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

The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Sun, 2007-07-22 17:32. SE:V MODs

The nebulae in Beta 11 have received a major facelift. Check em out!

Also, if you have any suggestions or requests to make for the mod, now is the time!

http://fqm5.spaceempires.net/screen.php

‹ Mod idea: Simpleton Mod NeoStandard Mods/Shipsets? ›
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Re: The Rumors of FQM's Death Are Overrated

Submitted by Brad on Sun, 2007-07-22 18:27.

This might seem nothing more than nitpicking, but I've noticed that the warp points rotate in the opposite direction to everything else. It just looks a bit odd.

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated

Submitted by Fyron on Sun, 2007-07-22 18:57.

Realistically, some planets in each system should rotate in the other direction too; Venus and Uranus experience more or less retrograde rotation.


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Mod Designer

Re: The Rumors of FQM's Death are Overrated

Submitted by Fyron on Sun, 2007-07-22 20:19.

I've gone ahead and released Beta 11.


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Triumvir Ashen's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Triumvir Ashen on Sun, 2007-07-22 22:59.

Having just updated, I attempted to continue my game using the Quadrant Mod combined with Unnamed's Upgraded AI. I quickly found that the new nubulae are, in fact, spiffy, and that my warp points have all been replaced with asteroid fields (but are still called warp points) which give an "access violation error" (but does not crash the game, only minimizes it. It reminimizes with the same error every time I try and bring up the game again) when I try and view sector information for them.
To add the update for the Quadrant Mod, all I did was unrar the beta 11 pack its own folder and then copy everything into my combined mod folder, telling it to "overwrite all".
Where did my warp points go?

---------
"This mound now
Is large enough for him
For whom all earth
Was not"

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Sun, 2007-07-22 23:18.

Whoops, seems it isn't actually savegame compatible. Sorry about that. You can restore beta 10 from this file.


SpaceEmpires.net | Space Empires Wiki

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Triumvir Ashen's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Triumvir Ashen on Sun, 2007-07-22 23:28.

Thankee much, Fyron, but that game was only fourty turns in, so not so much trouble to start a new one. Maybe I'll actually remember to put sensors on my first generation of scout ships this time.

---------
"This mound now
Is large enough for him
For whom all earth
Was not"

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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by noxxle on Sun, 2007-07-22 23:54.

Is it possible to use this mod with the balance mod?

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Mon, 2007-07-23 00:05.

http://fqm5.spaceempires.net/help.php#combining


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Rilo57's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Rilo57 on Mon, 2007-07-23 08:51.

I know I'm going to get attacked for this but... Does it bother anyone else to have small gas giants as big as large rock planets? I keep colonizing, what I think is a hugh breathable planet... no it's only a small gas giant.

I know it's more realistic, but it makes it harder to find the good planets. There are lots of compromises with reality, they're made to make game play better.

SEV, more than a feeling.

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Mon, 2007-07-23 12:27.

Since you always want to colonize every planet you can anyways, does it really matter that much? Eye-wink

Seriously though, its pretty easy to get used to after playing for a bit. It should be obvious that a planet is a gas giant from the texture, so you just have to remember that the planets are big as hell and go from there.


If it still bothers you, its not hard to set the sizes back. The easiest way is to edit the python scripts and run them to generate new data files (make sure to have python installed first). In FQM\Data\scripts, open _stellar_objects_textures.py. On line 121, you will notice these lists:

gas_scale_size = {'Tiny': '5', 'Small': '6', 'Medium': '7', 'Large': '8', 'Huge': '9'}
oth_scale_size = {'Tiny': '2', 'Small': '3', 'Medium': '4', 'Large': '5', 'Huge': '6'}

This is what controls the rendered size of the models in the XFileClasses_Stellar.txt file. Change the gas scale sizes to be the same as the oth scals sizes on the line below, as so:

gas_scale_size = {'Tiny': '2', 'Small': '3', 'Medium': '4', 'Large': '5', 'Huge': '6'}
oth_scale_size = {'Tiny': '2', 'Small': '3', 'Medium': '4', 'Large': '5', 'Huge': '6'}

Save, then run the script. Either double click on it if .py is associated with python on your system, or from the command line. The a.bat file will open a command prompt in the local directory, for the sake of convenience.


If you don't want to go the python route, you'll need to open XFileClasses_Stellar.txt and edit each planet entry yourself. This method is far more tedious and prone to errors. All of the planets are named explicitly, like:

Planet Gas Methane Medium 0001

You have to change both the size of the planet model, and the size of the starglow.

Starting Scale X := 7
Starting Scale Y := 7
Starting Scale Z := 7
...
Effect 1 Size := 49

Make sure each gas giant entry has the size corresponding to the size of a rock planet. The Effect 1 Size should always be 7 times the Scale sizes.


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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by marhawkman on Wed, 2007-07-25 18:10.

Meh, you'll get used to it. the weird sizing is only a temporary nuisance. Now to figure out why junkyard has so many tiny warp point......

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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by suprnova74 on Fri, 2007-07-27 12:52.

Or you can do what I do and filter in the "known planets" by breathable and colonizable and then sort by size, click send colonizer and done Smiling

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herr_phil's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by herr_phil on Fri, 2007-07-27 16:32.

The download link has stopped working with an error "This module is no longer active"

"Light travels faster than sound, that's why people seem bright until you hear them."

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Captain Kwok's picture
Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Captain Kwok on Fri, 2007-07-27 16:35.

It looks like Fyron might have exceeded his bandwidth again.

-----

Space Empires Depot | SE:V Balance Mod

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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by noxxle on Fri, 2007-07-27 23:05.

Is this mod available anywhere else? I would really like to download it, but im getting the "module missing" at the current download link.

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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by evilginger on Sat, 2007-07-28 03:57.

version ten has a link on this forum & I suspect Fyon meant to put a link in here but had a "senior momentant" forgot its also likly to come merged with the next version of the BM & I hope unnamed stock AI mod as it does make the game look so much pretyer. I would certainly merge it with any mod I let loose on the comunity.

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Sat, 2007-07-28 11:11.

Senior moment? Eh? There is a link to the download on the first page, evilgingner. It will be non-functional until next month, but it wasn't forgotten..

You can get the mod from the SE file tracker:
http://kazharii.no-ip.com:6969

If you need the Multimedia Pack (just Stellar will do), you can get it from this mirror:
http://016a02e.netsolhost.com/secom/sefiles/se5mm.php


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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by noxxle on Sat, 2007-07-28 13:00.

no one is sharing Sad

*edit* seconds after i posted that, i started to receive the file Smiling

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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by noxxle on Sat, 2007-07-28 13:05.

Fyron, when combining FQM with the Balance mod, does it matter which mod overwrites the other?

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Sat, 2007-07-28 15:34.

As per the instructions on combining with other mods, yes it matters. You must put FQM on top of BM. Otherwise, the old map data files in BM will overwrite the FQM files.


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Myrath's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Myrath on Sat, 2007-07-28 15:41.

Fyron wrote:
Whoops, seems it isn't actually savegame compatible. Sorry about that. You can restore beta 10 from this file.


SpaceEmpires.net | Space Empires Wiki

Hi Fyron,

I'm currently playing a balance mod game which I expect to upgrade to 1.44/109 soon.
It's PBW game.

Will this work? Or will the savegame fail?
Tnx!

~Myrath

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Sat, 2007-07-28 15:56.

You'd have to ask Kwok about savegame compatibility with his mod versions. I've heard that 1.09 is supposed to be compatible with 1.08 savegames, but I have no first hand experience to relate.


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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Robert on Sat, 2007-07-28 16:29.

Hello Fyron,

I need a smidge of hand-holding.

Where it says......

"Install the Multimedia Pack. It's easiest to install into the stock SE5\Pictures folder, so all mods can use the images."

Is this also an area where we say yes to overwriting what's already there?

regards,

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Sat, 2007-07-28 17:17.

Yes, you need to overwrite existing files/folders. In the case of the Stellar pack, the only thing to be "overwritten" is the Models folder itself. With the Components pack, you need to overwrite Components.bmp to gain access to the minis of the new components.


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Myrath's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Myrath on Mon, 2007-07-30 13:41.

Myrath wrote:
Fyron wrote:
Whoops, seems it isn't actually savegame compatible. Sorry about that. You can restore beta 10 from this file.


SpaceEmpires.net | Space Empires Wiki

Hi Fyron,

I'm currently playing a balance mod game which I expect to upgrade to 1.44/109 soon.
It's PBW game.

Will this work? Or will the savegame fail?
Tnx!

~Myrath

Fyron wrote:
You'd have to ask Kwok about savegame compatibility with his mod versions. I've heard that 1.09 is supposed to be compatible with 1.08 savegames, but I have no first hand experience to relate.


SpaceEmpires.net | Space Empires Wiki

I was just asking because of your post saying that it would break savegames.
108 and 109 are compatible with each other, yes.

Are you confirming that it should be compatible with 108 without breaking my possible save?

~Myrath

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Captain Kwok's picture
Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Captain Kwok on Mon, 2007-07-30 13:48.

Adding FQM10/11's data files into a Balance Mod folder will break any Balance Mod saved game.

-----

Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Mon, 2007-07-30 14:41.

For reference, you don't really need to quote more than the last reply... that's a lot of redundant text to scroll through.

FQM Beta 9 broke savegame compatibility with Beta 8 (due to the new planet textures). Balance Mod 1.08 and 1.09 contain Beta 8. FQM Beta 10 maintained compatibility with Beta 9, so if someone had patched BM with FQM 9, patching with FQM 10 would not break their savegames. Beta 11 breaks compatibility with Beta 10, so any such games will not work if BM+FQM10 is patched to BM+FQM11. This was the case in question.

Applying the BM 1.09 patch will overwrite all FQM files, thus necessitating remerging the appropriate version of FQM if you had updated past FQM beta 8.


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Myrath's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Myrath on Mon, 2007-07-30 15:28.

Tnx!

~Myrath

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Arkonide's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Arkonide on Wed, 2007-08-01 14:31.

Fyron wrote:
Also, if you have any suggestions or requests to make for the mod, now is the time!

Fyron, this is just a sugestion. Take a look at the astronomy picture of the day from July 30. It should be on

http://antwrp.gsfc.nasa.gov/apod/ap070730.html

If not, just click back a few times. I don't know if it can be used but I believe it is worth a look. It would be an exotic view for anyone living in a system like that.

Thanks for your mod!

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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Qcontinuum on Thu, 2007-08-02 05:30.

What I would like Fyron is a quadrant type with some already existing ring- and sphereworlds.
And bring back the warp points with sight obscuration: it makes defending them much more complicated and interesting!
Besides that your FQM has everything I like (especially the paradise quadrant).

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BlueTemplar's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by BlueTemplar on Thu, 2007-08-02 15:31.

I think that the Paradise Quadrant, being "safe" for the AI, doesn't have any cloaking war points.

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Mod Designer

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by Fyron on Thu, 2007-08-02 16:54.

You can always add a cloaking ability back to the WPs in StellarAbilityTypes.txt. Copy one from the storms, fiddle with the numbers, and you are good to go.

Name := Normal Warp Point
Number Of Abilities := 4
Ability 1 Chance := 100
Ability 1 Type := Sight Obscuration
Ability 1 Description := Unusual gravitic fields in sector [%ScopeSector%] mask ships from basic scanners.
Ability 1 Scope := Sector - All
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 8
Ability 1 Amount 2 Formula := 0
Ability 2 Chance := 200
Ability 2 Type := Sensor Interference
Ability 2 Description := Unusual gravitic fields in sector [%ScopeSector%] cause combat sensor interference of -30%.
Ability 2 Scope := Sector - All
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -30
Ability 2 Amount 2 Formula := 0
Ability 3 Chance := 50
Ability 3 Type := Sensor Interference
Ability 3 Description := Unusual gravitic fields in sector [%ScopeSector%] cause combat sensor interference of -10%.
Ability 3 Scope := Sector - All
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := -10
Ability 3 Amount 2 Formula := 0
Ability 4 Chance := 50
Ability 4 Type := Sensor Interference
Ability 4 Description := Unusual gravitic fields in sector [%ScopeSector%] cause combat sensor interference of -10%.
Ability 4 Scope := Sector - All
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := -10
Ability 4 Amount 2 Formula := 0

Name := Unstable Warp Point
Number Of Abilities := 5
Ability 1 Chance := 600
Ability 1 Type := Warp Point - Turbulence
Ability 1 Description := Strong gravitic fields cause 200 damage to ships.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 200
Ability 1 Amount 2 Formula := 0
Ability 2 Chance := 200
Ability 2 Type := Sight Obscuration
Ability 2 Description := Unusual gravitic fields in sector [%ScopeSector%] mask ships from basic scanners.
Ability 2 Scope := Sector - All
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 8
Ability 2 Amount 2 Formula := 0
Ability 3 Chance := 300
Ability 3 Type := Sensor Interference
Ability 3 Description := Unusual gravitic fields in sector [%ScopeSector%] cause combat sensor interference of -30%.
Ability 3 Scope := Sector - All
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := -30
Ability 3 Amount 2 Formula := 0
Ability 4 Chance := 75
Ability 4 Type := Sensor Interference
Ability 4 Description := Unusual gravitic fields in sector [%ScopeSector%] cause combat sensor interference of -10%.
Ability 4 Scope := Sector - All
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := -10
Ability 4 Amount 2 Formula := 0
Ability 5 Chance := 75
Ability 5 Type := Sensor Interference
Ability 5 Description := Unusual gravitic fields in sector [%ScopeSector%] cause combat sensor interference of -10%.
Ability 5 Scope := Sector - All
Ability 5 Range Formula := 0
Ability 5 Amount 1 Formula := -10
Ability 5 Amount 2 Formula := 0


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Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by rdunham3 on Thu, 2007-08-02 18:54.

Qcontinuum wrote:
What I would like Fyron is a quadrant type with some already existing ring- and sphereworlds. And bring back the warp points with sight obscuration: it makes defending them much more complicated and interesting!

I agree, the chance of finding a ringworld system (sphereworld might be too powerful?) would be very interesting.

Is it possible to have a warp point with obscuration say in its in-game description just what the level of obscuration is? Variable levels of obscuration?

Love your quadrants...I've said it often, I think what your mod has is one of the main things the core game should have had, and is incomplete without...decent graphics to go with that 3-D engine...poor MM must have no more graphics talent than I do! Sticking out tongue

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BlueTemplar's picture

Re: The Rumors of FQM's Death Are Overrated (Beta 11 Released)

Submitted by BlueTemplar on Thu, 2007-08-02 19:37.

It's 8 and 16 IIRC.

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