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

FQM Beta 7

Soumis par Fyron le Mer, 2007-03-07 21:08 SE:V MODs

Announcing the posting of FQM 5.00 Beta 7, for SE5.

Beta 7 might not be savegame-compatible with Beta 6.

download link (989 kb)

Beta 7 version history:
1. Changed - Normal quadrant types no longer have 4 or 5 star systems.
2. Changed - Stars are now scaled more realistically by class (color).
3. Changed - Normal stars now all have average age. Added young stars for use in Protostar systems.
4. Added - Brown Dwarf, Red Giant and Neutron stars. Note that Asteroid Belt systems now contain a Brown Dwarf.
5. Added - New star portrait images.
6. Changed - Most types of star systems now have a multiple of 5 versions, to make the scripted chance types add up better.
7. Changed - System storms (ie: not those in nebulae) and black hole clouds now have 2x texture sizes.
8. Changed - Tweaked placement of asteroids and storms in normal systems.

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!

‹ Help needed: Sys_Get_Datafile_Field_Value_As_String AI Test ›
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Image de Myrath

Re: FQM Beta 7

Soumis par Myrath le Jeu, 2007-03-08 04:30

I took a look at the earlier version with the balance mod... I really like what you are doing here! I'm gonna have a peek when I get home Smiling
~Myrath

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It will be the one...

Soumis par Fallen Haven le Ven, 2007-03-09 12:04

To be bundled with IRM 0.8d (as i'm packing it right now).

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Re: It will be the one...

Soumis par Fallen Haven le Ven, 2007-03-09 17:09

Hum... The atmosphere effect don't show up. Maybe i miss copied it over the previous version or there is some bug...

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Re: It will be the one...

Soumis par evilginger le Ven, 2007-03-09 17:18

Couple of things I noticed running the mod with IRM 8d

1 invisible star in the players home system both green one small one medium. There is a hole in the system grid of the right size but no visible star in it though they do show a report if the centre hex is reported.

2 huge and large stars showing on the system hex grid as normal size but with a border one hex wide around them

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Ven, 2007-03-09 19:23

My guess is that IRM did not include all of the textures.

As for 2, that would seem to be another IRM specific issue. As you can see in the star comparison screeshot, stars definitely have varying graphical sizes.


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Re: FQM Beta 7

Soumis par evilginger le Ven, 2007-03-09 19:24

I can try to post a screen shot but the the problem affects Large and Huge Blue and white stars

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Ven, 2007-03-09 19:29

Sorry, I edited the post after I read the other thread and saw more info on it. It appears to be a IRM-specific issue, as can be seen in the scaled stars screenshot I linked to.


SpaceEmpires.net | Space Empires Wiki

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Re: FQM Beta 7

Soumis par Grumble314 le Sam, 2007-03-10 00:03

Just want to make sure you systemnames.txt while real names is rather small is it going to affect anything using a different one?

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Sam, 2007-03-10 00:25

SystemNames.txt only affects the pool of names SE has available at map generation. Just make sure you have at least 200 names in your file (which in this case shouldn't be an issue Eye-wink).


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Image de Setekh

Re: FQM Beta 7

Soumis par Setekh le Sam, 2007-03-10 15:03

Can I install this over the other version that came with 1.04 of Kwoks BM?

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Sam, 2007-03-10 18:35

Yes, but it will break any existing savegames or map files. You will need to start a new game after updating the FQM in BM 1.04. Make sure to get all of the (non-settings.txt) data files from FQM, and everything in the FQM\Pictures folder.


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Re: FQM Beta 7

Soumis par Fallen Haven le Lun, 2007-03-12 09:20

Not sure if it's related, but i noticed a few times when testing my mod with FQM5 beta 7 that explosions on ships are broken. The flashes last way too long for no reason... Nothing i remember having modded.

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Lun, 2007-03-12 11:05

FQM doesn't include a BitmapEffects_SpaceCombat.txt file. I did copy the smoke effects into the Stellar one when I was trying them out on black holes though, but it is the same length. I sure hope SE5 isn't additively applying stellar effects in combat somehow... Try deleting the smoke/explosion effects from the system file and see.


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Re: FQM Beta 7

Soumis par evilginger le Lun, 2007-03-12 13:14

Reminds me in combat just as the ships start taking damage and would normally be venting atmosphere flames etc the are enveloped in a cloud of usually white but some times yellow smoke or explosion which obscures the ships and makes it difficult to see whose they are particularly in a frigate fur ball. This effect persists until the ship enters the terminal explosion phase which works as it always has

I am not sure of the cause but its only been happening since FQM 7 got bundled in properly with 0.8e it is annoying though

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Mar, 2007-03-13 00:55

SE5 apparently overwrites effects from BitmapEffects_SpaceCombat.txt with effects in BitmapEffects_System.txt, when they have the same name. Weird bug... I've reuploaded FQM beta 7 without the smoke effects in the System file.


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Image de Captain Kwok
Mod Designer

Re: FQM Beta 7

Soumis par Captain Kwok le Mar, 2007-03-13 09:07

It's disturbing that you would be so careless in your mod packaging Fyron.

-----

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Image de Setekh

Re: FQM Beta 7

Soumis par Setekh le Mar, 2007-03-13 10:58

I noticed the huge smoke clouds in combat as well and managed to fix it myself.
I also made some minor changes to the stars and detailed descriptions which I will upload later.

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Mar, 2007-03-13 11:42

Lame Kwok, lame.


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Image de Captain Kwok
Mod Designer

Re: FQM Beta 7

Soumis par Captain Kwok le Mar, 2007-03-13 12:57

Not nearly as lame as sending out files with superfluous test effects that cause unsuspecting users problems. And that's not even getting into that whole IRM incident. Eye-wink

-----

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Mar, 2007-03-13 12:57

Hmm... if I stick to 2 engineered arms, I can make them actually have some thickness.

Large:

Medium:

Due to the bulge in the center, the small often doesn't get much in the way of an arm. C'est la vie.


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Re: FQM Beta 7

Soumis par zelos le Mar, 2007-03-13 14:58

thats just lovly arms Laughing out loud can you make 3 of them?

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Re: FQM Beta 7

Soumis par evilginger le Mer, 2007-03-14 20:13

strange posible bug seen playing BM 1.04 with FQM 7 Paradice map

1 off set sensor areas on some but not all planets
2 the highlight for a moving ship not coinciding with the system hex grid
3 ships not apearing to be in the hex they are in but simmilarly off set.

Note not seen on the origional SEV quadrent shapes

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Mod Designer

Re: FQM Beta 7

Soumis par Fyron le Mer, 2007-03-14 20:32

Can you post some screenshots? Something like imageshack.us or photobucket will let you upload images for use on forum postings.


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Re: FQM Beta 7

Soumis par evilginger le Mer, 2007-03-14 21:10

If I can remember my photobucket password will get some and post them, but I dumped the game before I thought to take any.

EDIT Having started an dumped five games I have not seen this error again so I am asuming that it is not reproducable easly or regularly but if I see it again I will take a screen shot this time

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