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

Balance Mod without FQM

Soumis par Non-Terrestrial le Mer, 2007-12-12 20:30 SE:V MODs

How do I use Balance Mod without FQM? About 75 percent of FQM I prefer the default over. I prefer not to use the huge stars, and do not like 90 percent of the new planet graphics...

So, how do I use BM without all this? What files do I keep and what can I lose? Thanks.

‹ Stellar Ability Types - Types (in FQM) Google SketchUp for shipset modeling? ›
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Image de MasterChiToes

Re: Balance Mod without FQM

Soumis par MasterChiToes le Mer, 2007-12-12 21:14

You can probably just delete the following
files from the Balance Mod's Data folder:
Quadrant Types.txt
XFilesClasses_Stellar.txt
BitmapEffects_System.txt
StellarAbilityTypes.txt
Formulas.txt
StellarObjectTypes.txt
SystemTypes.txt

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Re: Balance Mod without FQM

Soumis par Non-Terrestrial le Mer, 2007-12-12 21:23

I'll try that, thanks. I'm looking in detail into what else in the BM folder might be refering to any FQM stuff, too.

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Image de MasterChiToes

Re: Balance Mod without FQM

Soumis par MasterChiToes le Mer, 2007-12-12 21:36

Unless BM overwrites some Pictures or something, which I don't believe it does, those files in the Balance Mod's Data folder would contain everything that is altered by the part of the FQM that the Balance Mod uses..

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Re: Balance Mod without FQM

Soumis par Non-Terrestrial le Mer, 2007-12-12 21:41

I have found things mentioned in the Balance Mod feature list that are in some of the data files, some of them are needed for Balance Mod I have found, quite a bit of stuff so far...

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Image de Captain Kwok
Mod Designer

Re: Balance Mod without FQM

Soumis par Captain Kwok le Mer, 2007-12-12 23:45

Just to note, the Balance Mod doesn't use any new planet graphics - it uses the stock images only.

I think MCT's list was accurate. Note that any previously saved games will not be save game compatible, nor will you be able to load previously generated maps if you scrap those files


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod without FQM

Soumis par Non-Terrestrial le Jeu, 2007-12-13 00:26

No worries about save games or old maps. I just play on laptop most of the time, which wouldn't handle most of the FQM stuff...

Without FQM, removing that stuff, would BM still be PBW compatible though? Just curious for the near future...

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Mod Designer

Re: Balance Mod without FQM

Soumis par Fyron le Jeu, 2007-12-13 01:24

You must have the same data files as other players to play multiplayer.

Laptops handle FQM stuff... Mine doesn't have any trouble at all, even on Vista (windowed mode naturally). The only possible rendering issue would be the nebula systems, which have 1200 total bitmap effects instead of the stock 800 (necessary to make them really pretty). This can be reduced fairly easily for performance concerns, though. Open up SystemTypes.txt and reduce the "Number of System Objs" fields for each Nebulae system. 40 will bring the bitmap effect numbers back to the stock level. Alternatively, you could reduce the number of animations for each Nebulae Type # entry in XFileClasses_Stellar.txt. You'd want to reduce the Effect # Duplicate Count lines, to perhaps 3. This brings the total bitmap effects down to 700, which is actually lower than the stock nebulae of 800.

Reducing the star sizes is very easy to do; just crack open XFileClasses_Stellar.txt and change the Starting Scale values for the stars you feel are too large. Note that stock stars have sizes of 16, 18 or 20, depending on size. And as others have said, the Balance Mod does not include any of the planet graphics. These things are only about 2% of what the mod does..


SpaceEmpires.net | Space Empires Wiki

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Re: Balance Mod without FQM

Soumis par Non-Terrestrial le Jeu, 2007-12-13 03:15

I'm going to try that and play with it, as there is a lot of stuff from FQM I do like...

I have a different problem right now. I got about 20 turns into a new game with BM and during turn processing, I locked up/froze...

With the "unnamed" mod, there was something about replacing a data file called *something*_intelligence_*something*. Is this relevant still here with BM? Because I had a very similar lockup/freeze with that small mod, too. It worked for *unnamed* so going to try it anyway... (Hmm, after looking in BM data dir., maybe not the answer, don't want to overwrite BM's *_main_intel* file...)

http://wiki.spaceempires.net/index.php/Unnamed%27s_Stock_AI_mod

EDIT: Oh, if I am going to use FQM, I HAVE to lose those planet graphics. I do not like them at all. They were in a directory under models I believe in a directory other than FQM from the multimedia archive. How do I replace those? (This is after a copied dir. of BM with FQM beta 12 in it and the multimedia pack). I'll probably figure it out shortly, where they are referenced in which data file, or just copy the default ones into the new directory overwriting these ones I don't like...

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Mod Designer

Re: Balance Mod without FQM

Soumis par Fyron le Jeu, 2007-12-13 12:12

You'll want to restore the XFileClasses_Stellar.txt and StellarObjectTypes.txt data files from the Balance Mod archive into your mod dir. The latest version of BM basically has FQM beta 12 in it already, minus the planet textures, with a few tweaks by Kwok (such as a pathological deletion of 4/5 star systems ( Eye-wink ), and a different (less interesting) set of storm abilities in StellarAbilityTypes.txt).

Another option might be to check out the new set of planet textures in the works... See this thread for links to screenshots and a download location for the files on the BT tracker.


SpaceEmpires.net | Space Empires Wiki

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Image de Captain Kwok
Mod Designer

Re: Balance Mod without FQM

Soumis par Captain Kwok le Jeu, 2007-12-13 13:07

The intel bug, which caused rebellious empires to join player "0", was fixed a long time ago in the Balance Mod.

There can be a faulty move order (fixed in v1.64) with one of the AIs. I've found you can usually re-run the turn and it will work just fine.

--

Fewer Stars + Less Colourful Ability Descriptions >>> Ugly Planet Graphics


Space Empires Depot | SE:V Balance Mod

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Re: Balance Mod without FQM

Soumis par Non-Terrestrial le Jeu, 2007-12-13 14:25

Okay, as for the intel bug, I did try running through turns WITH the *unnamed* intel file replacement, so I know if all else fails, that will work, but I'll go back to the BM one and try rerunning the turn if it does it, as I would rather have the BM intel file in there.

I appreciate all the help on this. I'm quick to learn what's what in a particular file and have been playing with/looking at/changing files more than playing the freakin' game, heheh. I am off work now till Tuesday afternoon and think I'll sit back and actually play the game now for awhile.

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