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October 25th, 2003, 03:42 PM
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Corporal
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Join Date: Jun 2003
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Re: AI Campaign v4.0 RELEASED
Looking at how extensive, and detailed all of the modifications you have made, I felt bad for pointing this out. It is such a minor minor, meaningless detail!
Kudos to you and all who helped create this!
I get the same feeling now as when I first played SEIV stock, looking at the tech tree, not knowing where it leads, what will happen, how badly I'm going to to get mauled by fluffy-bunny looking aliens...
Does this mod work with FQM (deluxe or otherwsie)? I have FQM for some of the mods, but I can't seem to make FQM appear in all of the mods... anyone point me in the right direction to make the neccessary file changes?
And just a suggestion, and I'm sure there is reason for it, but I did notice that the maximum ships for the game is defaulted to 20000, but the units is defaulted to 10000... is it wise to change this to 20000? If so, perhaps in 4.01 you could reset the default values to 20000. Either way, I know how to change it, but I just thought I would ask. 
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October 25th, 2003, 03:46 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: AI Campaign v4.0 RELEASED
Clark: I use AIC with a modified FQM (took out the quadrants with asteroids). To use FQM I have to scroll down in the qudrant setup screen during game setup and choose a FQM quadrant-type.
May not be the easiest way but it does work.
[ October 25, 2003, 14:51: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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October 25th, 2003, 04:50 PM
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Sergeant
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Join Date: Feb 2003
Location: USA
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Re: AI Campaign v4.0 RELEASED
Quote:
Originally posted by clark:
Does this mod work with FQM (deluxe or otherwsie)? I have FQM for some of the mods, but I can't seem to make FQM appear in all of the mods... anyone point me in the right direction to make the neccessary file changes?
And just a suggestion, and I'm sure there is reason for it, but I did notice that the maximum ships for the game is defaulted to 20000, but the units is defaulted to 10000... is it wise to change this to 20000? If so, perhaps in 4.01 you could reset the default values to 20000. Either way, I know how to change it, but I just thought I would ask.
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A normal overwrite with FQM or any MOD will break AIC if the files are changed, but you probably know that.
I think JLS has already posted a few months ago to do what Pathfinder has done but did not get to it because we wanted 4.0 now
I think the maximum ship are defaulted at only 2000 and max units in space are at the full 20000
I don't think it matters the most ships I ever had with AIC was about 500 total ships in about 1500 turns.
[ October 25, 2003, 15:52: Message edited by: Grand Lord Vito ]
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October 25th, 2003, 05:53 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign v4.0 RELEASED
Quote:
Originally posted by clark:
Looking at how extensive, and detailed all of the modifications you have made, I felt bad for pointing this out. It is such a minor minor, meaningless detail!
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Thank you Clark
Please keep the suggestions coming, when it compares to meaningless details, there is no
Comparison to time meaninglessly invested 
[ October 25, 2003, 16:56: Message edited by: JLS ]
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October 25th, 2003, 06:02 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: AI Campaign v4.0 RELEASED
Quote:
Originally posted by Grand Lord Vito:
I think JLS has already posted a few months ago to do what Pathfinder has done but did not get to it because we wanted 4.0 now
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FQM Quad menu options is on the task list but I have yet to start it, I suspect it will be in AIC v4.01 or v4.02

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October 26th, 2003, 11:44 AM
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Corporal
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Join Date: Feb 2003
Location: Pennsylvania
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Re: AI Campaign v4.0 RELEASED
Quote:
Originally posted by JLS:
FQM Quad menu options is on the task list but I have yet to start it, I suspect it will be in AIC v4.01 or v4.02
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Thats ok JLS the time you put in the AIC Event file makes up for it.
We do expect FQM in the next Version
GLV says it all about your event files TREMENDOUS !!!
I like the way you set up the Medical Teams as an event that gives us a chance to answer a medical crisis before it gets out of control, nice touch.
Warping that now has a new meaning
RAIDERS: Playing against them is like a game with in a game (sweet)
Also to mention EVENTS that deliver new colonists by Star Liners and Refugee Families from other systems
[ October 26, 2003, 09:50: Message edited by: QBrigid ]
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October 27th, 2003, 05:23 PM
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Colonel
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Join Date: Jun 2002
Location: tampa, fl
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Re: AI Campaign v4.0 RELEASED
I haven't played this mod yet, although I do have v3.02 on my computer. Once I d/l this Version, is there any mod I can add to this without "breaking" it? Someone mentioned FQM? HOw can I adjust it so that it will work with this mod until the next Version comes out? Or exactly how does Pathfinder's method works?
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