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

hicksz February 29th, 2004 10:00 PM

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

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by hicksz:
Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40.

<font size="2" face="sans-serif, arial, verdana">I strongly suggest that you go back to the 40 pop modifiers of FQM Deluxe. It has a very, very different curve than stock SE4 does, to reflect the increase in population levels on planets. Using the stock on will throw everything off, and make any level of population above 10000 useless, as you get no bonus past 10000 with the stock settings. Also, all worlds will become far too productive with the stock population modifiers.

</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It appears that after a population of 9999, Aaron adds a high population value of 2000000.

Pop Modifier 100 Population Amount := 9999
Pop Modifier 100 Production Modifier Percent := 199
Pop Modifier 100 SY Rate Modifier Percent := 199
Pop Modifier 101 Population Amount := 2000000
Pop Modifier 101 Production Modifier Percent := 200
Pop Modifier 101 SY Rate Modifier Percent := 200

and you scale:

Pop Modifier 39 Population Amount := 149999
Pop Modifier 39 Production Modifier Percent := 285
Pop Modifier 39 SY Rate Modifier Percent := 285
Pop Modifier 40 Population Amount := 2000000
Pop Modifier 40 Production Modifier Percent := 290
Pop Modifier 40 SY Rate Modifier Percent := 290

Yah, I can see your point Imperator Fyron. I like your better. Where the confusion lies is in the "SEIV Gold Patch 1.91 Release Notes". It says that in Version 1.88: 1. Changed - Added in Imperator Fyron's smoothed population modifiers. I assumed that the 101 Population Modifiers in the stock settings.txt was what you wanted.

Quote:

Originally posted by Imperator Fyron:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:

<font size="2" face="sans-serif, arial, verdana">This is not a problem. Those lines are optional and were added in a patch for SE4 Gold. If they are missing, SE4 will just use the default values for them. The only reason to add them is if you are going to change them. http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You know part of me also assumed that they were working on some type of default setting because why would my old Version 1.84 exe work? But not seeing the lines still caused me to freak out anyway. Thanks for your help Imperator Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron February 29th, 2004 10:16 PM

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

Originally posted by hicksz:
It appears that after a population of 9999, Aaron adds a high population value of 2000000.
<font size="2" face="sans-serif, arial, verdana">Yes, but, a planet with 10000 pop and a planet with 1000000 pop have the exact same production values.

Quote:

Where the confusion lies is in the "SEIV Gold Patch 1.91 Release Notes". It says that in Version 1.88: 1. Changed - Added in Imperator Fyron's smoothed population modifiers. I assumed that the 101 Population Modifiers in the stock settings.txt was what you wanted.
<font size="2" face="sans-serif, arial, verdana">Yes, the new scale is what I wanted, for stock SE4. But FQM is not stock SE4. FQM Deluxe has a lot more population on every planet, so it needs a different scale. Otherwise, extra population on larger planets would not really matter. Past 10 billion, all levels of population are the same with stock SE4. Medium planets can get 10 billion population in FQM Deluxe (if you take Advanced Storage Techniques). This is why the new stock pop scale is not good for FQM Deluxe, as it makes the extra population capacity of Large and Huge planets meaningless, except as a big source of pop to move to other worlds.

primitive February 29th, 2004 10:29 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Fyron,
Can't get in contact with spaceempires.net. Is it down or is it me who have a problem ?

Need the latest Version of the FQM to make a map for the Lithuania VS Finland game http://forum.shrapnelgames.com/images/icons/icon7.gif

Asmala February 29th, 2004 10:42 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
It neither works for me so I suppose the server is down.

Fyron February 29th, 2004 11:25 PM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Yes, the server is down. http://forum.shrapnelgames.com/images/icons/icon9.gif In the mean time, I can email you the "patch" file, which is 500 KB or so, and contains all of the Data files. You will get errors when trying to view a systme using a custom system image, but all it does is complain about not finding the image. The map will still work fine.

primitive February 29th, 2004 11:33 PM

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

The Version of FQM i have is 1.18. If the patch will work with that, please e-mail to: primitive at chello dot no

Fyron March 1st, 2004 12:50 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
Basically, the "patch" is the full mod, just without any of the system graphics. I like to make my patches completely cumulative. You can just install this and use as-is.

It will not really upgrade FQM 1.18, as FQM Standard and FQM Deluxe are very different mods. FQM Standard does not make changes to SectType.txt and PlanetSize.txt, so that it can make maps compatible with the stock game. FQM Deluxe makes heavy modification to these files.

Oh, and email sent. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ February 29, 2004, 22:50: Message edited by: Imperator Fyron ]

Fyron May 29th, 2004 01:49 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
FQM Deluxe 2.09 and FQM Standard 1.22 have been released. These Versions bring the mods to compatibility with the SE4 Gold 1.91 data file changes and remove planet abilities that do not actually work. You can find the updates at the FQM Web Site. Please do not download FQM Deluxe Full if you already have 2.08. There is no reason to do so, as the Patch will suffice to get your mod up to the latest Version.

Captain Kwok May 29th, 2004 04:30 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
What's new in this update?

Fyron May 29th, 2004 04:32 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
The previous post lists what is new. Not much at all.

Captain Kwok May 29th, 2004 04:42 AM

Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
 
That's super still.

Fyron November 16th, 2004 04:58 PM

Fyron\'s Quadrant Mod Web Site Updated
 
I have redesigned the web site. What do you think?

http://fqm.spaceempires.net/

Captain Kwok November 16th, 2004 06:52 PM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Quote:

Imperator Fyron said:
I have redesigned the web site. What do you think?

That blue is awfully close to purple. [img]/threads/images/Graemlins/Cold.gif[/img]

Aiken November 16th, 2004 07:50 PM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Symtoms: black/deep blue backround with white and green font.
Diagnosis: 1) site, dedicated to astronomy or space games; 2) site of exalted unix user.

Seriously, could you make an alternative color scheme (plain old black on white/light gray) with color theme switcher? It shouldn't be that difficult if you're using CSS, I guess?

PS: it was imho, so if nobody else cares, don't bother. I can switch CSS styles on the fly anyway http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron November 17th, 2004 12:16 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Quote:

Captain Kwok said:
That blue is awfully close to purple. [img]/threads/images/Graemlins/Cold.gif[/img]

What??? There isn't even a pixel of red in it. It is completely blue. #000077

Quote:

Aiken said:
Symtoms: black/deep blue backround with white and green font.
Diagnosis: 1) site, dedicated to astronomy or space games; 2) site of exalted unix user.

Seriously, could you make an alternative color scheme (plain old black on white/light gray) with color theme switcher? It shouldn't be that difficult if you're using CSS, I guess?

PS: it was imho, so if nobody else cares, don't bother. I can switch CSS styles on the fly anyway

Well it is for a mod for a space game, that is focused on the astronomical aspects of said game entirely... http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif

Fyron November 17th, 2004 01:06 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
I have added three alternate style sheets... one is Boring, for Aiken, one is Black and White, and the third is Purple, just for Kwok.

Captain Kwok November 17th, 2004 01:31 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
The purple one rocks. http://forum.shrapnelgames.com/images/smilies/eek.gif

Fyron November 17th, 2004 01:35 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
If you are using Firefox, you'll need this extension to choose alternate stylesheets:

Style Sheet Chooser 0.2

Captain Kwok November 17th, 2004 01:42 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
I can view alternate style sheets through VIEW &gt; PAGE STYLE. It presents a list of available styles. Not sure if that means I already have that link installed though.

Fyron November 17th, 2004 02:00 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Hmm... so you can. The extension will keep track of the style sheet you selected for a site. The next time you visit it, it is already selected. It also keeps on choosing that style sheet for every page on the site you visit, rather than having to pick it for every page... Much more convenient and useful.

Fyron May 27th, 2005 03:33 PM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
I have added No Ast Belt versions for the standard WP level versions of the following quadrant types:

Mid-life, Cluster, Galactic Edge, Spiral Arm.

Is this sufficient?

Fyron May 29th, 2005 12:12 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Anybody?

parabolize May 29th, 2005 02:57 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
Sufficient.

BTW thank you. The maps just get to big late game with asteroid belts.

Atrocities May 29th, 2005 03:23 AM

Re: Fyron\'s Quadrant Mod Web Site Updated
 
I honestly cannot think of any suggestions for the mod. It is by far one of the most valued game enhancement mods out. Thank you Fyron for keeping it up to date.

Fyron July 26th, 2005 06:51 PM

FQM 2.10/1.23 Released
 
Long overdue updates for the acclaimed Fyron's Quadrant Mod are now ready for download. FQM Deluxe has been updated to version 2.10 and FQM Standard has been updated to version 1.23.

The updates contain several bug fixes and more No Ast Belt quadrant types. The Deluxe update features a massive reorganization of SectType.txt, new planet descriptions for some planets courtesy of Loser, and the restoration of balance between the planet types and atmospheres. You can download the upates from the FQM web site.

The FQM Deluxe 2.10 update will break all savegames. Do not attempt to use savegames or maps from previous versions of FQM Deluxe in 2.10.

Note that a number of nebula images have been removed from FQM Deluxe. Applying the patch to it will work fine, but it will result in unused images on your hard drive.

The following is the history file of updates for FQM Deluxe 2.10:

Version 2.10 - 26 July 2005:
Files Altered: PlanetSize.txt, SectType.txt, SteallarAbilityTypes.txt, SystemTypes.txt
1. Changed - Planet types and atmospheres are now more or less balanced.
2. Added - Massive planet size, which is one step up from Huge. Only gas giants can be massive.
3. Fixed - No AST quadrant types no longer have planets in sector 1, 13.
4. Removed - Removed "Stock Standard Systems" header system as it would appear in every quadrant due to unresolved SE4 bugs.
5. Fixed - Descriptions for Ancient Ruins Unique abilities were set up improperly. Now, any Ancient Ruins Unique ability can have either of the two possible descriptions.
6. Fixed - No naturally occuring warp points will look like B5 jump gates. All artificially created warp points will look like B5 jump gates. This applies to all quadrant types except for "Balanced" quadrants.
7. Changed - No systems in No Ast Belt quadrant types have large asteroid belts, other than the occasional Stock-like single asteroid ring system.
8. Added - Added No Ast Belt versions of more quadrants.
9. Changed - Changed many planet descriptions, courtesy of Loser.
10. Fixed - Some systems with medium moons were allowed to be home systems.
11. Replaced with new images:
Nebulae16
Nebulae17
Nebulae28
12. Removed entirely:
Nebulae21
Nebulae22
Nebulae26
Nebulae33
Nova2

Atrocities July 26th, 2005 09:22 PM

Re: FQM 2.10/1.23 Released
 
If we add this to a mod, and that mod has a previous version, will it effect saved games in any way?

And also, what files specifically would we need to copy over if we have used FQM Standard in a mod?

Thanks

Fyron July 30th, 2005 11:24 PM

Re: FQM 2.10/1.23 Released
 
Look in the Help folder at the combining with other mods file. It tells you what needs to be done to merge FQM with other mods.

This update for FQM Deluxe will most certainly break savegames, due to the rampant reorganization and rebalancing of the SectType.txt file.

The update for FQM Standard will never break savegames, since all of the modifications in that mod are designed to not require the mod to be used to use the maps it generates.

Atrocities July 31st, 2005 10:34 AM

Re: FQM 2.10/1.23 Released
 
Thanks for the info.

Makinus August 1st, 2005 10:39 AM

Re: FQM 2.10/1.23 Released
 
Just a suggestion for a new (or not so new) kind of system for your mod: a multi-system system, in the style of ultraquad mod (is that the name?), but having 4 mini-systems per system...

Since each system is a 13x13 grid you can have four 5x5 mini-systems inside it, leaving space among the systems and spaces in the system boundaries for the warppoints... and in a 5x5 minisystem you have 25 sector that, even excluding the center one for the star, leaves 24 sectors for planets, asteroids, storms and empty space... (i imagine mini-systems with around 5 planets and 1 asteroid/storm, leaving the other sectors empty).

I thought about creating this kind of system myself but i´m too lazy to create enough variations to make it worth.... but maybe you wish to make a try and do it? It can even have different mini-systems inside of each system, with asteroid-only minisistems, mini-nebula, and even multi-star mini-systems...

just some ideas...

Fyron August 1st, 2005 11:40 AM

Re: FQM 2.10/1.23 Released
 
I'm still waiting for Geoschmo to post the updated version of his ultra quadrant mod that has the 4 systems/system...

cshank2 August 1st, 2005 08:12 PM

Re: FQM 2.10/1.23 Released
 
Hello Fyron, Big fan here... or something.

Anyhow, with this latest update, almost every other Warppoint has the word TEST on it (I'm using a clean install too.) like it was a special feature, any way to remove this?

Fyron August 1st, 2005 08:18 PM

Re: FQM 2.10/1.23 Released
 
1 Attachment(s)
Ugh... why oh why do I keep doing that? I really need to get me an editor... I put that there when testing the new idea for how to get all artificially created WPs looking like jump gates, but no naturally occuring ones looking like such. Seem to have forgotten to remove the text.

You can eliminate this by extracting this file (attached) into your FQM\Data folder. This will work for both FQM Standard and FQM Deluxe. It will NOT affect savegame compatibility, and will ONLY make changes to newly generated maps/games. Your currently existing savegames will be 100% unaffected.

cshank2 August 1st, 2005 08:19 PM

Re: FQM 2.10/1.23 Released
 
Thanks, man.

Fyron August 12th, 2005 02:17 PM

Re: FQM 2.10/1.23 Released
 
The first release of Fyron's Quadrant Mod 2.10 included an error involving many warp points having an ability label that they should not have. This has been fixed. If you downloaded FQM Deluxe 2.10 before this date, you can simply apply this <a href=\"http://www.spaceempires.net/files/seiv/mods/FyronsQuadrantModDeluxev210WPFix.zip\">WP Fix</a> to your current installation. There is no need to redownload the entire mod again.

(just some official news)


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