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February 9th, 2003, 12:56 AM
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Sergeant
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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 ]
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February 9th, 2003, 01:23 AM
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Sergeant
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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.
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February 9th, 2003, 01:40 AM
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Shrapnel Fanatic
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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. 
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February 9th, 2003, 01:44 AM
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Shrapnel Fanatic
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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. 
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February 9th, 2003, 01:48 AM
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Sergeant
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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
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February 9th, 2003, 02:17 AM
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Re: Combining FQM and TDM?
Ok, I have written up some instructions files.  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 ]
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February 9th, 2003, 02:42 AM
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Sergeant
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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 ]
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