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Home » news » forums » Space Empires V » Space Empires V General

Probably a hopeless question but...

Submitted by krakatos on Sat, 2007-11-24 18:08. Space Empires V General

.. is there any easy way (read: not requiring understanding modding in depth) to play with 2 mods at once?

I'm relatively new to Space Empires 5 , and I've been experimenting with the mods out there. As of now, the ones I like the most are Fyron Quadrant Mod and Unnamed AI mod. And well.. I'd like to play a game with both... but it seems you can only choose one at the start, and it makes sense too to prevent different mods from conflicting.

But since Fyron mod is not a game AI script, but from I can see mainly work on creation of the star systems (plus a load of neat graphical enhancements), I was wondering if there is a relatively easy way to end up using both.

Any answer will be greatly appreciated, thanks

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MasterChiToes's picture

Re: Probably a hopeless question but...

Submitted by MasterChiToes on Sat, 2007-11-24 18:31.

Isn't the Unnamed Mod based on the AI from the Balance Mod?
Doesn't the Balance Mod use most of Fyron's Quad Mod?

Sounds almost like you want to play the Balance Mod. Eye-wink

There is a help section for combining FQM with other Mods... http://fqm5.spaceempires.net/help.php

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Re: Probably a hopeless question but...

Submitted by fdlu on Sat, 2007-11-24 18:36.

You can combine FQM with the Balance mod by Captain Kwok. Please read the readme of Balance Mod for the details how to do this, but it is easy.

BTW, Balance Mod in itself is very good. You should try it.

Have fun...

Opps... too late Smiling

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Re: Probably a hopeless question but...

Submitted by Blubel on Sat, 2007-11-24 18:39.

As far as I know you can use these both together. FQM changes things like storms, nebulas.... whereas unnameds mod changes the AI behaviour. Balance Mod incorporates FQM and if I remember right, FQM has a readme saying how to incorporate (a newer version of FQM) into BM. I think you should try to install FQM, then install unnameds Mod into the same directory and allowing it to overright datas. But I'm not sure if it will work probably.

...to late too...

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Psieye's picture

Re: Probably a hopeless question but...

Submitted by Psieye on Sat, 2007-11-24 18:40.

If you want to be sure, try using "WinMerge" to compare the 2 text files you'd be overwriting. See if there's anything different and if so, whether they make sense. Manually copy over the changes if need be.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Re: Probably a hopeless question but...

Submitted by krakatos on Sat, 2007-11-24 20:02.

Thanks a lot for all the answers. And yes, I managed to make it work using the method Blubel Smiling . There was actually no need to use winmerge, as the only duplicate file was Mod_Definition ... where I chose to use the Unnamed mod one.

About Balance Mod,I did try it quite a lot and it's a very good mod. Unfortunately, I strongly prefer the looong technological tree of the stock game, and even setting the tech cost to high BM still makes too easy reaching certain techs for my taste. I like the idea that some techs might very well not appear in a game unless I specifically try to reach them.

Now I only hope that the smaller warp points, which from what I see are new in FQM, do not create problems for the AI...

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Mod Designer

Re: Probably a hopeless question but...

Submitted by Fyron on Sun, 2007-11-25 03:21.

I'm not entirely certain what you mean by "small" warp points; size of a WP has no affect on the game, and the same WP object types appear in stock and FQM. Stock has WPs with abilities too, it just relegates them to systems neighboring black holes. The only ability that appears on normal warp points is Sensor Interference, which will not unduly affect the AI much. Damaging WPs are only present near black holes, just like stock.


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Re: Probably a hopeless question but...

Submitted by krakatos on Sun, 2007-11-25 06:07.

Fyron wrote:
I'm not entirely certain what you mean by "small" warp points; size of a WP has no affect on the game, and the same WP object types appear in stock and FQM. Stock has WPs with abilities too, it just relegates them to systems neighboring black holes.

Ah I see, I only happened to see a black hole twice or so and I never noticed before that there could be warp points of 500kT.

At any rate, it's all working fine as of now. And finally having some nicely generated galaxy is a major plus, so thanks a lot for the mod.

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Mod Designer

Re: Probably a hopeless question but...

Submitted by Fyron on Sun, 2007-11-25 12:24.

I should also add that all stock WPs are the same color, whereas the non-normal types in FQM are green or yellow, making them more visible.


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Reiver's picture

Re: Probably a hopeless question but...

Submitted by Reiver on Mon, 2007-11-26 08:09.

Hmm. Out of interest, how hard would it be to start using the different visual effects to 'colour code' different types of stellar object?

I mean like making it so that damaging storms have lightning, whilst merely sensor-interrupting ones are the cloudy look.
Damaging warp points could be yellow, whilst merely unstable or scrambling ones are green...

Or at least, things along that general idea. I'm mostly wondering how difficult such a set of modifications would be.

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Mod Designer

Re: Probably a hopeless question but...

Submitted by unnamed on Mon, 2007-11-26 09:06.

Just a side note, my next release will be available with or without FQM as two seperate downloads.

-Unnamed

Unnamed Mod

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Mod Designer

Re: Probably a hopeless question but...

Submitted by Fyron on Mon, 2007-11-26 11:59.

For storms, it would be fairly easy to do, but would require hard-coding storm types in every system (for less random variety). This hard-coding can be done easily with a slight modification of the solarfnc.py script, mind you. You'd just need to create separate classes of abilities in StellarAbilityTypes.txt (eg: Damaging Storm), and rename storm objects in StellarObjectTypes.txt to be more explicit (not strictly necessary, but easier to match things up when you don't have to deal with a bunch of numbers). Then hard-code all storm calls in SystemTypes.txt to use both a specific storm object by name, and use that new ability class:

Obj 2 Physical Type := Storm
Obj 2 Position := Ring 7
Obj 2 Stellar Abil Type := Damaging Storm
Obj 2 Specific Stellar Obj Name := Blue Storm With Lightning
Obj 2 Size := Medium

Note that nebula sort of function in this manner already, though its done by whole system type rather than individual storm color.


Another option would be to make each storm ability class tied to a specific "size" of storm, so you still get some color randomness. Make all lightning storms "Tiny" in StellarObjectTypes.txt, for example. Then, make calls to lightning storms look like:

Obj 2 Physical Type := Storm
Obj 2 Position := Ring 7
Obj 2 Stellar Abil Type := Damaging Storm
Obj 2 Specific Stellar Obj Name := Any
Obj 2 Size := Tiny

Calls to regular storms would then revert to:

Obj 2 Physical Type := Storm
Obj 2 Position := Ring 7
Obj 2 Stellar Abil Type := Normal Storm
Obj 2 Specific Stellar Obj Name := Any
Obj 2 Size := Medium

You can use the sizes to specify up to 5 classes of storms, with whatever color groupings you prefer. Note that "Huge" is occupied by the storm objects for Nebulae and Protostar systems.


For warp points, it would be impossible to do. The problem is that we can't specify specific WP objects in systems, only what ability class is used for all WP objects in said system:

WP Stellar Abil Type := Unstable Warp Point

Of course, writing an entire map generation script to go with the map compiler would get around this issue...


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Reiver's picture

Re: Probably a hopeless question but...

Submitted by Reiver on Tue, 2007-11-27 03:19.

Does storm size make any difference, at all?

Also, I hadn't realised that warp point properties are set on a system-by-system level. Would it be possible to at least colour-code the systems that are present?

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Mod Designer

Re: Probably a hopeless question but...

Submitted by Fyron on Tue, 2007-11-27 03:33.

Reiver wrote:
Does storm size make any difference, at all?
Nope.

Quote:
Would it be possible to at least colour-code the systems that are present?
If you mean what I think you mean, then no. There isn't really much correlation between the ability type in SystemTypes.txt and the Unusual object property; any WP object seems to be placeable in any system, whether it calls for Normal or Unstable wp ability class. SE4 had a hard-coded correlation between these things, which prevented the non-blue WP graphics from being used anywhere but near black holes (in stock anyways), but this seems to have been lost in SE5. I routinely see green and yellow WPs (all such objects are marked as "Unusual") in random system types, with the abilities defined by the Normal WP type.


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Reiver's picture

Re: Probably a hopeless question but...

Submitted by Reiver on Wed, 2007-11-28 02:48.

Pity. Hopefully that'll be adressed when we finally get tonnage-limitations working, though.

In the meantime, the storm trick could do wonders - I think I'll exploit the sizing trick, as it seems to do what is needed without hardcoding everything. Eye-wink Really, the intent is to let a graphical aspect of the eyecandy give you information - which elsewise you just have to click the system report in order to find out about Every Bloody Storm In System, just to check that none of them are actually dangerous.

Cheers!

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