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  #1  
Old February 8th, 2003, 08:41 PM

javaslinger javaslinger is offline
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Default Combining FQM and TDM?

I remember seeing this somewhere but can't find it.

As I recall you needed to copy some files from the FQM directory into the TDM directory to make them work together?

Does this affect TDM at all or just add FQM's map generation capabilities to it?

Thanks,

Ken
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  #2  
Old February 9th, 2003, 12:21 AM

Tenryu Tenryu is offline
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Default Re: Combining FQM and TDM?

Javaslinger,
I've got Fyron's Q Mod deluxe 2.01 pretty much installed in the Lastest TDM 330 seems to be working but you do need to move certain files into the TDM Data directory. I'll defer to one of the TDM authors or Fyron but I think you need to do the following
1. After installing the TDM, unzip Fyrons mod into its own folder,{make a new folder, drag the zip file into it, and unzip to there}, on your desktop do NOT unzip into The game folders.

2. go to your hard drive{via my computer icon}, if your drive the game is installed on is C open c:\program files\shrapnel games\Malfador Machinations\Space Empires IV Gold

3.Now also open up the directory that fyrons zip created in that folder on yuour Desttop.{"FyronsQuadrantModDeluxe"}
and:
DELETE the folders named "Savegame"and "Maps". you don't need them and they are empty.

4.Drag and drop the folder named "help" from the fyrons folder into your Space Empire IV gold folder. You can open it and look at the pretty pictures later. I think its just informational.

5. Now open the folder in fyrons directory named "pictures\systems" and drag all the "nebulae#" files into the same directory in your SE4 directory. Do the same for the nebulae in the 800x600 and 1024x768 directories.

6. open up the DATA directory in fyrons mod folder.

7. open up the DATA folder inside the TDM MOD FOLDER. make sure you don't open the one in the main game directory because the TDM mod uses its own data directory.

8. Drag the following files into your TDM folder by taking them from the fyrons mod folder "Data":{ i would first recommend renaming the files that will be replaced something like "ORIGfilename" so you can undo any stupidity.}

SystemTypes.txt
StellarAbility.txt
SectType.txt
QuadrantTypes.txt
PlanetSize.txt

Optional transfers, but are cool are:
SystemNames.txt or one of its variants.

9. Ok Last thing,I think you now have to open the file in the TDM data folder named "settings.txt" {make a backupcopy}. go to the line that says,"Number of Population Modifiers :=12" and change the 12 to 40. Right underneath that line are a bunch of line starting with "Pop Modifier 1...blh-blah to Pop Modifier 12 blah-blah", delete them all leaving a blanck space between the "40" line you modified and the line starting with "Characteristic blah-blah".

10. Now go to the same file, " in fyron's "setting.txt" in fyrons Data folder and highlight all the lines starting with "Pop Modifier", there are about 120 lines, copy them. Place your cursor in that blank space you left in the TDM data file, and "paste". Make sure there are no extra lines and you got ONLY the correct ones, no more. Now save your TDM "setting.txt" file.

you should be good to go now.

If not my explaination sucked, sorry.

Just make sure everything you change or plan to change is backed up and you can undo any damage I may have recommended you do to yourself. I have it working on my machine so it can be done.
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  #3  
Old February 9th, 2003, 12:50 AM
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Default Re: Combining FQM and TDM?

It is better to create a third mod folder that is called something like "TDM + FQM", and leave the TDM and FQM mod folders alone (mostly for PBW compatibility and all).

The Maps and Savegames folders are definitely necessary for FQM Deluxe. Maps created in FQM Deluxe do not work in any other mods or the normal game. Maps created in any other mods or the normal game do not work in FQM Deluxe. So, the Maps folder is quite useful for preventing headaches later on. Also, the Savegame folder ensures that all of your savegames stay in the appropriates mods folders. This is especially useful when using the Mod Launcher.
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Old February 9th, 2003, 12:51 AM

Tenryu Tenryu is offline
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Default Re: Combining FQM and TDM?

opps, sorry , and thanks Fyron.
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Old February 9th, 2003, 12:54 AM

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Default Re: Combining FQM and TDM?

Duh, double post, sorry

[ February 08, 2003, 22:59: Message edited by: Tenryu ]
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Old February 9th, 2003, 12:56 AM

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Default Re: Combining FQM and TDM?

Btw- Fyron, it seems the settings.txt in your mod is missing lines at the bottom. Is ther a reason for that?

Ok, saw your answer, thx.

[ February 08, 2003, 23:25: Message edited by: Tenryu ]
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  #7  
Old February 9th, 2003, 01:23 AM

Tenryu Tenryu is offline
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Default Re: Combining FQM and TDM?

Fyron, hate to be a pest, but another question.
I just noticed in your StellarAbilityTypes.txt under "Normal Asteriods" poss abilities=23, but end of the group, after #23, it has a #100 ability. Should it be there?
Reason I found it was i was thinking to edit out the asteriod damage as per mephs observation, that's too bad it was a nice feature.
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  #8  
Old February 9th, 2003, 01:40 AM
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Default Re: Combining FQM and TDM?

The #100 is a legacy from some beta Version I was working on at one point. You can go ahead and delete it if you want.
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Old February 9th, 2003, 01:44 AM
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Default Re: Combining FQM and TDM?

Actually, it might also be better to copy the DefaultStrategies.txt and Formations.txt files from FQM Deluxe to TDM. Those files in FQM Deluxe are from the Ultimate Strategies Mod, which has the formations from TDM in it.
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  #10  
Old February 9th, 2003, 01:48 AM

Tenryu Tenryu is offline
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Default Re: Combining FQM and TDM?

ok Fyron, I will I wasn't sure if they would cause problems with TDM so i'd left them out.
Thanks
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