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October 21st, 2003, 02:28 AM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: MOD questions
Quote:
Originally posted by narf poit chez BOOM:
um, is that 'my mod' as is 'i'm making one', or as in 'there's a mod called 'my mod''?
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Well, atm, I am calling it "MyMod" but I thimk it will change to something like Pax Stellerum (or however Latin would spell Stars).
I am in early stages of a MOD I am making, vaguely patterned after Pax Emperia: Eminent Domain.
[ October 21, 2003, 01:30: Message edited by: pathfinder ]
__________________
L++, Gd?, $++, Fr-, C---, S*, T?, Sf+++, Tcp, A+, Bb++@, M++, MpB5, MpT, MpD, MpSa, MpM, RV, Pwt, Fqt, Nd-, Rpt, G+, Au, Mmt,S++, Ss+,
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October 21st, 2003, 02:30 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: MOD questions
well, welcome to the recent crop of mods.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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October 21st, 2003, 02:35 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOD questions
AIs are incapable of performing Remote Mining (without player intervention, anyways ). This is why it is a good idea to remove the high numbers of asteroids from FQM quadrants, so that a player can not exploit them and go far beyond the designed resource levels present in AIC/Proportions.
I believe AIC already has a lot of modifications to systems and quadrants. If you want to keep those, it gets tricky. If you do not mind losing them in favor of FQM, then copy over the FQM SystemTypes.txt file (as well as the other relevant FQM files, except QuadrantTypes.txt). Then, look for the "No AST" or some such Mid-Life quadrants in FQM QuadrantTypes.txt. Copy those into the AIC Quadrants file. If you want to have a range of quadrant types available (cluster, grid, edge, etc.), make more copies of hte Mid-Life No AST quadrants in the AIC file, and change the first several lines.
These are the only lines that differ between Mid-Life and Cluster quadrants, for example:
Name := Sparse Mid-Life
Description := Standard middle age section of the galaxy with less than the usual number of planets.
Min Dist Between Systems := 1
System Placement := Random
Max Warp Points per Sys := 5
Min Angle Between WP := 60
Number of System Types := 97
Name := Sparse Cluster
Description := A globular cluster section of the galaxy with less than the usual number of planets.
Min Dist Between Systems := 1
System Placement := Clusters
Max Warp Points per Sys := 5
Min Angle Between WP := 60
Number of System Types := 97
You can reconsruct most of the normal quadrant types from the Mid-Life No Ast Belt quadrants. This is because the system types are identical between most of the quadrant types (though with normal, sparse and dense Versions of each). You can not get the Old, Newborn, Ancient, Star Heavy, etc. quadrants that have vastly different system type entries though. Those you might need to make by hand, replacing "Standard 1 AS I" with "Standard 1 No AS I" and so on.
There is an alternate method, which would be to do a find-replace all command, replacing the string "AS I" with "No AS I". This will change all Standard # AS systems to be No AS. You will want to delete the 3 Mid-Life No Ast Belt quadrants if you do this, as they become meaningless (and additionally broken, as they will say "No No AS I".
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October 21st, 2003, 02:36 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOD questions
That might be confusing... feel free to ask additional (hopefully specific) questions.
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November 3rd, 2003, 08:06 AM
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Sergeant
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Join Date: Feb 2003
Location: USA
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Re: MOD questions
Some of JLS’s work with the AIC Quadrant map is unique, I dont know if you want to loose some of that. I like the AIC Centurion Map where you can generate from the new game map menu the amount of clusters from 1 to 12 on a small, medium or large map. Before you start your game and with out a special editor. Also the Centurion Systems them selves are rich with Ancient Ruins.
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November 3rd, 2003, 08:17 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOD questions
That is a strange bug exploited by that map type there.
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November 3rd, 2003, 08:23 AM
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Sergeant
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Join Date: Feb 2003
Location: USA
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Re: MOD questions
I dont understand Fyron?
The AIC Centurian Map is very unique and can be generated to the individual Players taste and it is always perfect.
I don’t know how he programmed it, but its been in AIC forever.
[ November 03, 2003, 06:30: Message edited by: Grand Lord Vito ]
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November 3rd, 2003, 08:26 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOD questions
The sheer randomness of how many clusters appear is due to the max wp (4) and min angle between wp (240) settings. This apparently confuses the SE4 map generating code, so sometimes it does not know how to make the rest of the clusters. With a normal cluster, you never get fewer than 11 clusters on a large map (100 max systems), and rarely under 10 clusters on a small map.
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November 3rd, 2003, 08:34 AM
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Sergeant
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Join Date: Feb 2003
Location: USA
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Re: MOD questions
Well I guess JLS figured how to do it. I have used that map since AIC came out Last February, and it is great in a LAN games when only a few people paly and the map sets up Cluster perimeters.
It plays great in Standard, no-warp, and Finite games
excuse spelling, its been a late night out, and but fun
[ November 03, 2003, 06:40: Message edited by: Grand Lord Vito ]
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November 3rd, 2003, 08:44 AM
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Sergeant
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Join Date: Feb 2003
Location: USA
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Re: MOD questions
Dont get me wrong I like the beuty of FQM Fyron.
It is tops in my book {thumbs up}
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