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FQM Beta 7
Announcing the posting of FQM 5.00 Beta 7, for SE5.
Beta 7 might not be savegame-compatible with Beta 6. download link (989 kb) Beta 7 version history: 1. Changed - Normal quadrant types no longer have 4 or 5 star systems. 2. Changed - Stars are now scaled more realistically by class (color). 3. Changed - Normal stars now all have average age. Added young stars for use in Protostar systems. 4. Added - Brown Dwarf, Red Giant and Neutron stars. Note that Asteroid Belt systems now contain a Brown Dwarf. 5. Added - New star portrait images. 6. Changed - Most types of star systems now have a multiple of 5 versions, to make the scripted chance types add up better. 7. Changed - System storms (ie: not those in nebulae) and black hole clouds now have 2x texture sizes. 8. Changed - Tweaked placement of asteroids and storms in normal systems. Please note that this is a work in progress. There are bound to be quirks, which you should report. All suggestions for improvement are welcome! |
Re: FQM Beta 7
Of course this gets posted right when I finally download v.6.
That's what I get for being slow. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: FQM Beta 7
Release early, release often!
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Re: FQM Beta 7
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Re: FQM Beta 7
Hi,
I have installed beta 7 as per instruction for beta 6 .ie. SystemTypes.txt and XFileClasses_Stellar.txt into the balance mod data folder. I then copied all the pictures across into the balance mod picture folder. Problem is that when I start a new "quick start game" all the the stars and all the systems and planets are already visible. This wasn't the case for beta 6. Is something wrong? Thanks |
Re: FQM Beta 7
I just started a few quick start games to try this out but didn't run into this problem. Does it happen every time you start a quick start game, or just the one time?
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Re: FQM Beta 7
Note that Beta 7 changes more files than Beta 6 did. The History.txt file lists the data files changed since the last version. You will also need the new images in Beta 7, such as brown dwarf texture and various star images. In addition to the 4 data files listed in History.txt, you will need to copy the FQM\Pictures folder into the Balance Mod folder, clicking yes to overwrite all.
Did you perhaps choose an Ancient Race (eg: Eee) in your quick start game? That will definitely make the whole map visible from turn one. |
Re: FQM Beta 7
Everything working now thanks. I put all four txt files in the data folder and all is well.
Thanks |
Re: FQM Beta 7
Fyron , will beta 6 and 7 be added to Balance Mod or should I add seperately ?
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Re: FQM Beta 7
I will incorporate the most current FQM in the mod for the next release.
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Re: FQM Beta 7
Fyron, your contributions continue to add greatly to the game. Thank you for your work and dedication.
I'm wondering if you are able to mod the visability of warp points. Some warp points are only visible if you have the appropriate sensor level. I know that this could be done in SEIV, wasn't sure if it could be done in SEV. Also is there any way to mod in the life span of a star before it goes. For example a star is close to going Nova and the occupants of the system have roughly 20 turns to clear the system. While on the topic of stars going nova any way to mod this visually at all? For example during the turn the star goes nova, once the system is clicked on, the sytstem shows a massive wave exapanding out from where the star was. The next couple of turns the system is displayed as gas or the image of a nova in the late stages. Might be asking a bit much, but just curious. Keep up the good work. |
Re: FQM Beta 7
Cool.
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