I've found that sometimes the program will detect if an AI's patched, and sometimes it won't. Meep. [ May 26, 2003, 18:11: Message edited by: Antra ] |
Re: A pirates life for me...
So after I go through all that hard work (ok it wasn't hard, my brain's just in neutral this weekend! heheh), I find out that P&N doesn't use the SE4 standard PlanetSize.txt! Grar http://forum.shrapnelgames.com/images/icons/tongue.gif . Turns out that SJ just doubled the standard cargo size and halved this new capacity for domes. Works for me! So I included both, below.
Alright, here's what I've come up with. On the deduction that the following facts hold true: </font>
I'm not sure what the etiquette is for posting files, so I'm just going to link to my own site. FQM planet types re-proportioned for SE4 Gold 1.84 FQM planet types re-proportioned for P&N latest non-PWB/SE4 Gold 1.84 I'd like to "generalize" the FQM files to make them easier to integrate into say, P&N, but I don't want to clutter up this thread anymore. Where should I continue posting or should I not worry about it as we're up to 52 pages? http://forum.shrapnelgames.com/images/icons/icon6.gif [ May 26, 2003, 22:20: Message edited by: Antra ] |
Re: A pirates life for me...
Quote:
If you check the "automatically replace" option, it will then copy those files overtop of the plain .txt files for you. Just be sure to only run the AI patcher once on each AI... and naturally, the AIs that come with P&N are already patched. |
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