View Full Version : Fyron's Quadrant Mod Discussion Thread
Dralasite
February 11th, 2003, 02:17 AM
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.
Fyron
February 11th, 2003, 02:35 AM
Actually, Devnull mod has an older Version of FQM Standard built into it, with some other modifications too. So, it might not be compatible. http://forum.shrapnelgames.com/images/icons/icon7.gif
gregebowman
February 12th, 2003, 05:40 PM
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 http://forum.shrapnelgames.com/images/icons/icon12.gif ).<font size="2" face="Verdana, Helvetica, sans-serif">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.
Fyron
February 12th, 2003, 10:15 PM
As there is no empire folder in the mod, SE4 will just load the default empire folder, and there should not be any problems.
Fyron
February 26th, 2003, 10:10 AM
Fyron's Quadrant Mod v1.18
New Version!
FyronsQuadrantModv118.zip (http://forum.shrapnelgames.com/newuploads/1046247928.zip) - a 1,346 KB download
Here's the Readme:
Readme.txt (http://forum.shrapnelgames.com/newuploads/1046246538.txt)
There will be a new Version of FQM Deluxe incorporating the changes in a few days, plus some goodies. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ February 26, 2003, 08:28: Message edited by: Imperator Fyron ]
Spoo
February 27th, 2003, 05:45 AM
Cloaking stars, eh? Sounds like an evil place to hide a star-killer...
Would a ringworld built on top inherit the cloaking ability?
Fyron
February 27th, 2003, 06:25 AM
A ringworld is not at all related to the star it is made of. Any abilities the star had should be lost. It would be cool if the RW inhereted the star's abilities though.
You can defeat the cloaking of all cloaking stars with level 3 scanners, so its not as deadly as you'd think. I've never seen anyone with Stellar Manipulation 5 and not have any sort of scanners. http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
March 1st, 2003, 02:32 AM
I have a question to ask the lot of you that have played with FQM Deluxe. What do you think of the rate of population growth as compared to normal SE4? With higher pop levels (though roughly equivalent bonuses from pop), you get more growth earlier on. You can build a few pop transports early on and siphon even more people from the HW than you can in the normal game. So, my question is thus: is this a bad thing for gameplay purposes? Does doing this give you significantly more bonuses than in normal SE4, or is it equivalent? About the only viable solution (if this is a problem) is to increase the Reproduction Check Frequency to 2 or 3, so pop growth slows down. Would doing this cause more harm than help?
Fyron
March 1st, 2003, 03:25 AM
Fyron's Quadrant Mod Deluxe v2.02
Here is a new Version of FQM Deluxe!
You can get the patch from 2.xx to 2.02 here:
FQM Deluxe v2.02 Patch (http://forum.shrapnelgames.com/newuploads/1046481548.zip) - a 493 KB download.
You can get the full Version here:
FQM Deluxe v2.02 (http://forum.shrapnelgames.com/newuploads/1046481827.zip) - a 12,462 KB download.
Or, you can download a smaller Version in which the huge system graphics have been converted to jpeg format. You will need to convert them back to bmp format for them to work in-game. Check the ReadFirst.txt file for the locations of the files. You can get this smaller Version here:
FQM Deluxe v2.02 JPEG (http://forum.shrapnelgames.com/newuploads/1046481613.zip) - a 3,023 KB download
You can also view the Readme.txt (http://forum.shrapnelgames.com/newuploads/1046481513.txt).
You will need at least the Planet Pack of the Image mod installed to play with this mod. It can be gotten from here:
SE4 Image Mod (http://www.geocities.com/hohoho611ca/imagepack.html)
You have to play maps made with FQM Deluxe with the mod itself; the maps will not work in other mods. This is because files were modded that remove universal compatibility.
For converting those jpegs, you could get Irfan View, at http://www.irfanview.com/. It has a nice batch conVersion utility that will quickly convert a bunch of files from one format to another.
Gryphin
March 2nd, 2003, 04:58 AM
Pop Growth Rate,
I like the faster growth rate. Adds a challenge to cordinate the transports. I wonder if it helps or hinders the AI.
Fyron
March 2nd, 2003, 06:38 AM
Faster growth helps them reach the miniumum pop to move to each planet faster, so I would imagine it helps them out more than hinders them.
Fyron
March 2nd, 2003, 06:43 AM
It seems as if the Max Systems is set to 155 instead of 255 in the latest release of FQM. This is not a big deal, and you can fix it by opening up Settings.txt and changing it back to 255. Or you can leave it at 155, or put it on whatever number you want. http://forum.shrapnelgames.com/images/icons/icon7.gif
mlmbd
March 2nd, 2003, 04:20 PM
Fyron, This is not a big deal, and you can fix it by opening up Settings.txt and changing it back to 255. <font size="2" face="Verdana, Helvetica, sans-serif">So, is FQM suppose to be set to 155 or the max 255? http://forum.shrapnelgames.com/images/icons/icon12.gif
Oh, Sorry! Love the tweaks! http://forum.shrapnelgames.com/images/icons/icon10.gif
<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>
Fyron
March 2nd, 2003, 08:53 PM
It can be whatever you want it to be, really. I personally prefer 255 max, but I am sure there are people out there that prefer a different max.
Gryphin
March 3rd, 2003, 12:21 AM
I like max system set to 120.
I can then do a Large Dence Threaded Spiral Paradise and the planets do not line up along the edges.
When planets do line up along the edges it is hard to see where the warp points lead. Sometimes you can have 3 or more systems in a row and they do not link in a "consecutive" order.
Planets 1 2 3 4 lined up visualy * * * *
1 links to 3
2 links to 4
3 links to 2 and 1
It is tough for me to keep track of.
The work arround is "Don't use threaded spirals" http://forum.shrapnelgames.com/images/icons/icon12.gif
mlmbd
March 3rd, 2003, 07:34 PM
Fyron, 255 it is! Thanks!
<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>
JLS
March 3rd, 2003, 07:56 PM
Is there a point in maximum systems settings where the SE4 Map Editor v1.65 won't regenerate a random map without a fatal error?
Fyron
March 3rd, 2003, 09:39 PM
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif
JLS
March 3rd, 2003, 09:50 PM
Originally posted by Imperator Fyron:
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Thanks Fryon, a few months ago I was trying to make a Cluster scenario and I kept getting a Fatal error with more then 120 systems, I was getting real frustrated.
I really like your Systems Images in your Mod. I renamed the Se4 original systems folder and I use yours for all games….
[ March 03, 2003, 19:59: Message edited by: JLS ]
Desdinova
March 5th, 2003, 11:19 AM
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)
[ March 05, 2003, 09:24: Message edited by: desdinova ]
Fyron
March 5th, 2003, 11:28 AM
You need to copy all RW/SW components from FQM Deluxe into the mod you are adding FQM Deluxe to (and replace the normal RW/SW components from the mod you are copying them into, or you will get small-large RWs all at the same tech level, which would be pointless).
rdouglass
March 5th, 2003, 04:09 PM
Question: I have a system that randomly moves my bases and ships around. Is that normal (a feature) for the FQM? or is it something else I should be looking at?
I do apologize - I haven't read completely thru this thread (it's quite long!)... http://forum.shrapnelgames.com/images/icons/shock.gif
JLS
March 5th, 2003, 05:21 PM
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)<font size="2" face="Verdana, Helvetica, sans-serif">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 http://forum.shrapnelgames.com/images/icons/icon12.gif
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 http://forum.shrapnelgames.com/images/icons/icon7.gif
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 ]
Fyron
March 5th, 2003, 10:18 PM
Originally posted by rdouglass:
Question: I have a system that randomly moves my bases and ships around. Is that normal (a feature) for the FQM? or is it something else I should be looking at?
I do apologize - I haven't read completely thru this thread (it's quite long!)... http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="Verdana, Helvetica, sans-serif">If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif
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.<font size="2" face="Verdana, Helvetica, sans-serif">As long as you give credit, you can merge FQM with your mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ March 05, 2003, 20:24: Message edited by: Imperator Fyron ]
rdouglass
March 5th, 2003, 10:30 PM
Originally posted by Imperator Fyron:
If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Bummer! How can I build a system w/ 5 RW's then... http://forum.shrapnelgames.com/images/icons/icon10.gif How 'bout the 4 star systems? ...and what ability did you assign to the system?
Just curious - I'll dive into the files if I need to....
Fyron
March 5th, 2003, 10:49 PM
Originally posted by rdouglass:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
If it has 5 stars, then yes, it is normal. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">Bummer! How can I build a system w/ 5 RW's then... http://forum.shrapnelgames.com/images/icons/icon10.gif How 'bout the 4 star systems? ...and what ability did you assign to the system?
Just curious - I'll dive into the files if I need to....</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Click on the background of the system to see what abilities it has.
The 5 star systems have the Random Movement ability. http://forum.shrapnelgames.com/images/icons/icon7.gif
Gryphin
March 6th, 2003, 02:11 AM
Originally posted by Imperator Fyron:
The map editor does not like non-default data files. http://forum.shrapnelgames.com/images/icons/icon7.gif You can generate a map in-game in the game setup screen, and then save it. Load that map in the editor, and away you go. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="Verdana, Helvetica, sans-serif">There still seem to be some limits. I made a Large Dence Paradise. I was able to remove warp points, planets and systems.
I was not able to rename or add warp points, planets, or systems.
The error was something along the lines of
"Cannot insert line, End of File error"
That may not be exact.
Gryphin
March 6th, 2003, 03:19 PM
Fryon,
If a map is created in FQM Deluxe will it work on PBW?
rdouglass
March 6th, 2003, 04:48 PM
Originally posted by Nodachi:
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!<font size="2" face="Verdana, Helvetica, sans-serif">I had that problem IIRC and I think it has to do with the Planets.bmp vs. the NewPlanets.bmp files. You have to rename NewPlanets.bmp to Planets.bmp (after you save the original of course http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ).
At least I think that was the fix http://forum.shrapnelgames.com/images/icons/confused.gif I'm pretty sure that was one of the common mistakes. Anyways IF would know for sure....
Fyron
March 6th, 2003, 07:32 PM
Originally posted by Gryphin:
Fryon,
If a map is created in FQM Deluxe will it work on PBW?<font size="2" face="Verdana, Helvetica, sans-serif">Only if the game is using the FQM Deluxe mod. If not, then the map will not work.
Originally posted by Nodachi:
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!<font size="2" face="Verdana, Helvetica, sans-serif">There is no mention of pic p8193.bmp in SectType.txt. Are you sure that is the correct number that the error message gives?
[ March 06, 2003, 17:34: Message edited by: Imperator Fyron ]
Nodachi
March 7th, 2003, 12:47 AM
Yes, I've installed the planet pack correctly and renamed the file as needed.
Fyron, I'm positive, that is the bmp it's calling for. What I can't figure out is why.
Nodachi
March 7th, 2003, 02:07 AM
I'm coming up with an odd map error. The name of the planet is there but the pic isn't. I've got the Lastest planet pack so that's not the problem. If I click on the planet to get info about it I'm getting this error: unable to find... p8193.bmp, which is not a valid pic number. Why would the game even try to use a pic number that high? This is crashing the game and driving me nuts!
Fyron
March 7th, 2003, 03:26 AM
Make a map (or better, a savegame) that does that, save it, and upload it here on Shrapnel so I can see the problem myself.
Check to make sure that that number does not appear in your copy of SectType.txt, as it does not appear in mine.
[ March 07, 2003, 01:27: Message edited by: Imperator Fyron ]
Fyron
March 13th, 2003, 09:46 AM
Fyron's Quadrant Mod Deluxe v2.03
Here is a new Version of FQM Deluxe!
You can get the patch from 2.xx to 2.03 here:
FQM Deluxe v2.03 Patch (http://forum.shrapnelgames.com/newuploads/1047541347.zip) - a 494 KB download.
You can get the full Version here:
FQM Deluxe v2.03 (http://forum.shrapnelgames.com/newuploads/1047541330.zip) - a 12,462 KB download.
Or, you can download a smaller Version in which the huge system graphics have been converted to jpeg format. You will need to convert them back to bmp format for them to work in-game. Check the ReadFirst.txt file for the locations of the files. You can get this smaller Version here:
FQM Deluxe v2.03 JPEG (http://forum.shrapnelgames.com/newuploads/1047541492.zip) - a 3,023 KB download
You can also view the Readme.txt (http://forum.shrapnelgames.com/newuploads/1047541545.txt).
You will need at least the Planet Pack of the Image mod installed to play with this mod. It can be gotten from here:
SE4 Image Mod (http://www.geocities.com/hohoho611ca/imagepack.html)
You have to play maps made with FQM Deluxe with the mod itself; the maps will not work in other mods. This is because files were modded that remove universal compatibility.
For converting those jpegs, you could get Irfan View, at http://www.irfanview.com/. It has a nice batch conVersion utility that will quickly convert a bunch of files from one format to another.
Fyron
March 13th, 2003, 09:28 PM
FQM Deluxe 2.04 Patch Release
There is a problem in 2.03. I have made a new patch file for 2.04 to fix it:
FyronsQuadrantModDeluxev204patch.zip (http://forum.shrapnelgames.com/newuploads/1047583557.zip)
Apply this over any full install of FQM Deluxe to upgrade it to 2.04.
Readme.txt (http://forum.shrapnelgames.com/newuploads/1047583625.txt)
Grandpa Kim
March 16th, 2003, 11:18 PM
A question regarding starting points. Can you manually add starting points in a system with medium moons?
Thanks
Kim
TerranC
March 17th, 2003, 05:51 AM
Originally posted by Grandpa Kim:
A question regarding starting points. Can you manually add starting points in a system with medium moons?
Thanks
Kim<font size="2" face="Verdana, Helvetica, sans-serif">Yes. Use the Map Editor.
Fyron
March 17th, 2003, 06:13 AM
Just do not set them in a sector with any planets when you set htem manually.
Antra
May 20th, 2003, 03:32 AM
Could you stick the 2.04 patch and readme up at http://galileo.spaceports.com/~kazharii/fqm/ ? That's where I first found the mod via google and I'm sure I'm not the only one http://forum.shrapnelgames.com/images/icons/icon7.gif . Thanks!
Fyron
May 20th, 2003, 04:57 AM
My plan was to release the full copy of 2.04 a day or so after I released the quick fix patch. I just never got around to it. http://forum.shrapnelgames.com/images/icons/icon12.gif
How'd you find my site on google?
Fyron
May 20th, 2003, 10:19 PM
So... anyone have any suggestions for how I could make the mod better?
tesco samoa
May 20th, 2003, 11:32 PM
yes fqm lite.... with half the planets... ( less moons...)
Antra
May 21st, 2003, 12:15 AM
google.com: fyron's quadrant mod
http://forum.shrapnelgames.com/images/icons/icon10.gif Then I discovered the Encyclopedia Malfadorica somewhere which has explained a LOT of things. A "Molly", ha!
Though I am looking forward to trying out a small ringworld http://forum.shrapnelgames.com/images/icons/icon12.gif . Just started playin a few days ago and already I've glued FQM and EyeCandy mods together. Oy.
Gryphin
May 21st, 2003, 01:14 AM
Most likely they would not be popular but:
Quadrant generators that generate a disproportionate of a given type of planet
Gas Heavy Dence ...
Ice Heavy ...
Rock Heavy ...
I think your "paradice" systems are great.
I wonder what a "hell" system would be like.
Fyron
May 21st, 2003, 01:20 AM
A "chaotic" quadrant sorta approaches a "hell" quadrant. http://forum.shrapnelgames.com/images/icons/icon12.gif
Spoo
May 21st, 2003, 04:52 AM
Quadrant generators that generate a disproportionate of a given type of planet
Gas Heavy Dence ...
Ice Heavy ...
Rock Heavy ... <font size="2" face="Verdana, Helvetica, sans-serif">I think this would be great for giving the AI an advantage. Choose "rock heavy", pick ice yourself, and set the AI's to rock.
Or play only colonize home type (all players pick the same type), and still be able to colonize most of the galaxy, but still have some uncolonizable planets for color. Or just the opposite - planets, planets everywhere, but not a place to land.
Fyron
May 21st, 2003, 07:13 AM
How many quadrant types do you guys want me to have in the mod? There are already something like 40 in there! http://forum.shrapnelgames.com/images/icons/shock.gif It gets so cluttered... though I guess I could just have Mid-life variants of those types of quadrants.
Spoo
May 21st, 2003, 07:39 PM
It gets so cluttered... <font size="2" face="Verdana, Helvetica, sans-serif">Nah, It's only one screen. Make more!
How about a quadrent where the only planets are ringworlds where the stars would be?
Fyron
May 22nd, 2003, 01:21 AM
I forget... can you build planets from asteroids when there is only a RW in the system and no star?
Phoenix-D
May 22nd, 2003, 01:34 AM
IIRC no.
minipol
May 23rd, 2003, 10:12 PM
Originally posted by Imperator Fyron:
I forget... can you build planets from asteroids when there is only a RW in the system and no star?<font size="2" face="Verdana, Helvetica, sans-serif">No, i have encountered this a week ago in a game. Built me a nice RW and then came along with a planet creator. Dang. No go. I can try to build a start again to create planets but then i would make my system vulnerable again to sun destroyers or sun-go-boom events. So i'll leave that system as is.
Aloofi
May 23rd, 2003, 11:03 PM
Is it there any text file that can be changed to allow the colonization of asteroids?
.
Xaren Hypr
May 23rd, 2003, 11:54 PM
Originally posted by Aloofi:
Is it there any text file that can be changed to allow the colonization of asteroids?
.<font size="2" face="Verdana, Helvetica, sans-serif">IIRC, it's hard-coded that asteroids are uncolonizable.
Ed Kolis
May 23rd, 2003, 11:58 PM
No, you can't mod the game to colonize asteroids... unless you create planets that have the exact same pictures as asteroids, but then you could blow them up and turn them into real asteroids, which would be confusing, not to mention the fact that you couldn't turn them into planets... might work if you take out the planet creator/destroyer components though... also the sun destroyers, since they turn all planets in the system into asteroids (might be able to leave the black hole and nebula generators in since IIRC they destroy the planets completely)
Antra
May 26th, 2003, 09:00 PM
Kinda weird how the asteroids have facil/pop space in planetsize.txt...
Fyron
May 26th, 2003, 09:47 PM
It is like that in standard SE4 too. I did nothing to change those values. Planned features that never got implemented. I think removing the lines altogether would cause SE4 to crash. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ May 26, 2003, 20:48: Message edited by: Imperator Fyron ]
Antra
May 27th, 2003, 05:43 AM
Oh I'm not saying you did anything Fyron http://forum.shrapnelgames.com/images/icons/icon12.gif . Just saying how odd it is that those features were taken out. T'would be neat...
Fyron
May 27th, 2003, 06:17 AM
Well I can't really tell you why they were taken out. http://forum.shrapnelgames.com/images/icons/icon12.gif
Ed Kolis
July 11th, 2003, 03:41 AM
Bringing back the FQM thread from the depths of obscurity and giving Fyron an excuse to further pad his post count http://forum.shrapnelgames.com/images/icons/icon12.gif
Small Hyper-Dense Cables and Small Planetary Gravity Plating are no smaller or cheaper than the regular ones... and while the small and medium ringworlds may require only 3000 kT or 5000 kT, you have to build 4000 kT or 6000 kT since they only come in 2000 kT packages!
Why not remove the Star-Unstable abilities from stars since they don't do anything but scare people? http://forum.shrapnelgames.com/images/icons/icon10.gif
Fyron
July 11th, 2003, 04:04 AM
Small Hyper-Dense Cables and Small Planetary Gravity Plating are no smaller or cheaper than the regular ones... and while the small and medium ringworlds may require only 3000 kT or 5000 kT, you have to build 4000 kT or 6000 kT since they only come in 2000 kT packages! <font size="2" face="Verdana, Helvetica, sans-serif">They were supposed to be 1000 kT...
Why not remove the Star-Unstable abilities from stars since they don't do anything but scare people? <font size="2" face="Verdana, Helvetica, sans-serif">Because... they scare people! http://forum.shrapnelgames.com/images/icons/icon10.gif
Captain Kwok
July 20th, 2003, 05:05 PM
I think the FQM needs more regular systems in the 3-5 planet range. I'm sure not every solar system is as big as ours, you could even add additional asteroids in those systems to represent planets that never quite formed. I also think the asteroid only systems could have the number of asteroids reduced to some degree, it can sometimes cause problems with ship paths - not to mention craziness with stellar manipulation.
Fyron
July 20th, 2003, 09:23 PM
You aren't sure that every solar system is as big as ours, but you are sure they have 4-5 planets? http://forum.shrapnelgames.com/images/icons/icon12.gif
Captain Kwok
July 20th, 2003, 11:42 PM
Originally posted by Imperator Fyron:
You aren't sure that every solar system is as big as ours, but you are sure they have 4-5 planets? http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="Verdana, Helvetica, sans-serif">I was making a suggestion as to reduce the number of planetoids in the mod, since it makes some PBW games a micromanagement nightmare. http://forum.shrapnelgames.com/images/icons/tongue.gif
Fyron
July 21st, 2003, 12:02 AM
That is what I had figured. Perhaps you should have just said that in the first place. http://forum.shrapnelgames.com/images/icons/icon12.gif
Fyron
September 16th, 2003, 12:05 AM
Currently making the next Version of FQM. Any Last-minute suggestions (that would not take many hours of work to implement...)?
2.05
- Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system.
- Added Standard type systems without asteroid belts. They have just 2 asteroid fields.
- Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types.
- Fixed the object masking bug. All objects in all system types will now be masked properly.
[ September 15, 2003, 23:19: Message edited by: Imperator Fyron ]
Atrocities
September 16th, 2003, 01:19 AM
Could you include instructions on how to make changes to things like damaging warp points, asteroids, etc.
Perhaps have hidden planets in nebulas or something odd like that.
Joachim
September 16th, 2003, 01:35 AM
Originally posted by Atrocities:
Perhaps have hidden planets in nebulas or something odd like that.<font size="2" face="Verdana, Helvetica, sans-serif">Like that idea! - How 'bout it?
Fyron
September 16th, 2003, 01:45 AM
I don't want to add any new system types to the quadrant entries at this point (as there are some 40+ I would have to update... *shudders*). So, I would have to add the planets to existing nebulae, which would mean they would always be in the same type of nebulae.
New List:
2.05
- Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system.
- Added Standard type systems without asteroid belts. They have just 2 asteroid fields.
- Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types.
- Fixed the object masking bug. All objects in all system types will now be masked properly.
- Changed the stable WP in SectType.txt to use pic 581, the B5 jump gate. Now, all artificially created WPs will use this image. Some random WPs use it too.
Fyron
September 16th, 2003, 02:38 AM
New list for 2.05
- Added WPL Mid-life quadrants that have fewer than normal warp points.
- Added Pseudo-FTL maps, which will have 10 WPs coming from nearly every system (except around the edges of the map). This simulates the ability to travel to any nearby system on the map.
- Added Spaghetti quadrants in which the WPs tend to form strings of systems.
- Added Standard type systems without asteroid belts. They have just 2 asteroid fields.
- Added Mid-Life No Ast Belt quadrants that use the Standard No AS system types.
- Changed the stable WP in SectType.txt to use pic 581, the B5 jump gate. Now, all artificially created WPs will use this image. Some random WPs use it too.
- Changed the description of the Star Unstable abilities in StellarAbilityTypes.txt so that they indicate that the star has a few millennia of life left in it.
- Changed so that you can no longer start in a system with 1, 2 or 3 planets or the Double Asteroid Belt system type as a home system.
- Fixed the object masking bug. All objects in all system types will now be masked properly.
- Added Maze quadrant type.
[ September 16, 2003, 01:50: Message edited by: Imperator Fyron ]
Fyron
September 16th, 2003, 04:30 AM
New Versions!
FQM Deluxe 2.05 is out!
FQM Standard 1.19 is out!
The mods can be acquired from the official FQM Web Site (http://fqm.spaceempires.net/). You can check the readmes on that page to see what is new.
You might notice that the files are vastly different sizes. This is because I have tapped into the awesome power of the RAR archive. http://forum.shrapnelgames.com/images/icons/icon10.gif But, I have made them self-extracting RAR files, so you do not need WinRAR (http://www.rarlabs.com/) to open them (although it is a good idea to get this program anyways). WinZip sucks, and can not open RAR files. So, the full FQM file is ~3 MB smaller than the Last Version. However, the JPEG Version is actuall ~1 MB larger. This is because I remade the jpg system images in Photoshop, and they now have 0 loss of color information.
tesco samoa
September 16th, 2003, 03:26 PM
Maze rocks.
I voted to change the name to
DigDug
Lady Bug
or
PacMan
But Fyron does not know those games.
Fyron
September 16th, 2003, 08:06 PM
I know Pacman... but Maze works just as well. You can change the name in your local copy; it will not affect MP games in any way.
Fyron
November 1st, 2003, 02:14 AM
Working on the next Version of FQM:
Version 2.07 - 31 October 2003:
Files Altered: QuadrantTypest.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Changed - Version history moved from Readme.txt to History.txt. Format changed.
2. Added - Added Chaotic Warp Point to StellarAbilityTypes.txt, which is a copy of the Unstable Warp Point from FQM 2.06.
3. Changed - Standard # AS I Un WP systems are now Standard # AS I Chaotic WP systems. Such systems use the Chaotic Warp Point type instead of Unstable.
4. Changed - Chaotic Region systems now use the Chaotic Warp Point ability rather than Unstable Warp Point.
5. Changed - The warp point ability that did 6500 damage now does 650 damage.
6. Changed - The occurance of damaging Warp Points is now at roughly 20% of the pre-2.07 levels. 1.1% of WPs will have the Sector - Damage ability. 1.1% of WPs will have the Warp Point - Turbulence ability.
7. Added - Stars can now have level 3 cloaking, providing a full spectrum of cloaking.
8. Fixed - The WP ability that gave a Sight Obscuration level of 1 now gives level 2, so that it can actually provide cloaking.
9. Added - Added an alternate StellarAbilityTypes.txt file that shows the effect of each ability in the ability description. This file is only accessed when the map is created, and never during the game. So, the host of a multiplayer game (if the players so desire) could use it to make the game, and the players would not have to do anything special.
Any suggestions?
Atrocities
November 1st, 2003, 03:48 AM
These are some nice fixes Fyron. Reading the Version history helps to undestand a lot about what is going on with this mod.
Great work.
General Woundwort
November 1st, 2003, 04:44 AM
I'll try to have the new nebula pics to you tomorrow evening.
Fyron
November 1st, 2003, 09:10 PM
I'm not sure how many of these I am going to put in the mod... the download size could get quite excessive! http://forum.shrapnelgames.com/images/icons/shock.gif
Fyron
November 2nd, 2003, 03:46 AM
So nobody has any suggestions...
Fyron
November 2nd, 2003, 09:10 PM
I've got some 20 new system pics I could add to FQM, but it would increase the size of the download by 18.3 MBs. http://forum.shrapnelgames.com/images/icons/icon9.gif Oh, what to do, what to do.
Alneyan
November 2nd, 2003, 10:20 PM
Originally posted by Imperator Fyron:
I've got some 20 new system pics I could add to FQM, but it would increase the size of the download by 18.3 MBs. http://forum.shrapnelgames.com/images/icons/icon9.gif Oh, what to do, what to do. <font size="2" face="sans-serif, arial, verdana">I am not sure if that will help you, but could you do a Version with these additional graphics and another one without? Say, "FQM enhanced". Otherwise, the size of the download would be about 40 mo if memory serves right, which can still be handled by a dial-up. (If you are able to use Getright or another program to resume that is) No, I don't have any suggestion for FQM, I tend to be better at chasing bugs than giving suggestions as you can see.
Fyron
November 2nd, 2003, 10:45 PM
Actually, FQM would be 27.3 or so MBs, not 40. http://forum.shrapnelgames.com/images/icons/icon12.gif The full file is currently 9 MBs.
I already maintain 2 Versions of the mod, one without any special system pics (FQM Standard) and one with them and lots of extra planet pics (FQM Deluxe). I don't really want to add a third. http://forum.shrapnelgames.com/images/icons/icon9.gif
Fyron
November 3rd, 2003, 02:35 AM
Version 2.07 of Fyron's Quadrant Mod has been released! It came out to 31.1 MBs. Check out http://fqm.spaceempires.net/ for more information.
The latest Version history is as follows:
Version 2.07 - 2 November 2003:
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Changed - Version history moved from Readme.txt to History.txt. Format changed.
2. Added - Added Chaotic Warp Point to StellarAbilityTypes.txt, which is a copy of the Unstable Warp Point from FQM 2.06.
3. Changed - Standard # AS I Un WP systems are now Standard # AS I Chaotic WP systems. Such systems use the Chaotic Warp Point type instead of Unstable.
4. Changed - Chaotic Region systems now use the Chaotic Warp Point ability rather than Unstable Warp Point.
5. Changed - The warp point ability that did 6500 damage now does 650 damage.
6. Changed - The occurance of damaging Warp Points is now at roughly 20% of the pre-2.07 levels. 1.1% of WPs will have the Sector - Damage ability. 1.1% of WPs will have the Warp Point - Turbulence ability.
7. Added - Stars can now have level 3 cloaking, providing a full spectrum of cloaking.
8. Fixed - The WP ability that gave a Sight Obscuration level of 1 now gives level 2, so that it can actually provide cloaking.
9. Added - Added an alternate StellarAbilityTypes.txt file that shows the effect of each ability in the ability description. This file is only accessed when the map is created, and never during the game. So, the host of a multiplayer game (if the players so desire) could use it to make the game, and the players would not have to do anything special.
10. Changed - Reorganized SystemTypes.txt.
11. Added - Added the following system types with new pictures: Black Hole 2, Nebulae 16-34.
12. Fixed - Psuedo-FTL is now spelled Pseudo-FTL.
13. Changed - Updated the Help document to include Maze, Pseudo-FTL and Spaghetti quadrants.
JLS
November 3rd, 2003, 03:59 PM
Fyron the new FQM is great!!! IMHO, bigger is better in FQMs case.
With MSN or any download mgr its a snap even with dial-up http://forum.shrapnelgames.com/images/icons/icon12.gif
[ November 03, 2003, 14:02: Message edited by: JLS ]
Fyron
November 3rd, 2003, 04:36 PM
http://forum.shrapnelgames.com/images/icons/icon7.gif
Oops... forgot to mention in the credits that Woundwort gathered all those new images. http://forum.shrapnelgames.com/images/icons/icon9.gif Thanks Woundwort! http://forum.shrapnelgames.com/images/icons/icon6.gif
Fyron
November 5th, 2003, 01:35 AM
Version 1.20 of Fyron's Quadrant Mod has been released! Check out http://fqm.spaceempires.net/ for more information.
The latest Version history is as follows:
Version 1.20 - 4 November 2003:
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Changed - Version history moved from Readme.txt to History.txt. Format changed.
2. Added - Added Chaotic Warp Point to StellarAbilityTypes.txt, which is a copy of the Unstable Warp Point from FQM 2.06.
3. Changed - Standard # AS I Un WP systems are now Standard # AS I Chaotic WP systems. Such systems use the Chaotic Warp Point type instead of Unstable.
4. Changed - Chaotic Region systems now use the Chaotic Warp Point ability rather than Unstable Warp Point.
5. Changed - The warp point ability that did 6500 damage now does 650 damage.
6. Changed - The occurance of damaging Warp Points is now at roughly 20% of the pre-2.07 levels. 1.1% of WPs will have the Sector - Damage ability. 1.1% of WPs will have the Warp Point - Turbulence ability.
7. Added - Stars can now have level 3 cloaking, providing a full spectrum of cloaking.
8. Fixed - The WP ability that gave a Sight Obscuration level of 1 now gives level 2, so that it can actually provide cloaking.
9. Added - Added an alternate StellarAbilityTypes.txt file that shows the effect of each ability in the ability description. This file is only accessed when the map is created, and never during the game. So, the host of a multiplayer game (if the players so desire) could use it to make the game, and the players would not have to do anything special.
10. Changed - Reorganized SystemTypes.txt.
11. Fixed - Psuedo-FTL is now spelled Pseudo-FTL.
12. Changed - Updated the Help document to include Maze, Pseudo-FTL and Spaghetti quadrants.
[ November 04, 2003, 23:36: Message edited by: Imperator Fyron ]
Fyron
November 8th, 2003, 12:05 AM
Just to tease everyone with the latest beta Version history:
Version 2.08 - UNRELEASED:
Files Altered: QuadrantTypes.txt, SystemTypes.txt
1. Added - Desert and Wasteland quadrant types.
2. Added - Expanse system type, which is literally empty.
3. Fixed - Nebulae 31 now uses the Nebulae31 bitmap instead of Nebulae15.
4. Fixed - WPL Standard Mid-Life quadrant now has the correct number of Max Warp Points.
5. Fixed - There were various typoes in QuadrantTypes.txt.
6. Changed - Massive reorganization of the QuadrantTypes.txt file. Quadrants are now ordered by type, planet density, then warp point density.
7. Added - Added various descriptor lines in QuadrantTypes.txt so that some descriptions appear in the Quadrants list in-game.
tesco samoa
November 13th, 2003, 05:23 PM
where is ??
Added -- Tesco Quadrant ??
You know the vast barren starts of a Tesco Empire ??
It would be an honour to share this great game start with the SEIV community.
JLS
November 13th, 2003, 05:45 PM
Swee e eet site, Tesco.
Fyron
November 13th, 2003, 05:49 PM
Originally posted by JLS:
Fyron, were is the v2.08 download, I only see FQM v2.07?
Edit:
(Nevermind, reread that it is unreleased) http://forum.shrapnelgames.com/images/icons/blush.gif <font size="2" face="sans-serif, arial, verdana">I should probably finish that up and release it at some point. http://forum.shrapnelgames.com/images/icons/icon12.gif
Originally posted by tesco samoa:
where is ?? <font size="2" face="sans-serif, arial, verdana">I suppose I could make a "super desert" and call it the Tesco Start. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ November 13, 2003, 15:50: Message edited by: Imperator Fyron ]
tesco samoa
November 13th, 2003, 09:44 PM
just like our conversation in #SE4 on IRC.
JLS
November 14th, 2003, 01:06 AM
Originally posted by Imperator Fyron:
I should probably finish that up and release it at some point. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Yes http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
November 14th, 2003, 02:21 AM
New teaser. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif If you have any suggestions at present, make them. http://forum.shrapnelgames.com/images/icons/icon12.gif
Version 2.08 - UNRELEASED:
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, SystemTypes.txt
1. Added - Desert and Wasteland quadrant types.
2. Added - Expanse system type, which is literally empty.
3. Fixed - Nebulae 31 now uses the Nebulae31 bitmap instead of Nebulae15.
4. Fixed - WPL Standard Mid-Life quadrant now has the correct number of Max Warp Points.
5. Fixed - There were various typoes in QuadrantTypes.txt.
6. Changed - Massive reorganization of the QuadrantTypes.txt file. Quadrants are now ordered by type, planet density, then warp point density.
7. Added - Added various descriptor lines in QuadrantTypes.txt so that some descriptions appear in the Quadrants list in-game.
8. Added - Tesco Start quadrant type. Note: just some self-depreciation humor.
9. Added - Planets can have many new abilities. Many are unique to FQM as of this point.
JLS
November 14th, 2003, 02:35 AM
Fyron, were is the v2.08 download, I only see FQM v2.07?
Edit:
(Nevermind, reread that it is unreleased) http://forum.shrapnelgames.com/images/icons/blush.gif
[ November 13, 2003, 13:59: Message edited by: JLS ]
Fyron
November 14th, 2003, 02:41 AM
Ok... 2.08 is currently being uploaded. Just 40 minutes to go! http://forum.shrapnelgames.com/images/icons/icon12.gif The patch file is done as of now, but JPEG and Full are not.
Edit:
JPEG file is uploaded. Just 30 minutes to get Full file up there.
Edit2:
All uploaded! (some time ago I presume http://forum.shrapnelgames.com/images/icons/icon12.gif )
http://fqm.spaceempires.net/
[ November 14, 2003, 04:42: Message edited by: Imperator Fyron ]
JLS
November 14th, 2003, 08:31 AM
Thanks Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
February 18th, 2004, 10:47 PM
If, for some reason, you have overwritten your stock SE4 starmap images and would like the stock ones back rather than the FQM Deluxe ones in Stock SE4, here they are:
starmap.exe (http://www.spaceempires.net/home/modules.php?name=Downloads&d_op=getit&lid=379) - 92 kB self extracting rar file
Atrocities
February 24th, 2004, 06:30 AM
I love this mod. I really do. I think this mod is the greatest thing since sliced bread and the invention of peanut butter.
narf poit chez BOOM
February 24th, 2004, 06:49 AM
Nothing is greater than sliced bread and peanut butter!
well, maybe chocolate.
and cheese sandwiches.
and cabbage rolls.
but nothing else.
except maybe eggnog ice cream.
ok, now i'm just making me hungry.
hicksz
February 29th, 2004, 10:30 AM
Imperator Fyron
I have a question about the Fyron's Quadrant Mod. I apologies in advance if this has been answered or discussed elsewhere.
Okay, I upgraded to Version 1.91 and added the TDM-Mod Pack Beta 3.40. Next I went to your website http://fqm.spaceempires.net/ to download your latest Version. I downloaded the "Deluxe MOD full" Version 2.08 and started to combine both MODs. Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40. What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:
Maximum Planet Percent Value := 300
Minimum Planet Percent Value := 0
Maximum Planet Resource Value := 999000000
Minimum Planet Resource Value := 0
Bases Can Join Fleets := False
No Retrofit Adding Of Spaceyards := True
No Retrofit Adding Of Colony Module := True
Seeker Combat Defense Modifier := 40
Planet Combat Offense Modifier := 30
Planet Combat Defense Modifier := -200
Your ends with:
Fighters Can Be Hit By Mines := True
My question is are they gone on purpose or did they get accidently deleted? I checked my backup settings.txt from Version 1.84 and it's missing these lines too. I believe that Version 2.08 is the Lastest copy of the Fyron's Quadrant Mod. To be sure I downloaded it again and installed it to my desktop and the lines were still missing. Anyway, I just wanted to bring this to your attention and thank you for creating this outstanding mod.
Also, will you be updating your Modding 101 Tutorial with the latest features from patch 1.91?
[ February 29, 2004, 08:35: Message edited by: hicksz ]
Captain Kwok
February 29th, 2004, 03:29 PM
Those are lines that have been added in the Last few patches. Fyron must have forgotten to add them to his settings.txt file...
...most people usually use only generated maps or play with other mods that incorporate FQM so that is probably why no one has ever noticed it until now.
Fyron
February 29th, 2004, 07:38 PM
Originally posted by hicksz:
Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40. <font size="2" face="sans-serif, arial, verdana">I strongly suggest that you go back to the 40 pop modifiers of FQM Deluxe. It has a very, very different curve than stock SE4 does, to reflect the increase in population levels on planets. Using the stock on will throw everything off, and make any level of population above 10000 useless, as you get no bonus past 10000 with the stock settings. Also, all worlds will become far too productive with the stock population modifiers.
What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:<font size="2" face="sans-serif, arial, verdana">This is not a problem. Those lines are optional and were added in a patch for SE4 Gold. If they are missing, SE4 will just use the default values for them. The only reason to add them is if you are going to change them. http://forum.shrapnelgames.com/images/icons/icon7.gif
Also, will you be updating your Modding 101 Tutorial with the latest features from patch 1.91?<font size="2" face="sans-serif, arial, verdana">Yes, when I get the time to do so.
Originally posted by Captain Kwok:
...most people usually use only generated maps or play with other mods that incorporate FQM so that is probably why no one has ever noticed it until now. <font size="2" face="sans-serif, arial, verdana">Not quite. FQM Deluxe can not be used that way. Only FQM Standard can make maps useable in stock SE4. There are plenty of people out there that use FQM Deluxe.
hicksz
February 29th, 2004, 10:00 PM
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by hicksz:
Since I wasn't sure if you had updated your setting yet, I went through both your settings.txt and the TDM-Mod Pack setting.txt line-by-line. I notice that you didn't add the "Number Of Population Modifiers := 101" yet. No problem, I cut and paste the TDM-Mod Pack to that area. I think you are using 40. <font size="2" face="sans-serif, arial, verdana">I strongly suggest that you go back to the 40 pop modifiers of FQM Deluxe. It has a very, very different curve than stock SE4 does, to reflect the increase in population levels on planets. Using the stock on will throw everything off, and make any level of population above 10000 useless, as you get no bonus past 10000 with the stock settings. Also, all worlds will become far too productive with the stock population modifiers.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It appears that after a population of 9999, Aaron adds a high population value of 2000000.
Pop Modifier 100 Population Amount := 9999
Pop Modifier 100 Production Modifier Percent := 199
Pop Modifier 100 SY Rate Modifier Percent := 199
Pop Modifier 101 Population Amount := 2000000
Pop Modifier 101 Production Modifier Percent := 200
Pop Modifier 101 SY Rate Modifier Percent := 200
and you scale:
Pop Modifier 39 Population Amount := 149999
Pop Modifier 39 Production Modifier Percent := 285
Pop Modifier 39 SY Rate Modifier Percent := 285
Pop Modifier 40 Population Amount := 2000000
Pop Modifier 40 Production Modifier Percent := 290
Pop Modifier 40 SY Rate Modifier Percent := 290
Yah, I can see your point Imperator Fyron. I like your better. Where the confusion lies is in the "SEIV Gold Patch 1.91 Release Notes". It says that in Version 1.88: 1. Changed - Added in Imperator Fyron's smoothed population modifiers. I assumed that the 101 Population Modifiers in the stock settings.txt was what you wanted.
Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">What caught my attention was the Last lines in the setting.txt. These lines seem to be missing from yours:<font size="2" face="sans-serif, arial, verdana">This is not a problem. Those lines are optional and were added in a patch for SE4 Gold. If they are missing, SE4 will just use the default values for them. The only reason to add them is if you are going to change them. http://forum.shrapnelgames.com/images/icons/icon7.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You know part of me also assumed that they were working on some type of default setting because why would my old Version 1.84 exe work? But not seeing the lines still caused me to freak out anyway. Thanks for your help Imperator Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron
February 29th, 2004, 10:16 PM
Originally posted by hicksz:
It appears that after a population of 9999, Aaron adds a high population value of 2000000.<font size="2" face="sans-serif, arial, verdana">Yes, but, a planet with 10000 pop and a planet with 1000000 pop have the exact same production values.
Where the confusion lies is in the "SEIV Gold Patch 1.91 Release Notes". It says that in Version 1.88: 1. Changed - Added in Imperator Fyron's smoothed population modifiers. I assumed that the 101 Population Modifiers in the stock settings.txt was what you wanted. <font size="2" face="sans-serif, arial, verdana">Yes, the new scale is what I wanted, for stock SE4. But FQM is not stock SE4. FQM Deluxe has a lot more population on every planet, so it needs a different scale. Otherwise, extra population on larger planets would not really matter. Past 10 billion, all levels of population are the same with stock SE4. Medium planets can get 10 billion population in FQM Deluxe (if you take Advanced Storage Techniques). This is why the new stock pop scale is not good for FQM Deluxe, as it makes the extra population capacity of Large and Huge planets meaningless, except as a big source of pop to move to other worlds.
primitive
February 29th, 2004, 10:29 PM
Fyron,
Can't get in contact with spaceempires.net. Is it down or is it me who have a problem ?
Need the latest Version of the FQM to make a map for the Lithuania VS Finland game http://forum.shrapnelgames.com/images/icons/icon7.gif
Asmala
February 29th, 2004, 10:42 PM
It neither works for me so I suppose the server is down.
Fyron
February 29th, 2004, 11:25 PM
Yes, the server is down. http://forum.shrapnelgames.com/images/icons/icon9.gif In the mean time, I can email you the "patch" file, which is 500 KB or so, and contains all of the Data files. You will get errors when trying to view a systme using a custom system image, but all it does is complain about not finding the image. The map will still work fine.
primitive
February 29th, 2004, 11:33 PM
Thanx,
The Version of FQM i have is 1.18. If the patch will work with that, please e-mail to: primitive at chello dot no
Fyron
March 1st, 2004, 12:50 AM
Basically, the "patch" is the full mod, just without any of the system graphics. I like to make my patches completely cumulative. You can just install this and use as-is.
It will not really upgrade FQM 1.18, as FQM Standard and FQM Deluxe are very different mods. FQM Standard does not make changes to SectType.txt and PlanetSize.txt, so that it can make maps compatible with the stock game. FQM Deluxe makes heavy modification to these files.
Oh, and email sent. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ February 29, 2004, 22:50: Message edited by: Imperator Fyron ]
Fyron
May 29th, 2004, 01:49 AM
FQM Deluxe 2.09 and FQM Standard 1.22 have been released. These Versions bring the mods to compatibility with the SE4 Gold 1.91 data file changes and remove planet abilities that do not actually work. You can find the updates at the FQM Web Site (http://fqm.spaceempires.net/). Please do not download FQM Deluxe Full if you already have 2.08. There is no reason to do so, as the Patch will suffice to get your mod up to the latest Version.
Captain Kwok
May 29th, 2004, 04:30 AM
What's new in this update?
Fyron
May 29th, 2004, 04:32 AM
The previous post lists what is new. Not much at all.
Captain Kwok
May 29th, 2004, 04:42 AM
That's super still.
Fyron
November 16th, 2004, 04:58 PM
I have redesigned the web site. What do you think?
http://fqm.spaceempires.net/
Captain Kwok
November 16th, 2004, 06:52 PM
Imperator Fyron said:
I have redesigned the web site. What do you think?
That blue is awfully close to purple. /threads/images/Graemlins/Cold.gif
Aiken
November 16th, 2004, 07:50 PM
Symtoms: black/deep blue backround with white and green font.
Diagnosis: 1) site, dedicated to astronomy or space games; 2) site of exalted unix user.
Seriously, could you make an alternative color scheme (plain old black on white/light gray) with color theme switcher? It shouldn't be that difficult if you're using CSS, I guess?
PS: it was imho, so if nobody else cares, don't bother. I can switch CSS styles on the fly anyway http://forum.shrapnelgames.com/images/smilies/happy.gif
Fyron
November 17th, 2004, 12:16 AM
Captain Kwok said:
That blue is awfully close to purple. /threads/images/Graemlins/Cold.gif
What??? There isn't even a pixel of red in it. It is completely blue. #000077
Aiken said:
Symtoms: black/deep blue backround with white and green font.
Diagnosis: 1) site, dedicated to astronomy or space games; 2) site of exalted unix user.
Seriously, could you make an alternative color scheme (plain old black on white/light gray) with color theme switcher? It shouldn't be that difficult if you're using CSS, I guess?
PS: it was imho, so if nobody else cares, don't bother. I can switch CSS styles on the fly anyway
Well it is for a mod for a space game, that is focused on the astronomical aspects of said game entirely... http://forum.shrapnelgames.com/images/smilies/tongue.gif http://forum.shrapnelgames.com/images/smilies/tongue.gif http://forum.shrapnelgames.com/images/smilies/tongue.gif
Fyron
November 17th, 2004, 01:06 AM
I have added three alternate style sheets... one is Boring, for Aiken, one is Black and White, and the third is Purple, just for Kwok.
Captain Kwok
November 17th, 2004, 01:31 AM
The purple one rocks. http://forum.shrapnelgames.com/images/smilies/eek.gif
Fyron
November 17th, 2004, 01:35 AM
If you are using Firefox, you'll need this extension to choose alternate stylesheets:
Style Sheet Chooser 0.2 (https://update.mozilla.org/extensions/moreinfo.php?application=firefox&id=192&vid=947)
Captain Kwok
November 17th, 2004, 01:42 AM
I can view alternate style sheets through VIEW > PAGE STYLE. It presents a list of available styles. Not sure if that means I already have that link installed though.
Fyron
November 17th, 2004, 02:00 AM
Hmm... so you can. The extension will keep track of the style sheet you selected for a site. The next time you visit it, it is already selected. It also keeps on choosing that style sheet for every page on the site you visit, rather than having to pick it for every page... Much more convenient and useful.
Fyron
May 27th, 2005, 03:33 PM
I have added No Ast Belt versions for the standard WP level versions of the following quadrant types:
Mid-life, Cluster, Galactic Edge, Spiral Arm.
Is this sufficient?
Fyron
May 29th, 2005, 12:12 AM
Anybody?
parabolize
May 29th, 2005, 02:57 AM
Sufficient.
BTW thank you. The maps just get to big late game with asteroid belts.
Atrocities
May 29th, 2005, 03:23 AM
I honestly cannot think of any suggestions for the mod. It is by far one of the most valued game enhancement mods out. Thank you Fyron for keeping it up to date.
Fyron
July 26th, 2005, 06:51 PM
Long overdue updates for the acclaimed Fyron's Quadrant Mod (http://fqm.spaceempires.net/) are now ready for download. FQM Deluxe has been updated to version 2.10 and FQM Standard has been updated to version 1.23.
The updates contain several bug fixes and more No Ast Belt quadrant types. The Deluxe update features a massive reorganization of SectType.txt, new planet descriptions for some planets courtesy of Loser, and the restoration of balance between the planet types and atmospheres. You can download the upates from the FQM web site (http://fqm.spaceempires.net/).
The FQM Deluxe 2.10 update will break all savegames. Do not attempt to use savegames or maps from previous versions of FQM Deluxe in 2.10.
Note that a number of nebula images have been removed from FQM Deluxe. Applying the patch to it will work fine, but it will result in unused images on your hard drive.
The following is the history file of updates for FQM Deluxe 2.10:
Version 2.10 - 26 July 2005:
Files Altered: PlanetSize.txt, SectType.txt, SteallarAbilityTypes.txt, SystemTypes.txt
1. Changed - Planet types and atmospheres are now more or less balanced.
2. Added - Massive planet size, which is one step up from Huge. Only gas giants can be massive.
3. Fixed - No AST quadrant types no longer have planets in sector 1, 13.
4. Removed - Removed "Stock Standard Systems" header system as it would appear in every quadrant due to unresolved SE4 bugs.
5. Fixed - Descriptions for Ancient Ruins Unique abilities were set up improperly. Now, any Ancient Ruins Unique ability can have either of the two possible descriptions.
6. Fixed - No naturally occuring warp points will look like B5 jump gates. All artificially created warp points will look like B5 jump gates. This applies to all quadrant types except for "Balanced" quadrants.
7. Changed - No systems in No Ast Belt quadrant types have large asteroid belts, other than the occasional Stock-like single asteroid ring system.
8. Added - Added No Ast Belt versions of more quadrants.
9. Changed - Changed many planet descriptions, courtesy of Loser.
10. Fixed - Some systems with medium moons were allowed to be home systems.
11. Replaced with new images:
Nebulae16
Nebulae17
Nebulae28
12. Removed entirely:
Nebulae21
Nebulae22
Nebulae26
Nebulae33
Nova2
Atrocities
July 26th, 2005, 09:22 PM
If we add this to a mod, and that mod has a previous version, will it effect saved games in any way?
And also, what files specifically would we need to copy over if we have used FQM Standard in a mod?
Thanks
Fyron
July 30th, 2005, 11:24 PM
Look in the Help folder at the combining with other mods file. It tells you what needs to be done to merge FQM with other mods.
This update for FQM Deluxe will most certainly break savegames, due to the rampant reorganization and rebalancing of the SectType.txt file.
The update for FQM Standard will never break savegames, since all of the modifications in that mod are designed to not require the mod to be used to use the maps it generates.
Atrocities
July 31st, 2005, 10:34 AM
Thanks for the info.
Makinus
August 1st, 2005, 10:39 AM
Just a suggestion for a new (or not so new) kind of system for your mod: a multi-system system, in the style of ultraquad mod (is that the name?), but having 4 mini-systems per system...
Since each system is a 13x13 grid you can have four 5x5 mini-systems inside it, leaving space among the systems and spaces in the system boundaries for the warppoints... and in a 5x5 minisystem you have 25 sector that, even excluding the center one for the star, leaves 24 sectors for planets, asteroids, storms and empty space... (i imagine mini-systems with around 5 planets and 1 asteroid/storm, leaving the other sectors empty).
I thought about creating this kind of system myself but i´m too lazy to create enough variations to make it worth.... but maybe you wish to make a try and do it? It can even have different mini-systems inside of each system, with asteroid-only minisistems, mini-nebula, and even multi-star mini-systems...
just some ideas...
Fyron
August 1st, 2005, 11:40 AM
I'm still waiting for Geoschmo to post the updated version of his ultra quadrant mod that has the 4 systems/system...
cshank2
August 1st, 2005, 08:12 PM
Hello Fyron, Big fan here... or something.
Anyhow, with this latest update, almost every other Warppoint has the word TEST on it (I'm using a clean install too.) like it was a special feature, any way to remove this?
Fyron
August 1st, 2005, 08:18 PM
Ugh... why oh why do I keep doing that? I really need to get me an editor... I put that there when testing the new idea for how to get all artificially created WPs looking like jump gates, but no naturally occuring ones looking like such. Seem to have forgotten to remove the text.
You can eliminate this by extracting this file (attached) (http://www.shrapnelcommunity.com/threads/download.php?Number=370964) into your FQM\Data folder. This will work for both FQM Standard and FQM Deluxe. It will NOT affect savegame compatibility, and will ONLY make changes to newly generated maps/games. Your currently existing savegames will be 100% unaffected.
cshank2
August 1st, 2005, 08:19 PM
Thanks, man.
Fyron
August 12th, 2005, 02:17 PM
The first release of Fyron's Quadrant Mod 2.10 (http://fqm.spaceempires.net/) included an error involving many warp points having an ability label that they should not have. This has been fixed. If you downloaded FQM Deluxe 2.10 before this date, you can simply apply this <a href=\"http://www.spaceempires.net/files/seiv/mods/FyronsQuadrantModDeluxev210WPFix.zip\">WP Fix</a> to your current installation. There is no need to redownload the entire mod again.
(just some official news)
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