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-   -   Combining FQM and TDM? (http://forum.shrapnelgames.com/showthread.php?t=8549)

javaslinger February 8th, 2003 08:41 PM

Combining FQM and TDM?
 
I remember seeing this somewhere but can't find it.

As I recall you needed to copy some files from the FQM directory into the TDM directory to make them work together?

Does this affect TDM at all or just add FQM's map generation capabilities to it?

Thanks,

Ken

Tenryu February 9th, 2003 12:21 AM

Re: Combining FQM and TDM?
 
Javaslinger,
I've got Fyron's Q Mod deluxe 2.01 pretty much installed in the Lastest TDM 330 seems to be working but you do need to move certain files into the TDM Data directory. I'll defer to one of the TDM authors or Fyron but I think you need to do the following
1. After installing the TDM, unzip Fyrons mod into its own folder,{make a new folder, drag the zip file into it, and unzip to there}, on your desktop do NOT unzip into The game folders.

2. go to your hard drive{via my computer icon}, if your drive the game is installed on is C open c:\program files\shrapnel games\Malfador Machinations\Space Empires IV Gold

3.Now also open up the directory that fyrons zip created in that folder on yuour Desttop.{"FyronsQuadrantModDeluxe"}
and:
DELETE the folders named "Savegame"and "Maps". you don't need them and they are empty.

4.Drag and drop the folder named "help" from the fyrons folder into your Space Empire IV gold folder. You can open it and look at the pretty pictures later. I think its just informational.

5. Now open the folder in fyrons directory named "pictures\systems" and drag all the "nebulae#" files into the same directory in your SE4 directory. Do the same for the nebulae in the 800x600 and 1024x768 directories.

6. open up the DATA directory in fyrons mod folder.

7. open up the DATA folder inside the TDM MOD FOLDER. make sure you don't open the one in the main game directory because the TDM mod uses its own data directory.

8. Drag the following files into your TDM folder by taking them from the fyrons mod folder "Data":{ i would first recommend renaming the files that will be replaced something like "ORIGfilename" so you can undo any stupidity.}

SystemTypes.txt
StellarAbility.txt
SectType.txt
QuadrantTypes.txt
PlanetSize.txt

Optional transfers, but are cool are:
SystemNames.txt or one of its variants.

9. Ok Last thing,I think you now have to open the file in the TDM data folder named "settings.txt" {make a backupcopy}. go to the line that says,"Number of Population Modifiers :=12" and change the 12 to 40. Right underneath that line are a bunch of line starting with "Pop Modifier 1...blh-blah to Pop Modifier 12 blah-blah", delete them all leaving a blanck space between the "40" line you modified and the line starting with "Characteristic blah-blah".

10. Now go to the same file, " in fyron's "setting.txt" in fyrons Data folder and highlight all the lines starting with "Pop Modifier", there are about 120 lines, copy them. Place your cursor in that blank space you left in the TDM data file, and "paste". Make sure there are no extra lines and you got ONLY the correct ones, no more. Now save your TDM "setting.txt" file.

you should be good to go now.

If not my explaination sucked, sorry.

Just make sure everything you change or plan to change is backed up and you can undo any damage I may have recommended you do to yourself. I have it working on my machine so it can be done.

Fyron February 9th, 2003 12:50 AM

Re: Combining FQM and TDM?
 
It is better to create a third mod folder that is called something like "TDM + FQM", and leave the TDM and FQM mod folders alone (mostly for PBW compatibility and all).

The Maps and Savegames folders are definitely necessary for FQM Deluxe. Maps created in FQM Deluxe do not work in any other mods or the normal game. Maps created in any other mods or the normal game do not work in FQM Deluxe. So, the Maps folder is quite useful for preventing headaches later on. Also, the Savegame folder ensures that all of your savegames stay in the appropriates mods folders. This is especially useful when using the Mod Launcher. http://forum.shrapnelgames.com/images/icons/icon7.gif

Tenryu February 9th, 2003 12:51 AM

Re: Combining FQM and TDM?
 
opps, sorry , and thanks Fyron.
http://forum.shrapnelgames.com/images/icons/icon7.gif

Tenryu February 9th, 2003 12:54 AM

Re: Combining FQM and TDM?
 
Duh, double post, sorry

[ February 08, 2003, 22:59: Message edited by: Tenryu ]

Tenryu February 9th, 2003 12:56 AM

Re: Combining FQM and TDM?
 
Btw- Fyron, it seems the settings.txt in your mod is missing lines at the bottom. Is ther a reason for that?

Ok, saw your answer, thx.

[ February 08, 2003, 23:25: Message edited by: Tenryu ]

Tenryu February 9th, 2003 01:23 AM

Re: Combining FQM and TDM?
 
Fyron, hate to be a pest, but another question.
I just noticed in your StellarAbilityTypes.txt under "Normal Asteriods" poss abilities=23, but end of the group, after #23, it has a #100 ability. Should it be there?
Reason I found it was i was thinking to edit out the asteriod damage as per mephs observation, that's too bad it was a nice feature.

Fyron February 9th, 2003 01:40 AM

Re: Combining FQM and TDM?
 
The #100 is a legacy from some beta Version I was working on at one point. You can go ahead and delete it if you want. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron February 9th, 2003 01:44 AM

Re: Combining FQM and TDM?
 
Actually, it might also be better to copy the DefaultStrategies.txt and Formations.txt files from FQM Deluxe to TDM. Those files in FQM Deluxe are from the Ultimate Strategies Mod, which has the formations from TDM in it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Tenryu February 9th, 2003 01:48 AM

Re: Combining FQM and TDM?
 
ok Fyron, I will I wasn't sure if they would cause problems with TDM so i'd left them out.
:)Thanks

Fyron February 9th, 2003 02:17 AM

Re: Combining FQM and TDM?
 
Ok, I have written up some instructions files. http://forum.shrapnelgames.com/images/icons/icon7.gif Check them out, and tell me if there are any problems. They will be included in all future releases of FQM. They are already on the FQM web site.

The instructions are for TDM mod, but they can work for any other mod too. Just replace TDM with the name of whatever mod you want. Select one of the following links, depending on whether you want to combine FQM Standard or FQM Deluxe:
Combining TDM+FQM Standard -- link
Combining TDM+FQM Deluxe -- link

[ February 09, 2003, 00:17: Message edited by: Imperator Fyron ]

Tenryu February 9th, 2003 02:42 AM

Re: Combining FQM and TDM?
 
Below is the modifications I made to Fyron's "StellarAbilityTypes.txt" to prevent the AI trying to dispel the asteriods as per Meph's observation. I'd post it but darned if I can figure how to do that here, hmm. Used to be able to, ah well, it's an easy edit.

I'm expecting that the AI will leave the damaging warp points alone. Maybe that's hoping for too much.

Name := Normal Asteroids
Number of Poss Abilities := 15
Ability 1 Chance := 125
Ability 1 Type := Sector - Shield Disruption
Ability 1 Descr := Micro-asteroid collisions with space vehicles disrupt shielding.
Ability 1 Val 1 := 100
Ability 1 Val 2 := 0
Ability 2 Chance := 64
Ability 2 Type := Sector - Shield Disruption
Ability 2 Descr := Micro-asteroid collisions with space vehicles disrupt shielding.
Ability 2 Val 1 := 150
Ability 2 Val 2 := 0
Ability 3 Chance := 32
Ability 3 Type := Sector - Shield Disruption
Ability 3 Descr := Micro-asteroid collisions with space vehicles disrupt shielding.
Ability 3 Val 1 := 200
Ability 3 Val 2 := 0
Ability 4 Chance := 16
Ability 4 Type := Sector - Shield Disruption
Ability 4 Descr := Micro-asteroid collisions with space vehicles disrupt shielding.
Ability 4 Val 1 := 250
Ability 4 Val 2 := 0
Ability 5 Chance := 8
Ability 5 Type := Sector - Shield Disruption
Ability 5 Descr := Micro-asteroid collisions with space vehicles disrupt shielding.
Ability 5 Val 1 := 300
Ability 5 Val 2 := 0
Ability 6 Chance := 200
Ability 6 Type := Sector - Sensor Interference
Ability 6 Descr := Massive numbers of objects in the sector interfere with targetting sensors.
Ability 6 Val 1 := -20
Ability 6 Val 2 := 0
Ability 7 Chance := 100
Ability 7 Type := Sector - Sensor Interference
Ability 7 Descr := Massive numbers of objects in the sector interfere with targetting sensors.
Ability 7 Val 1 := -40
Ability 7 Val 2 := 0
Ability 8 Chance := 50
Ability 8 Type := Sector - Sensor Interference
Ability 8 Descr := Massive numbers of objects in the sector interfere with targetting sensors.
Ability 8 Val 1 := -60
Ability 8 Val 2 := 0
Ability 9 Chance := 40
Ability 9 Type := Sector - Shield Disruption
Ability 9 Descr := Interference from rogue asteroids causes weapons fire to occasionally hit an asteroid instead of the target (simulated by adding shield points).
Ability 9 Val 1 := -50
Ability 9 Val 2 := 0
Ability 10 Chance := 20
Ability 10 Type := Sector - Shield Disruption
Ability 10 Descr := Interference from rogue asteroids causes weapons fire to occasionally hit an asteroid instead of the target (simulated by adding shield points).
Ability 10 Val 1 := -100
Ability 10 Val 2 := 0
Ability 11 Chance := 10
Ability 11 Type := Sector - Shield Disruption
Ability 11 Descr := Interference from rogue asteroids causes weapons fire to occasionally hit an asteroid instead of the target (simulated by adding shield points).
Ability 11 Val 1 := -150
Ability 11 Val 2 := 0
Ability 12 Chance := 5
Ability 12 Type := Sector - Shield Disruption
Ability 12 Descr := Interference from rogue asteroids causes weapons fire to occasionally hit an asteroid instead of the target (simulated by adding shield points).
Ability 12 Val 1 := -200
Ability 12 Val 2 := 0
Ability 13 Chance := 100
Ability 13 Type := Sector - Sensor Interference
Ability 13 Descr := Restricted mobility makes ships easier to track and target.
Ability 13 Val 1 := 20
Ability 13 Val 2 := 0
Ability 14 Chance := 50
Ability 14 Type := Sector - Sensor Interference
Ability 14 Descr := Restricted mobility makes ships easier to track and target.
Ability 14 Val 1 := 40
Ability 14 Val 2 := 0
Ability 15 Chance := 25
Ability 15 Type := Sector - Sensor Interference
Ability 15 Descr := Restricted mobility makes ships easier to track and target.
Ability 15 Val 1 := 60
Ability 15 Val 2 := 0

Name := Dark Matter Asteroids Alpha
Number of Poss Abilities := 1
Ability 1 Chance := 50
Ability 1 Type := Sector - Sensor Interference
Ability 1 Descr := Asteroids emit thunderpack gas causing combat sensor interference.
Ability 1 Val 1 := -30
Ability 1 Val 2 := 0

I'll delete this if Fyron Posts a better fix.

[ February 09, 2003, 00:44: Message edited by: Tenryu ]

Fyron February 9th, 2003 02:48 AM

Re: Combining FQM and TDM?
 
You have to upload files in the Mods/Scenarios section of Shrapnel, then post the link to them in your post here. You don't have to make a post in Mods/Scenarios, just hit "Add New Topic" or "Add New Reply," then hit Upload File Form. Upload the file, copy the URL, then paste it in your post in here.

The Dark Matter asteroids are not actually used anywhere. http://forum.shrapnelgames.com/images/icons/icon7.gif Altering them has no effect.

I am not going to remove the damaging asteroids from FQM. You could always mod the AIs to not build Storm Destroying devices, which they don't really need to make in the first place.

Tenryu February 9th, 2003 02:56 AM

Re: Combining FQM and TDM?
 
Thanks Fyron. Understand.

Then I'll leave this up as a "fix" alternative.

I hate messing with the TDM AIs. They work so well, at least for my purposes. I'd be a bit afraid I'd screw up their behavior.

But those damaging asteriods do tempt me to try it, LOL!
http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron February 9th, 2003 02:59 AM

Re: Combining FQM and TDM?
 
You may have missed my post about the new instructions I wrote. Scroll down below your big long one. http://forum.shrapnelgames.com/images/icons/icon7.gif

Tenryu February 9th, 2003 03:24 AM

Re: Combining FQM and TDM?
 
Saw it Fyron, Thx. Didn't notice the empire names type files were changed also.
http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron February 9th, 2003 03:40 AM

Re: Combining FQM and TDM?
 
Yeah, I changed a lot of plain info files. http://forum.shrapnelgames.com/images/icons/icon10.gif They add more variety, while not changing how the game works. http://forum.shrapnelgames.com/images/icons/icon7.gif

Me Loonn February 9th, 2003 05:50 PM

Re: Combining FQM and TDM?
 
Umm....
Does me needs making changes or does the new 1.84 ai fixes already work in thy mods combined ?

[ February 09, 2003, 15:50: Message edited by: Me Loonn ]

capnq February 9th, 2003 09:00 PM

Re: Combining FQM and TDM?
 
Quote:

You don't have to make a post in Mods/Scenarios, just hit "Add New Topic" or "Add New Reply," then hit Upload File Form
<font size="2" face="Verdana, Helvetica, sans-serif">DO NOT "Add New Topic" in the New Scenario/Mod Forum unless there's absolutely no other existing thread that your upload fits in. Set "Show all topics" to find threads that haven't been added to recently.

It's hard enough finding the SE IV uploads among the four categories that already exist for them, without spawning separate threads for every upload.

Fyron February 10th, 2003 01:26 AM

Re: Combining FQM and TDM?
 
Capnq, I said to not make a post, just to upload a file and get the URL. So, it doesn't matter which of those buttons you hit, because that post is never going to be seen.

capnq February 10th, 2003 10:31 PM

Re: Combining FQM and TDM?
 
Quote:

it doesn't matter which of those buttons you hit, because that post is never going to be seen.
<font size="2" face="Verdana, Helvetica, sans-serif">If you don't add a post to the appropriate Mod Archives thread, no-one is ever going to download your file after the thread in which you announced that you've uploaded something ceases to be an Active Topic.

Fyron February 11th, 2003 12:06 AM

Re: Combining FQM and TDM?
 
Capnq... what I said to do was go to the mods/scenarios section, hit add new topic/add reply, then click on the Upload File form. Then, upload the file, and copy the URL. Then, come back here and paste the URL of the file in the post here. The only point of going to the mods section at all is so that you can upload the file. A post in there is 100% unnecessary. http://forum.shrapnelgames.com/images/icons/icon7.gif


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