
March 5th, 2003, 05:21 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: Fyron\'s Quadrant Mod (2.09 released! 1.22 released!)
Quote:
Originally posted by desdinova:
fyron, regarding the mistake i made from the AICampaign thread of not copying all files. is it just the components i need or are there other items also.
after looking at this accident i have decided it is not really that unbalancing to have pregenerated ring and sphere worlds (unless you start out with one as a homeworld like i did). it is going to take me forever to populate them and build the facilities. after all who knows what ancient races may have been out there and what they left behind.
edit: for those who havent read the other thread, i combined fqmdeluxe with the aicampaign but apparently didnt copy all the required info properly. in the starmap the game generated i have encountered 3 small ringworlds, one of which i started out as a homeworld. the map is a large one and i have only explored 10 starsystems so far due to alien minefields. so there is no telling if there are sphereworlds or other ringworlds out there. the other thing is they are classified as rock gas and ice planets just like normal ones. one of the other races is ice and it has populated the ice one already. should be interesting to see how this game turns out. (assuming the ai doesnt kill me)(again)
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FQM is a great mod , however with that said, most DATA files are not combatable for AI Campaign Mod. If you used FQM Data files (as is) in any Non based se4 mod you may have compatibilities issues. As would the reverse over writing of data files be true (most any Mod to FQM data files).
Interesting indeed, how your game turns out, desdinova
For some examples:
RacialTraits: No AI Choices, the game would error from Race general file.
Tech Area: Game would error here as well from Race research calls.
Components: the AI and human players would be unable to gain there specific design calls.
Vehicles file: needed for AI balance mod portion of game, mine sweeping, late game balance. Also required to be unchanged for design calls.
Facility file: is required for Race construction calls.
Most Default_AI_Files same as above applies.
CompEnhancement: some AI balancing
Events: some redundant changes
IntelProjects: some changes
PlanetSize: Required for balance on some race issues.
RepairPriorities: Identical
Settings: Preference but with some required Specific related entry’s.
With StellarAbilityTypes, SystemTypes and QuadrantTypes files in AI Campaign are designed and balanced for Finite play and to help keep the AI ahead of the resource degradation curb in SE4. AI Campaign does not utilize the vast amount of asteroids and moons as FQM does due to the AI’s inabilities to Robo mine asteroids in se4 and the added moons would only encourage the AI to land on more tiny planets not that that is a bad thing; in itself. Their is a balanced amount of Asteroids and moons in AIC currently that will help the Human Player and utilize Robo and Sat mining and hopefully not tip the scales to much in favor of the Human Player versus the Computer opponent.
Now, with that stated
I would look forward to work with Fryon and it would be an honor to help with the interface of his FQM Mod with AI Campaign.
[ March 05, 2003, 19:50: Message edited by: JLS ]
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