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Accueil » news » forums » Space Empires V » Space Empires V General

Combining Balance and Fyron's mods

Soumis par Tron le Dim, 2008-04-13 19:42 Space Empires V General

After combining Balance Mod v1.14a and FQM 5.00 beta14 (with the latest SEV multimedia pack set) - get an Exception error: 'TDirect3DxFile.Start - Cant find xfile. Access violation at address 0047A083 in module "se5.exe" Read of address 00000000' this happens consistently after just several turns of playing.
Merging was done in accordance with BM mod's instructions: making a copy of BM directory, renaming it and copying .txt files from FQM's data folder.

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Re: Combining Balance and Fyron's mods

Soumis par Captain Kwok le Dim, 2008-04-13 21:27

Were you using a new map generated with the merged mod?


Space Empires Depot | SE:V Balance Mod

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Re: Combining Balance and Fyron's mods

Soumis par Tron le Lun, 2008-04-14 02:02

I started a new game, so the map was generated by the merged mod (if that is what you are asking).

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Re: Combining Balance and Fyron's mods

Soumis par Fyron le Lun, 2008-04-14 02:17

Do you have any issues running FQM or BM by themselves? Are you certain you copied everything into the merged mod? There are crucial ringed planet models in the FQM\Pictures\Models folder that need to make the transition.

Edit:
Upon further review, the BM readme's instructions are incomplete; they do not instruct one to copy the FQM\Pictures folder. The FQM help info contains the complete instructions.


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Re: Combining Balance and Fyron's mods

Soumis par Captain Kwok le Lun, 2008-04-14 21:55

I should update that. At the time, the pictures used by FQM and BM were the same, but that's no longer the case. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Re: Combining Balance and Fyron's mods

Soumis par Tron le Mar, 2008-04-15 23:32

Thank you Fyron! Your instructions worked.
Now that I have been able to play your mod, some questions come to mind. How does one:
1. Reduce the rate of rotation on warp point animations? Somehow, the current rate seems too fast to be "realistic" for me.
2. Decrease the frequency of lightening effects in nebulae? Same reason.
3. Select color combinations to avoid in planet textures? Some planets have the most wild colors that are not very believable . After all, planets should look like astronomical bodies not glass color marbles...
4. As you already know the mod's default setting for nebulae animations brings many systems to a crawl. Would you consider making the default less demanding on hardware with the option for people to turn it up if they want to rather than having to tone it down?

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Re: Combining Balance and Fyron's mods

Soumis par Tron le Mer, 2008-04-16 00:00

To Captain Kwok:
A suggestion - I would very much welcome you incorporating real star names from FQM into your BM. It is infinitely more gratifying to have your homeworld on Arcturus than on Zitrod... That feature alone was sufficiently compelling for me to install FQM.

P.S. further on the subject of stellar names; there would seem to be a very disproportionate number of Arabic star names in the FQM set. I fully recognize the contribution of the Arab culture and science to the field of Astronomy especially in its early days but other nations and peoples have contributed greatly since and it would be reasonable and fair to reflect that in the name choices available.

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Re: Combining Balance and Fyron's mods

Soumis par Fyron le Mer, 2008-04-16 01:08

Tron wrote:
1. Reduce the rate of rotation on warp point animations? Somehow, the current rate seems too fast to be "realistic" for me.
Warp points aren't realistic to begin with. Eye-wink The easiest way to slow them down would be to grab SJ's Warp Point Generator app and remake them. Doing it by hand in the data files would be a nightmare.

Tron wrote:
2. Decrease the frequency of lightening effects in nebulae? Same reason.
Nebulae do not have lightning. Assuming you mean the storms in regular systems, what's unrealistic about electrical discharge effects? They are supposed to be dangerous, afterall. Eye-wink

How to decrease the frequency depends on what you want to decrease it to, really. Right now, roughly 50% of all storms have lightning. The main way to edit them will be to go into StellarObjectTypes.txt and look for "Storm 1". The mod is set to force all storms in regular systems to be of Medium size. Each time it seeds a storm, it randomly picks from a list of all Stellar Object Types that have the size Medium. There are 11 Storm ## objects (regular, non-lightning storms), and 11 Storm ##e objects (lightning storms). If you want to remove lightning entirely, delete the "Storm 1e" variants. If you want to make the lightning appear in 33% of storms, copy the entries "Storm 1" through "Storm 11", and give them new names. It doesn't matter what the names are, so long as they are unique. You don't need to change anything else about them. If you want 25% lightning storms, make 2 copies of each regular.

Tron wrote:
3. Select color combinations to avoid in planet textures? Some planets have the most wild colors that are not very believable . After all, planets should look like astronomical bodies not glass color marbles...
What people find so fascinating about dull, lifeless colors, I shall never understand... What colors specifically do you find so unbelievable? I should note that if you want to see wide-spread texture changes, you'll want to make your requests of MasterChiToes; he is the author of the GPT planet textures.

Anyways, changing the appearance of planet objects by hand is infeasible, since there are over 3000 of them. What you'd need to do is edit the Python script that generates the data files (stellar_objects_textures.py). What exactly to do depends on what you want to remove. If its every single instance of certain color combinations, such as the Violet sets. This sort of change is easy to accomplish, since you can simply edit it out of the p_atm_colors lookup table (line ~348):

  p_atm_colors = {'Carbon Dioxide': ['Amber', 'Yellow', 'Green'],
                  'Hydrogen':       ['Red', 'Vermilion', 'Orange'],
                  'Methane':        ['Indigo', 'Violet', 'Magenta'],
                  'Oxygen':         ['Terran', 'Forest', 'Cyan', 'Blue'],
                  'None':           ['None']}

If you simply remove the Violet string from the Methane tuple, then run the script, the new data files will no longer have any Violet textures in use.

If you want to remove just specific textures, you'll need to figure out a way to add in exceptions to the giant nest of for loops (lines 371 to 410) to avoid specific textures by number.

Tron wrote:
4. As you already know the mod's default setting for nebulae animations brings many systems to a crawl. Would you consider making the default less demanding on hardware with the option for people to turn it up if they want to rather than having to tone it down?
Reducing the number of sprites any further makes the nebulae look aenemic, and isn't something I care to do for the default mod. The help page has information on how to reduce the impact of nebulae.

Tron wrote:
P.S. further on the subject of stellar names; there would seem to be a very disproportionate number of Arabic star names in the FQM set.
I constructed the list from every real star name list I could find on the web (via quick Googling). Lots of the names were in fact Arabic. If you have some sources of star names that are not in the list, I can add them in.


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Re: Combining Balance and Fyron's mods

Soumis par Captain Kwok le Mer, 2008-04-16 08:54

Tron wrote:
To Captain Kwok: A suggestion - I would very much welcome you incorporating real star names from FQM into your BM. It is infinitely more gratifying to have your homeworld on Arcturus than on Zitrod... That feature alone was sufficiently compelling for me to install FQM.

I can't be blamed if you have a Terran-centric view of the universe. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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