.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   MOD questions (http://forum.shrapnelgames.com/showthread.php?t=10574)

pathfinder October 19th, 2003 01:35 AM

MOD questions
 
1: Is there a MOD that allows moons to be colonized?

2: Universal colonizer?

Phoenix-D October 19th, 2003 01:42 AM

Re: MOD questions
 
1. Zuh? Even in stock, you can colonize moons if you have the right colony type.

2. Can be done. Trickier to make the AI work with it.

SpaceBadger October 19th, 2003 01:53 AM

Re: MOD questions
 
Most moons are just tiny rock planets with no atmosphere, aren't they? I think a few are ice planets rather than rock, but still, you colonize them just like any other planet - if you have the right tech you can colonize, if not, then you can't.

SpaceBadger

pathfinder October 19th, 2003 02:00 AM

Re: MOD questions
 
My foggy memory remembers a MOD which had oxygen, methane, etc atmosphere moons. I just can't remember which one.

Also isn't it Imperator who made a MOD which had fewer damaging warp points and nebulae?

Fyron October 19th, 2003 03:17 AM

Re: MOD questions
 
Getting the AI to use universal colonizers is not that tricky. Check out Adamant Mod to see how to implement them properly.

FQM is the mod you are thinking of there Pathfinder.

pathfinder October 19th, 2003 03:31 AM

Re: MOD questions
 
Thanks again IF!

pathfinder October 20th, 2003 03:50 AM

Re: MOD questions
 
Yup, that was the ticket. FQM has moons with atmospheres. Now to combine it with proportions and AIC....or maybe AIC since it has some proportions stuff...


What particular files make FQM do that stellar stuff? OR what files make proportions do its particular magic?

Fyron October 20th, 2003 04:34 AM

Re: MOD questions
 
There should be a help folder in FQM. Read it. http://forum.shrapnelgames.com/images/icons/icon12.gif

I strongly suggest you only use the asteroid-lite quadrants from FQM (you can make all the other types of quadrants (cluster, grid, etc.) very easily just by changing the first couple of lines for the whole quadrant. All the systems in them are the same), as the huge numbers of asteroids allow for huge amounts of resources to be remote-mined, thus destroying the balance of Proportions.

pathfinder October 21st, 2003 01:22 AM

Re: MOD questions
 
Does the AI remote mine? I don't use it myself so I haven't noticed AI using it or not.

Have not been able to figure out which lines to work with to get rid of asteroid dense quadrants/systems.

AIC does work with FQM (used the TDM+FQM model) in the FQM help file.

Now for the hard part. My MODs components (weapons only will change) and facilities. Going to use existing images.

MyMOD is loosely based on Pax Emperia: Eminent Domain.

[ October 21, 2003, 00:22: Message edited by: pathfinder ]

narf poit chez BOOM October 21st, 2003 02:09 AM

Re: MOD questions
 
um, is that 'my mod' as is 'i'm making one', or as in 'there's a mod called 'my mod''?

pathfinder October 21st, 2003 02:28 AM

Re: MOD questions
 
Quote:

Originally posted by narf poit chez BOOM:
um, is that 'my mod' as is 'i'm making one', or as in 'there's a mod called 'my mod''?
<font size="2" face="sans-serif, arial, verdana">Well, atm, I am calling it "MyMod" but I thimk it will change to something like Pax Stellerum (or however Latin would spell Stars).

I am in early stages of a MOD I am making, vaguely patterned after Pax Emperia: Eminent Domain.

[ October 21, 2003, 01:30: Message edited by: pathfinder ]

narf poit chez BOOM October 21st, 2003 02:30 AM

Re: MOD questions
 
well, welcome to the recent crop of mods. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron October 21st, 2003 02:35 AM

Re: MOD questions
 
AIs are incapable of performing Remote Mining (without player intervention, anyways http://forum.shrapnelgames.com/images/icons/icon12.gif ). This is why it is a good idea to remove the high numbers of asteroids from FQM quadrants, so that a player can not exploit them and go far beyond the designed resource levels present in AIC/Proportions.

I believe AIC already has a lot of modifications to systems and quadrants. If you want to keep those, it gets tricky. http://forum.shrapnelgames.com/images/icons/icon12.gif If you do not mind losing them in favor of FQM, then copy over the FQM SystemTypes.txt file (as well as the other relevant FQM files, except QuadrantTypes.txt). Then, look for the "No AST" or some such Mid-Life quadrants in FQM QuadrantTypes.txt. Copy those into the AIC Quadrants file. If you want to have a range of quadrant types available (cluster, grid, edge, etc.), make more copies of hte Mid-Life No AST quadrants in the AIC file, and change the first several lines.

These are the only lines that differ between Mid-Life and Cluster quadrants, for example:

Name := Sparse Mid-Life
Description := Standard middle age section of the galaxy with less than the usual number of planets.
Min Dist Between Systems := 1
System Placement := Random
Max Warp Points per Sys := 5
Min Angle Between WP := 60
Number of System Types := 97

Name := Sparse Cluster
Description := A globular cluster section of the galaxy with less than the usual number of planets.
Min Dist Between Systems := 1
System Placement := Clusters
Max Warp Points per Sys := 5
Min Angle Between WP := 60
Number of System Types := 97


You can reconsruct most of the normal quadrant types from the Mid-Life No Ast Belt quadrants. This is because the system types are identical between most of the quadrant types (though with normal, sparse and dense Versions of each). You can not get the Old, Newborn, Ancient, Star Heavy, etc. quadrants that have vastly different system type entries though. Those you might need to make by hand, replacing "Standard 1 AS I" with "Standard 1 No AS I" and so on.

There is an alternate method, which would be to do a find-replace all command, replacing the string "AS I" with "No AS I". This will change all Standard # AS systems to be No AS. You will want to delete the 3 Mid-Life No Ast Belt quadrants if you do this, as they become meaningless (and additionally broken, as they will say "No No AS I". http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron October 21st, 2003 02:36 AM

Re: MOD questions
 
That might be confusing... feel free to ask additional (hopefully specific) questions. http://forum.shrapnelgames.com/images/icons/icon10.gif

Grand Lord Vito November 3rd, 2003 08:06 AM

Re: MOD questions
 
Some of JLS’s work with the AIC Quadrant map is unique, I dont know if you want to loose some of that. I like the AIC Centurion Map where you can generate from the new game map menu the amount of clusters from 1 to 12 on a small, medium or large map. Before you start your game and with out a special editor. Also the Centurion Systems them selves are rich with Ancient Ruins. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron November 3rd, 2003 08:17 AM

Re: MOD questions
 
That is a strange bug exploited by that map type there.

Grand Lord Vito November 3rd, 2003 08:23 AM

Re: MOD questions
 
I dont understand Fyron?

The AIC Centurian Map is very unique and can be generated to the individual Players taste and it is always perfect.

I don’t know how he programmed it, but its been in AIC forever.

[ November 03, 2003, 06:30: Message edited by: Grand Lord Vito ]

Fyron November 3rd, 2003 08:26 AM

Re: MOD questions
 
The sheer randomness of how many clusters appear is due to the max wp (4) and min angle between wp (240) settings. This apparently confuses the SE4 map generating code, so sometimes it does not know how to make the rest of the clusters. http://forum.shrapnelgames.com/images/icons/icon7.gif With a normal cluster, you never get fewer than 11 clusters on a large map (100 max systems), and rarely under 10 clusters on a small map.

Grand Lord Vito November 3rd, 2003 08:34 AM

Re: MOD questions
 
Well I guess JLS figured how to do it. I have used that map since AIC came out Last February, and it is great in a LAN games when only a few people paly and the map sets up Cluster perimeters.

It plays great in Standard, no-warp, and Finite games http://forum.shrapnelgames.com/images/icons/icon7.gif

excuse spelling, its been a late night out, and but fun http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 03, 2003, 06:40: Message edited by: Grand Lord Vito ]

Grand Lord Vito November 3rd, 2003 08:44 AM

Re: MOD questions
 
Dont get me wrong I like the beuty of FQM Fyron.

It is tops in my book {thumbs up}

Fyron November 3rd, 2003 04:30 PM

Re: MOD questions
 
What does this have to do with FQM? http://forum.shrapnelgames.com/image...s/confused.gif

I never said it was bad, just commenting on how bizarrely that cluster map behaves. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS November 3rd, 2003 04:39 PM

Re: MOD questions
 
Had a fun night Last night, ah GLV http://forum.shrapnelgames.com/images/icons/icon10.gif

The Centurion Map is just a map. It can be regenerated for different Cluster amounts and sizes that may suit some players. Not all that unique or bizarre. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 03, 2003, 14:40: Message edited by: JLS ]

Fyron November 3rd, 2003 04:44 PM

Re: MOD questions
 
Point me to another mod that causes random amounts of clusters to be generated in a cluster map... http://forum.shrapnelgames.com/images/icons/icon6.gif

JLS November 3rd, 2003 04:47 PM

Re: MOD questions
 
ITS GOTA BE FQM the KOOLEST OF KOOL http://forum.shrapnelgames.com/images/icons/icon6.gif

[ November 03, 2003, 14:49: Message edited by: JLS ]

Fyron November 3rd, 2003 04:50 PM

Re: MOD questions
 
Nope. I don't have any quadrants like that in FQM. And I don't know about that "koolest of kool" bit... don't forget about the other system/quadrant mods out there. Noone ever mentions Krsqk's Quadrant Mod, or Admiral's System Mod. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ November 03, 2003, 14:52: Message edited by: Imperator Fyron ]


All times are GMT -4. The time now is 11:54 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.