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February 9th, 2003, 06:33 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
If I remove all the stupid names from the systemnames.txt file, would I get a credit in the readme file?
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February 10th, 2003, 12:27 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Yes Kwok. I have been implying that you do that for a while now.
Dral:
Since you already saw the TDM + FQM thing, it will be included in all future Versions of FQM, and is mentioned in the readme.
[ February 09, 2003, 22:34: Message edited by: Imperator Fyron ]
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February 10th, 2003, 09:56 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
What, you finally got tired of "Sir, our scoutships have explored the Fritolai system", too? 
__________________
The Ed draws near! What dost thou deaux?
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February 11th, 2003, 12:00 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
I didn't, but Kwok did. 
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February 11th, 2003, 02:17 AM
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Corporal
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Join Date: Dec 2002
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Should FQM standard be compatible with devnull? I tried to make a map with fqm then switch to devnull and load, but I got an access exception when clicking on a nebula. Since devnull has the (no black holes) options, I'm guessing they are not compatible? Or maybe its just my error.
I'm using the latest seiv patch. The map was a small standard paradise map. I think I still have the map file if it would help.
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February 11th, 2003, 02:35 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Actually, Devnull mod has an older Version of FQM Standard built into it, with some other modifications too. So, it might not be compatible. 
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February 12th, 2003, 05:40 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by Imperator Fyron:
Load existing races, as in "Add new empire" or "Load Empire"? If the latter, there might be an empty Empires folder in the FQM folder that is causing a problem.
Also, because there is no FQM\Pictures\Races folder, SE4 will look in the default Pictures\Races folder. That does not cause any problems (unless you have no races in your default races folder, which would have required you do have deleted them or renamed the folder ).
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I downloaded the FQM2.01 the other day, just to make sure I was using the most recent Version of the mod. I still had trouble loading an empire up, due to the fact that there was no empire folder in the mod. So I copied the empires folder from the original game (with all of the addtions from all of the races I've downloaded), and that seemed to work, as I can now pull up empires to use.
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