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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

FQM 5.00 Beta 9

Submitted by Fyron on Mon, 2007-04-02 02:10. SE:V MODs

Announcing the posting of FQM 5.00 Beta 9, for SE5.

Beta 9 is not savegame-compatible with Beta 8.

This release features new planet textures by Lacota. They actually match the planet atmosphere now! These textures are larger than stock textures (512x512 compared to 256x256), so please let me know if you notice any performance hit. I do not seem to see any difference on my machine, but you never know.

Note that planet icons and portraits are not going to be updated until all of the textures are complete. Also, ringed planet textures use the stock textures for now, until I can get someone to change the hard-coded texture files to point to something more shiney. This will likely cause successive FQM releases to continue breaking savegames.

download link (19.8 MB)

Beta 9 version history:
1. Added - New planet textures by Lacota. Note that planet texture colors actually match planet atmosphere now, unlike the stock game. Also, note that ringed planets use stock textures for now, pending editing the .x model files.
2. Changed - Reduced percentage of red and orange stars from 83% to 76%.

Please note that this is a work in progress. There are bound to be quirks, which you should report. All suggestions for improvement are welcome!

‹ Which to use xfilesclasses_steller ›
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Re: FQM 5.00 Beta 9

Submitted by apanag1 on Wed, 2007-04-04 15:17.

Hello Fyron!

-Is it possible to play on "Flower Spiral type quadrant" with only "one solar system named planets (eg: Mercury, Earth)"?
-How can i save only a map from "Flower Spiral type quadrant FQM 5.00 Beta 9" to use it, in a standard game?
-Is a map without warp points playable? Can a ship travel between 2 stars without warp points?

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BlueTemplar's picture

Re: FQM 5.00 Beta 9

Submitted by BlueTemplar on Wed, 2007-04-04 15:36.

Quote:
-Is a map without warp points playable? Can a ship travel between 2 stars without warp points?
Only if you make an "all tech" game, which gives you warp point opener/closer components. (Otherwise they are WAY too far in the research tree). Also, the AI doesn't know how to use those components...

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Mod Designer

Re: FQM 5.00 Beta 9

Submitted by Fyron on Wed, 2007-04-04 19:19.

Quote:
-Is it possible to play on "Flower Spiral type quadrant" with only "one solar system named planets (eg: Mercury, Earth)"?
Not without a map editor. You can always rename your own colonized planets.

Quote:
-How can i save only a map from "Flower Spiral type quadrant FQM 5.00 Beta 9" to use it, in a standard game?
You can't. Maps created in FQM have to be played in FQM (or another mod that incorporates the same (unmodified) version of the mod.

Quote:
-Can a ship travel between 2 stars without warp points?
No, you have to create WPs on such a map.


SpaceEmpires.net | Space Empires Wiki

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Re: FQM 5.00 Beta 9

Submitted by apanag1 on Thu, 2007-04-05 05:49.

-Is there any map editor?
-How exactly can i use ready terran planets? (from XFileClasses_Stellar.txt)

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Mod Designer

Re: FQM 5.00 Beta 9

Submitted by Fyron on Thu, 2007-04-05 13:39.

No, there is no map editor at present.

To use the solar planets, you have to add corresponding entries to StellarObjectTypes.txt. Then, they will show up as random planet types on maps. Next, you could add a "Sol" type system to SystemTypes.txt, with the proper planets and such. In your galaxy of choice (in QuadrantTypes.txt), you can add a fixed location system of type "Sol". Then, when you start a new game, generate the map first, and set that fixed-location system as a starting location. You will have a 1 in X chance of starting there (where X is the number of empires)! hehe


SpaceEmpires.net | Space Empires Wiki

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Re: FQM 5.00 Beta 9

Submitted by Fallen Haven on Thu, 2007-04-05 21:36.

I have been trying to include FQM5 beta 9 to my latest version of IRM, but for some reason, planets are invisible. I checked several times, but can't find what is wrong, if i can't find it soon will have to revert to previous version.

Edit : I reverted one of the file to an older version and now planets appear. I noticed FQM5 increased it's size by a lot, it just make my mod far too large for my taste... Hey it raise it by 60+ megs!

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Mod Designer

Re: FQM 5.00 Beta 9

Submitted by Fyron on Thu, 2007-04-05 22:12.

You copied all of the new pictures in, folder and all?

FQM is only going to get larger, as more textures are made...


SpaceEmpires.net | Space Empires Wiki

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Re: FQM 5.00 Beta 9

Submitted by Fallen Haven on Thu, 2007-04-05 23:49.

Fyron wrote:
You copied all of the new pictures in, folder and all?

FQM is only going to get larger, as more textures are made...


SpaceEmpires.net | Space Empires Wiki

But what are the new textures used for anyway, i haven't seen any while trying to make fqm5 beta 9 works with IRM. For now i reverted to beta 8, it's smaller and works fine. I can't use beta 9 until the invisible planet problem is solved.

And yes, i copied all the new textures and txt files in the right places.

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Captain Kwok's picture
Mod Designer

Re: FQM 5.00 Beta 9

Submitted by Captain Kwok on Fri, 2007-04-06 00:47.

I'm also dropping future FQM updates in the Balance Mod due to file size considerations. I'll just provide detailed instructions for users to apply the FQM updates themselves if they want them.

-----

Space Empires Depot | SE:V Balance Mod

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Santiago's picture

Re: FQM 5.00 Beta 9

Submitted by Santiago on Sun, 2007-04-08 09:00.

While making my own planets, with non standard atmospheres, I have run into the invisible planet problem.

This was due to my own fault as the error is usually a typo error between the StellarObjectsTypes.txt file and XFileClasses_Stellar.txt file. Check that the entire entry matches between the 2 files for the particular planet that's invisible. Also check that there is a planet texture for the invisible planet and that the names of that file match exactly. Don't forget the planet index either.

I had no problem the first time I added Rock and Ice planets but my Gas planets did not show up as the Stellar Objects entry "Planet Physical Type" needed to be Gas Giant not just Gas. One little typo can wreak havoc. Paying attention to the header at the top of the file goes a long way. At least in my case Smiling

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Santiago's picture

Re: FQM 5.00 Beta 9

Submitted by Santiago on Sun, 2007-04-08 09:22.

On the textures and pics of planets.

In the pictures/planets folder
1. 128x128 Bmp of the planet. This is used for the planet pic in the Planet Dialog report at the bottom center left of the control panel when a planet is clicked on

2. 512x512 JPG pic of the planet. When you right click on the 128 bmp pic above you get this larger pic of the planet.

3. 40x40 bmp mini pic of the planet. This is inserted in various sizes (Huge, Large, Medium, Small, Tiny) into the Planets.bmp index. This is a pic of all the planets plus some other items. These are used for the mini planets in the System, Planets and Colonies dialogs. There are 6 planets per line in the 5 sizes. Numbering is line 1 1-30 Line 2 31-60 and so on.

In the Pictures/Models folder
4. 256x256 bmp flat mural of the planet. ( I think Fyron has this changed to 512x512 in the latest version. I personally don't think this is necessary). This is what is actually used to generate the model on the main screen.

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BlueTemplar's picture

Re: FQM 5.00 Beta 9

Submitted by BlueTemplar on Sun, 2007-04-08 14:16.

So, does the planets look a lot better in combat?

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Mod Designer

Re: FQM 5.00 Beta 9

Submitted by Fyron on Sun, 2007-04-08 20:02.

Santiago wrote:
While making my own planets, with non standard atmospheres, I have run into the invisible planet problem.
The problem is not from FQM, but from FH's attempt to combine it with another mod.


SpaceEmpires.net | Space Empires Wiki

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Santiago's picture

Re: FQM 5.00 Beta 9

Submitted by Santiago on Sun, 2007-04-08 21:05.

Not that I could see in the space simulator, but I also only run under medium graphics and background detail. It may look better in high.

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Santiago's picture

Re: FQM 5.00 Beta 9

Submitted by Santiago on Sun, 2007-04-08 21:43.

Originally I took a very quick look at Beta 9 when it came out without looking at the data files. I only am at Beta 4/5 when I took time out to make planets. (which are now complete) (yay!) I would have said maybe the problem is not from FQM but I apologize and agree that it has to be on FH's side. No offense intended.

Here I'll tend to disagree with you. Nothing personal Smiling

Prior to Beta 9 I've stated my opinion on the atmosphere glows. Don't care for them. I'm sure others do, matter of taste. The new textures seem to be atmosphere coordinated. This leads to the planets on the main screen being similar and I think look somewhat odd, with the actual planet only on the portrait and large portrait and mini's. So only textures were made.

I'm sure that's fine with probably everyone, except I approached it from another angle. I made the individual portait, large portarit, mini's and textures for each planet, so what you see on the main screen matches everything else.

Like I said- it comes down to personal taste in the end and I think you've done great work. Keep it up.

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Re: FQM 5.00 Beta 9

Submitted by Fallen Haven on Mon, 2007-04-09 18:37.

Fyron wrote:
Santiago wrote:
While making my own planets, with non standard atmospheres, I have run into the invisible planet problem.
The problem is not from FQM, but from FH's attempt to combine it with another mod.

I don't have any other mods beside FQM combined with IRM. I long ago decided to not touch files that FQM uses, so i have no idea what could be in conflict with your mod. But previous verions of FQM worked fine...

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Re: FQM 5.00 Beta 9

Submitted by Tilarium on Fri, 2007-04-13 12:27.

Is there away to reduce the likelyness of system having more then 3 stars? Right now I'm getting lots of systems with 3 or more stars. I'm fine with 3 stars in the system, but only in a handfull of systems... and 4 stars a system is just to much for me, espcially if 2 or more of those stars are large/huge, it fills the entire system almost! What file would I need to jump into to make the reduction?

Kyle

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Mod Designer

Re: FQM 5.00 Beta 9

Submitted by Fyron on Fri, 2007-04-13 14:01.

What quadrant type are you using?

"Normal" types have a 0% chance for 4/5 star systems, and a 4% chance for trinaries. If you are using a normal system type (non-ancient and non-old), you shouldn't be seeing more than 1-3 trinaries with unmodded max system numbers, and no quaternaries at all. Ancients have the same number of trinaries, and a smaller number of 4/5 star systems. Star Heavy is the only quadrant type where you should be seeing large numbers of 3+ star systems.

QuadrantTypes.txt has the relevant system chance values.

If you are comfortable with scripting, an easier method would be to alter the _solar_systems.py script with new chance values, and run it. With the script, you can modify every quadrant easily, saving the trouble of manually editing every quadrant. The quadrant generation section is at the bottom.


SpaceEmpires.net | Space Empires Wiki

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Re: FQM 5.00 Beta 9

Submitted by Tilarium on Fri, 2007-04-13 22:44.

That explains why then, I like playing in galaxies with alot of systems so I use star heavy and also changed it so I can have a max set of stars up to 250 (got something like 500+ star names). I average about 2-3 dozen trinary systems, which is fine, but usally see around 10 (give or take) quaternaries. I haven't seen any with 5 stars yet. Looking at the QuadrantTypes.txt types 34-38 have a change of 13 for a quad and types 39-43 have a chance of 7 for a quint. I'm going to lower the quats to 10 and keep where the quints are for now.

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Mod Designer

Re: FQM 5.00 Beta 9

Submitted by Fyron on Sat, 2007-04-14 00:28.

Star heavy has 0 effect on the number of systems; it just makes single star systems less common, and multiple-star systems more common.


SpaceEmpires.net | Space Empires Wiki

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Rilo57's picture

Re: FQM 5.00 Beta 9

Submitted by Rilo57 on Mon, 2007-04-16 11:00.

Fyron, I had an idea for a quadrant type. It's a type that allows you to build up then attack a one choke point.

A spoke and hub type quadrant.

if the center hub could have a bunch of huge planets or even a sphere world.

SEV, more than a feeling.

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