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Re: FQM Reactions
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http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon10.gif Humility can have awful repercussions [ January 26, 2004, 21:20: Message edited by: JLS ] |
Re: FQM Reactions
Fyron your Quadrant Mod IS (stress on is) Space Empires as much as the AI or the components. I can’t even imagine playing SE4G (with or without a Mod) without having it loaded. Technically that makes it “with mod” but you get the point. http://forum.shrapnelgames.com/images/icons/icon12.gif As a fact I want to include it (with proper credit of course) in my Mod if I can ever get it finished.
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Re: FQM Reactions
i do not like the damaging warp points.
but the shield altering ones are great... as are the other ones that affect sensors etc... They really add to the stragety of the game. Truefully i do not anything that damages... As it makes it a pain for waypoints... Planets are good now since there are not as many of them as compared to the early Versions of fqm. Sizes are good as is the resources... What I would like to see is the storms increase in size ( instead of one square have 4 squares ) where the storms are mostly eye candy and then the ship altering ones... http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: FQM Reactions
You can always remove damaging warp points by setting their chance to 0 in StellarAbilityTypes.txt before you start a game or make a map... and it will not cause data file errors for PBW games or anything. I have already greatly reduced the number of damaging warp points to 40% of what they were originally, and loathe doing it again. http://forum.shrapnelgames.com/images/icons/icon9.gif I like damaging warp points.
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[ January 26, 2004, 22:36: Message edited by: Imperator Fyron ] |
Re: FQM Reactions
I'd like to see more graphics, or rather, more use of Imagemod graphics, but FQM is a great mod in all. I can't bear playing without it nowadays; the original looks so stale after looking at FQM nebulaes http://forum.shrapnelgames.com/images/icons/icon10.gif
[ January 26, 2004, 23:24: Message edited by: TerranC ] |
Re: FQM Reactions
I think that the asteroid only systems could be thinned out somewhat and a couple more entries added to vary that single 3-planet asteroid system you have. Perhaps have it range from 1-5 planetoids instead of just 3.
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Re: FQM Reactions
agree on the astriods... there is too many of them http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: FQM Reactions
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[ January 26, 2004, 23:50: Message edited by: Imperator Fyron ] |
Re: FQM Reactions
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Does Organic armor repair automatically outside of combat in the latest patches? If so, you won't need repair bays, and can add more miners in the free space. |
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