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

Mesh BM FQM and Asteroids

Submitted by edge1218 on Sat, 2008-03-29 16:54. SE:V MODs

Mashing together BM v1.11 (Captain Kwok), FQM v1.12 (Imperator Fyron) and Asteroids v1.03 (Marhawkman)

Uunless there are major changes this process should work for the latest updates to these mods.

Step One
Unzip your Asteroids into its on GameType folder.

Step Two
Mesh BM and FQM mods into a BM_FQM folder per instructions at Fyron’s website http://fqm5.spaceempires.net/help.php .

Step Three
Editing the Components text file.
Copy and paste the text for the Asteroid Colony component into your new Component.txt file. If you are thinking of trying a saved game do all the pasting into the end of your text files.

Step Four
Editing the Stellar Object Types file.
Insert Asteroids into the Allowable Values for Physical type statement at the front of the file. (This is cosmetic but at least someone else looking can see there is an extra type).
Insert Asteroids into the Allowable Values for Physical size statement at the front of the file. (Again cosmetic).
Copy and paste the Asteroid Habitat descriptions from the Asteroids Stellar Object Type text file into the normal planet section. Should include Asteroid Habitat Meth, CD, None, Oxy, and Hyd. Each of these types have 17 lines of text for tiny, small, medium, large, huge, Habitat1, Habitat2, Habitat3, and Habitat4.

Step Five
Editing the System Type text file.
Insert Asteroids into the Obj X physical type statement at the top if not there.
Insert Asteroids into the Obj X Size statement at the top.
Insert Asteroids into the Obj X Composition statement.
Copy and paste the following from the Asteroids System Type file into the BM_FQM_Asteroids System type file following the last Chance Type statement at the beginning:

Stellar Background Images Min Per System := 2
Stellar Background Images Max Per System := 5
Number of Stellar Background Images := 29
Stellar Background Image 1 Filename := Skybox001.bmp
Stellar Background Image 2 Filename := Skybox002.bmp
Stellar Background Image 3 Filename := Skybox003.bmp
Stellar Background Image 4 Filename := Skybox004.bmp
Stellar Background Image 5 Filename := Skybox005.bmp
Stellar Background Image 6 Filename := Skybox006.bmp
Stellar Background Image 7 Filename := Skybox007.bmp
Stellar Background Image 8 Filename := Skybox008.bmp
Stellar Background Image 9 Filename := Skybox009.bmp
Stellar Background Image 10 Filename := Skybox010.bmp
Stellar Background Image 11 Filename := Skybox011.bmp
Stellar Background Image 12 Filename := Skybox012.bmp
Stellar Background Image 13 Filename := Skybox013.bmp
Stellar Background Image 14 Filename := Skybox014.bmp
Stellar Background Image 15 Filename := Skybox015.bmp
Stellar Background Image 16 Filename := Skybox016.bmp
Stellar Background Image 17 Filename := Skybox017.bmp
Stellar Background Image 18 Filename := Skybox018.bmp
Stellar Background Image 19 Filename := Skybox019.bmp
Stellar Background Image 20 Filename := Skybox020.bmp
Stellar Background Image 21 Filename := Skybox021.bmp
Stellar Background Image 22 Filename := Skybox022.bmp
Stellar Background Image 23 Filename := Skybox023.bmp
Stellar Background Image 24 Filename := Skybox024.bmp
Stellar Background Image 25 Filename := Skybox025.bmp
Stellar Background Image 26 Filename := Skybox026.bmp
Stellar Background Image 27 Filename := Skybox027.bmp
Stellar Background Image 28 Filename := Skybox028.bmp
Stellar Background Image 29 Filename := Skybox029.bmp
Edit each system type i.e. Standard 1, 2, Binary 1, etc to include the new Asteroids type planet. The new current "Normal Asteroids" will appear as follows:
Obj 7 Physical Type := Asteroids
Obj 7 Position := Ring 8
Obj 7 Stellar Abil Type := Normal Asteroids
Obj 7 Specific Stellar Obj Name := Any
Obj 7 Size := Any
Obj 7 Atmosphere := Any
Obj 7 Composition := Any
For each one of these normal Asteroid fields you want changed to the new Asteroid planet type modify it as follows:
Obj 7 Physical Type := Planet
Obj 7 Position := Ring 8
Obj 7 Stellar Abil Type := Normal Planet
Obj 7 Specific Stellar Obj Name := Any
Obj 7 Size := Any
Obj 7 Atmosphere := Any
Obj 7 Composition := Asteroids
This is where your sense of balance comes into play because you must modify each standard, binary, trinary, quatruple, quintuple, nebulae, asteroid belt type to include this new planet type. You may wish to leave some normal asteroids in each or change all...your call. If you wish to change on one standard type you can increase its percentage of use in the build by modify the Chance type entries at the beginning of the file. Just keep in mind that all chance types add to 1000.

Step Six
Editing the XFileClasses_Stellar text file.

Copy and paste the text for Asteroid 1a,b,c Asteroid 2a,b,c Asteroid 3a,b,c Asteroid Big 1a-1i Asteroid Big 2a-c Asteroid 3a-c Asteroid Meth 1a-c Asteroid CD 1a-c Asteroid Oxy 1a-c Asteroid None 1a-c Asteroid Hyd 1a-c into the normal planet section.
Copy and paste the text for Asteroid Field Meth, CD, None, Oxy, and Hyd (includes tiny, small, medium, large and huge) into the Asteroid Field section.

Step Seven
Edit Tech Area text file.
Copy and paste the Asteroid Colonization entry from Asteroids into the BM/FQM/Asteroid Tech Area file.

Step Eight
Edit the Design Type text file. Add a ship type for Colony (Asteroids).

Step Nine
Replace the Planet Size text file in the new BM/FQM/Asteroids folder with the file from Asteroids.

Step Ten
Edit the PlanetPhysicalTypes text file.
Copy and paste the following for the new planet type:
Name := Asteroids
Description :=
Picture Index := 4
Tech Area For Colonization := Asteroids Colonization

Step Eleven
Copy the files in the Asteroid Model subdirectory into the new BM_FQM_Asteroids Model subdirectory.

Step Twelve
Copy the BMP_PlanetTypes file from Asteroids UI subdirectory to the new BM/FQM/Asteroids UI subdirectory.

Crank it up and play...

‹ monsters Derelict Ships? ›
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exelsiar's picture

Re: Mesh BM FQM and Asteroids

Submitted by exelsiar on Sat, 2008-03-29 17:24.

if your using this on a saved game then you wont have colonizable asteroids.. its definatly the sorta thing i'd recomend starting a new game for. also theres definatly lots of changes in the more modern versions of all 3 mods so combining them will have more limitations. but all in all well done on getting these mixed together ^_^
_____________________

Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service

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Re: Mesh BM FQM and Asteroids

Submitted by Vince278 on Sat, 2008-03-29 19:33.

I've done this without the asteroids.

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Re: Mesh BM FQM and Asteroids

Submitted by edge1218 on Sat, 2008-03-29 20:49.

Missed one on Step Five

Need to adjust the composition type percentages as follows:

Chance Type 1 Number of Any Planet Compositions := 4
Chance Type 1 Any Comp 1 Type := Rock
Chance Type 1 Any Comp 1 Chance := 30
Chance Type 1 Any Comp 2 Type := Ice
Chance Type 1 Any Comp 2 Chance := 30
Chance Type 1 Any Comp 3 Type := Gas Giant
Chance Type 1 Any Comp 3 Chance := 25
Chance Type 1 Any Comp 3 Type := Asteroids
Chance Type 1 Any Comp 3 Chance := 15

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