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Barronosod
August 5th, 2004, 03:49 AM
How can I use more than one mod at once? EX: TDM and Fryons Quadrant mod.

Thanks

Randallw
August 5th, 2004, 04:13 AM
Originally posted by Barronosod:
How can I use more than one mod at once? EX: TDM and Fryons Quadrant mod.

Thanks <font size="2" face="sans-serif, arial, verdana">The mods are rewrites of the data files. You can mix mods by mixing data files. Sometimes you can't mix mods as they make different changes to the same file. I am not a mod expert and have never even made or changed mods I just download them and choose whichever one the game is in. I would see no trouble mixing TDM and FQM. One changes the AI while the other changes map setup.

Barronosod
August 5th, 2004, 04:16 AM
How about with using the Mod Picker Utility? Can you use more than one mod that way? Honestly, I'm too afraid to be messing w/ the data files just yet.

Randallw
August 5th, 2004, 04:32 AM
I don't think its possible to pick two different mods at the same time with the Mod Picker. It would only be possible if you combined the two mods under a new name and then picked that name in the picker.

Slick
August 5th, 2004, 05:04 AM
Normally you can't mix mods very easily or at all. FQM has instructions on combining it with TDM, though. This is an exception since the mods don't alter the same files.

Slick.

Fyron
August 5th, 2004, 05:08 AM
The easiest thing to do would be to copy the Pictures\Races folder from TDM into the Pictures folder of FQM Deluxe (make sure to copy the entire Races folder, including the folder itself). FQM Deluxe has all of the formations in TDM, plus more, so no data files at all are needed from TDM.

Barronosod
August 5th, 2004, 05:24 AM
Perfect. Thanks again everyone.

dogscoff
August 5th, 2004, 12:12 PM
Couldn't you just create a map in FWM, save it and then load it up in your favourite mod?

Fyron
August 5th, 2004, 04:01 PM
Only if you are using FQM Standard, and only if that mod does not modify the SectType.txt file (and possibly PlanetSize.txt). You get no new planet images, star images, system images, etc. with FQM Standard.

Spectarofdeath
August 6th, 2004, 01:46 AM
Isn't there a way to allow fighters to enter warp points?

Captain Kwok
August 6th, 2004, 02:09 AM
Originally posted by Spectarofdeath:
Isn't there a way to allow fighters to enter warp points? <font size="2" face="sans-serif, arial, verdana">No. They're hard coded to be that way.

Randallw
August 6th, 2004, 02:19 AM
Originally posted by Captain Kwok:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Spectarofdeath:
Isn't there a way to allow fighters to enter warp points? <font size="2" face="sans-serif, arial, verdana">No. They're hard coded to be that way. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I had the idea that if you order a group of fighters to attack a wormhole they warp through instead.

Phoenix-D
August 6th, 2004, 02:47 AM
Originally posted by Randallw:
I had the idea that if you order a group of fighters to attack a wormhole they warp through instead. <font size="2" face="sans-serif, arial, verdana">That is how drones work, not fighers.

Randallw
August 6th, 2004, 02:55 AM
ah, I knew it was some unit that moved but forgot about drones.