Accueil Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • agrégateur de nouvelles

Rechercher

Qui est en ligne

Il y a actuellement 1 utilisateur et 199 invités en ligne.

Utilisateurs en ligne

  • bauscho

Languages

  • English English
  • French French

Parcourir les archives

« December 2008  
Mo Tu We Th Fr Sa Su
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 24 25 26 27 28
29 30 31        
Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

FQM 5.00 Beta 9

Soumis par Fyron le Lun, 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 ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Re: FQM 5.00 Beta 9

Soumis par apanag1 le Mer, 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?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de BlueTemplar

Re: FQM 5.00 Beta 9

Soumis par BlueTemplar le Mer, 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...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM 5.00 Beta 9

Soumis par Fyron le Mer, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM 5.00 Beta 9

Soumis par apanag1 le Jeu, 2007-04-05 05:49

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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM 5.00 Beta 9

Soumis par Fyron le Jeu, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM 5.00 Beta 9

Soumis par Fallen Haven le Jeu, 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!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM 5.00 Beta 9

Soumis par Fyron le Jeu, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM 5.00 Beta 9

Soumis par Fallen Haven le Jeu, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Captain Kwok
Mod Designer

Re: FQM 5.00 Beta 9

Soumis par Captain Kwok le Ven, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Santiago

Re: FQM 5.00 Beta 9

Soumis par Santiago le Dim, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Santiago

Re: FQM 5.00 Beta 9

Soumis par Santiago le Dim, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de BlueTemplar

Re: FQM 5.00 Beta 9

Soumis par BlueTemplar le Dim, 2007-04-08 14:16

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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM 5.00 Beta 9

Soumis par Fyron le Dim, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Santiago

Re: FQM 5.00 Beta 9

Soumis par Santiago le Dim, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Santiago

Re: FQM 5.00 Beta 9

Soumis par Santiago le Dim, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM 5.00 Beta 9

Soumis par Fallen Haven le Lun, 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...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM 5.00 Beta 9

Soumis par Tilarium le Ven, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM 5.00 Beta 9

Soumis par Fyron le Ven, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: FQM 5.00 Beta 9

Soumis par Tilarium le Ven, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Mod Designer

Re: FQM 5.00 Beta 9

Soumis par Fyron le Sam, 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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Rilo57

Re: FQM 5.00 Beta 9

Soumis par Rilo57 le Lun, 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.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Contenu populaire

Aujourd'hui :

  • Research By Percentage SUCKS
  • Is the Patch Process Dead, and Other Thoughts...
  • Known SE5 v1.74 Bugs
  • Babylon 5 Wars SEV Mod Update
  • Space Empires V 1.74

Depuis toujours :

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Dernier accès :

  • Creating Diplomatic Racial Traits
  • Flagtastic Mod (Working on v3.0)
  • how do you retexture
  • Intelligence pts not being sent empire
  • Problems with Balance Mod and FQM beta
(c) Strategy First, Inc. All rights reserved.