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  #761  
Old May 25th, 2003, 10:55 PM

Antra Antra is offline
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Default Re: A pirates life for me...

I think I may have found the problem. I downloaded what I thought was the latest P&N with AI files, but apparently the errors I'm getting are indicative of there being *no* AI files. Which is uh, odd, to say the least. So I look and sure enough. Weird, eh? I think I may have received the latest PBW build. Any clues as to where I can get the latest P&N with AI support? I've tried in the New Scenarios area and on the various threads here, but they all give me the same error.
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  #762  
Old May 25th, 2003, 11:27 PM
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Default Re: A pirates life for me...

http://www.geocities.com/hohoho611ca/pirates.html
Download v3.1b from here if you don't have it already, and add this littleDataupdate.zip

There are no EMP files, if that is what you are referring to. The AIs are there, however.
Just start a game with randomly picked AIs.

In order to add TDM, just copy the pictures\_racename_ folder into P&N, and then apply the AI patcher, also found at http://www.geocities.com/hohoho611ca/pirates.html

The easiest thing to do for adding FQM is to just generate a map in FQM, save it, and then load it when starting a new P&N game.
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  #763  
Old May 25th, 2003, 11:54 PM
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Default Re: A pirates life for me...

If all you want is FQM Standard then making a map with it and loading in P&N is sufficient. But if you want FQM Deluxe, you can follow the directions in it's help folder for combining it with other mods. TDM is used as an example.
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  #764  
Old May 26th, 2003, 05:58 AM

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Default Re: A pirates life for me...

Ahh. Thank you both! I guess it's hard for me to tell just what files are actually part of the mod, and what files are required for the game not to freak out by their absence. Some mods list them, some don't; I for one wish the specific files used were listed more often .

But thank you, I shall now endeavor to combine them all :-D. I'd like to toss FQM in there, but I think I'll settle for making a map with FQM separately. It *is* possible to carry over everything special, such as the gazillions of storms AND THEIR EFFECTS, right?
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  #765  
Old May 26th, 2003, 06:08 AM

Antra Antra is offline
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Default Re: A pirates life for me...

The AI Patcher should be set to P&N 3.0? I don't have any idea what the other options are for.
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  #766  
Old May 26th, 2003, 07:37 AM

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Default Re: A pirates life for me...

It also appears that the Settings.txt file from FQM may contain vital info to make FQM work properly (does it?), but I'm loathe to replace a 1.0mb file . Thoughts?
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  #767  
Old May 26th, 2003, 11:39 AM
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Default Re: A pirates life for me...

FQM indirectly lists the modified files.

FQM Deluxe has a modded pop bonus curve to better reflect the drastically increased levels of population on planets (raised levels for most bonuses). For use with P&N, I suggest you just use the P&N settings file, and change the max systems to 255 (the FQM setting), or whatever you want (no more than 255 of course).

You might want to consider bringing the population levels of the planets back down to normal SE4 levels though, unless you don't mind HWs getting 200% the bonus they normally would.

If you make a map with FQM Standard and use it in another mod, all stellar objects will retain the abilities that they were given when the map was generated. StellarAbilities.txt (and a bunch of others, all the modded ones in FQM Standard) is only accessed when the map is created, and then never again.

Quote:
It *is* possible to carry over everything special, such as the gazillions of storms AND THEIR EFFECTS, right?
You can not use a map generated with FQM Deluxe in any other mod (unless ofc it has had FQM Deluxe mixed with it). Only FQM Standard maps can be used in other mods (or normal game). They are much less interesting though.

[ May 26, 2003, 10:41: Message edited by: Imperator Fyron ]
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  #768  
Old May 26th, 2003, 06:50 PM

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Default Re: A pirates life for me...

Fyron: So if I use FQM Standard rather than Deluxe, the effects will be there but not the graphics. If I want the graphics, I need to mix 'em up. Sound right? Regarding population, I can restore the original values for the standard planets, but what about the added ones? Small and medium ringworlds, ringed planets, machine worlds, what should they be changed to? It doesn't look like there's a hard and fast rule here, and I don't want you to go through a bunch of trouble just because I want to combine three good mods and then never worry about single player games again . I'll tweak with things and post my results later today.

SJ: Danke. I've found that sometimes the program will detect if an AI's patched, and sometimes it won't. Meep.

[ May 26, 2003, 18:11: Message edited by: Antra ]
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  #769  
Old May 26th, 2003, 11:19 PM

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Default Re: A pirates life for me...

So after I go through all that hard work (ok it wasn't hard, my brain's just in neutral this weekend! heheh), I find out that P&N doesn't use the SE4 standard PlanetSize.txt! Grar . Turns out that SJ just doubled the standard cargo size and halved this new capacity for domes. Works for me! So I included both, below.

Alright, here's what I've come up with. On the deduction that the following facts hold true:

  • Small Ringworlds are the equivalent of 2.5 Large planets, but since that doesn't quite jive with the full Ringworld, let's call it 50% of a Ringworld.
  • Medium Ringworlds are the equivalent of 3.75 Large planets. Say, 75% of a full Ringworld.
  • Irradiated planets are just messed up, so I'm going with the exact values Fyron has in FQM-D already
And yes, I did have to guess somewhat because the cargo space didn't always proportionally mesh as neatly as the other figures (notably for the Ringworlds). But based on the above assumptions, here's the PlanetSize.txt I end up with. (Psst Fyron, how hard would it be to add other-sized ringed and machine worlds? Would it throw balance off?)
I'm not sure what the etiquette is for posting files, so I'm just going to link to my own site.

FQM planet types re-proportioned for SE4 Gold 1.84
FQM planet types re-proportioned for P&N latest non-PWB/SE4 Gold 1.84

I'd like to "generalize" the FQM files to make them easier to integrate into say, P&N, but I don't want to clutter up this thread anymore. Where should I continue posting or should I not worry about it as we're up to 52 pages?

[ May 26, 2003, 22:20: Message edited by: Antra ]
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  #770  
Old May 27th, 2003, 01:53 AM
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Default Re: A pirates life for me...

Quote:
Originally posted by Antra:
The AI Patcher should be set to P&N 3.0? I don't have any idea what the other options are for.
Yes. The AI patcher will then create an "AI_general.txt.patched" file and an "AI_designcreation.txt.patched" file.

If you check the "automatically replace" option, it will then copy those files overtop of the plain .txt files for you.
Just be sure to only run the AI patcher once on each AI... and naturally, the AIs that come with P&N are already patched.
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