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

Which to use

Submitted by Tilarium on Sat, 2007-04-14 13:42. SE:V MODs

Got a question for everyone. Planning on hitting the game again after awhile and wanted to know which mod to use. I like long strategic games with lots of systems and lots of opponents (single player). Which one is recommended Capn' Kwoks Balance mod with FQM 9 or IRM with FQM 8? Factors that are important to me are: AI to be challanging, and combat to be as indepth as possible. Ok, simple question. Oh, and what level of advantage do you recommend I give to the AI? Thanks gang!

Kyle

‹ The reason why armor no longer work as it should in IRM. FQM 5.00 Beta 9 ›
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Psieye's picture

Re: Which to use

Submitted by Psieye on Sat, 2007-04-14 14:42.

That would depend on your skill level. I hear a lot of anecdotes of the IRM AI raping humans. I know first hand that IRM combat is more involved than stock. For me, I have the patience for advanced micromanagement + Efficiency and thus can fairly consistently outpace the AI. But I'm of the rarer variety of players I think.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Mod Designer

Re: Which to use

Submitted by Fyron on Sat, 2007-04-14 18:32.

Note that the Balance Mod also uses version beta 8 of FQM. Neither mod will be updating to include beta 9, due to the increased file size. You can rather easily patch either mod to use the latest FQM version, though.


SpaceEmpires.net | Space Empires Wiki

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BlueTemplar's picture

Re: Which to use

Submitted by BlueTemplar on Sat, 2007-04-14 19:02.

I hope there will be a good explanation released on how to do that. Also, how will that work with PBW?

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ColonialAdmiral's picture
Mod Designer

Re: Which to use

Submitted by ColonialAdmiral on Sat, 2007-04-14 21:07.

Well heres my two cents:

If you want a harder game, but want to keep closer to stock... Choose balance mod.

If you want to completly learn a new tech tree...IRM.
But The rewards of IRM are definatly the AI prowess. (Well kind of).
Both are good:
Just choose if you want to keep playing a stock-like, or want to learn a new style of play Laughing out loud

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Re: Which to use

Submitted by dprovins on Sat, 2007-04-14 23:42.

Speaking of the tech tree in IRM... can anyone tell me where I can find it???

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Re: Which to use

Submitted by QuinRiva on Sun, 2007-04-15 02:50.

There are two tech trees available so far:
http://interrelatedmod.wikispaces.com/Technology

The first is complete but is just a spreadsheet.

The second is incomplete but is fully graphical.

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Re: Which to use

Submitted by zastaver on Sun, 2007-04-15 04:14.

well if you want to fight the ai go with irm and pray thay all (the ai) dont go after you at the same time. you wont like the resaults

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Mod Designer

Re: Which to use

Submitted by Fyron on Mon, 2007-04-16 11:37.

BlueTemplar wrote:
I hope there will be a good explanation released on how to do that. Also, how will that work with PBW?
All you need to do is copy the *.txt data files and the Pictures folder from FQM into the combined mod.

It will not work with PBW, due to incompatibilities with StellarObjectTypes.txt and XFileClasses_Stellar.txt.


SpaceEmpires.net | Space Empires Wiki

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BlueTemplar's picture

Re: Which to use

Submitted by BlueTemplar on Mon, 2007-04-16 17:02.

Damn it. Maybe a lighter version (without all the heavy textures) of FQM could be then incorporated into BM?

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Mod Designer

Re: Which to use

Submitted by Phoenix-D on Mon, 2007-04-16 17:31.

That'd be FQM 8 which already has been.

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Captain Kwok's picture
Mod Designer

Re: Which to use

Submitted by Captain Kwok on Mon, 2007-04-16 17:32.

I already have incorporated FQM beta 8 into the mod. The main change of 9 was the addition of the new planet textures... so it's already like you suggested. Sticking out tongue

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Space Empires Depot | SE:V Balance Mod

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