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-   -   FQM Damaging WPs (http://forum.shrapnelgames.com/showthread.php?t=10533)

Fyron October 13th, 2003 11:11 PM

FQM Damaging WPs
 
Tis a poll. http://forum.shrapnelgames.com/images/icons/icon12.gif Feel free to respond with the reasoning behind your vote.

narf poit chez BOOM October 13th, 2003 11:12 PM

Re: FQM Damaging WPs
 
there's no option for four times as many. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 13th, 2003 11:23 PM

Re: FQM Damaging WPs
 
You are a glutton for punishment, aren't you? http://forum.shrapnelgames.com/images/icons/tongue.gif

primitive October 13th, 2003 11:24 PM

Re: FQM Damaging WPs
 
I hate them so much I don't join FQM games anymore. It's just extra micromanagement without adding any depth to the play.

Cyrien October 13th, 2003 11:26 PM

Re: FQM Damaging WPs
 
There should be a Version of FQM that has everything the same except the damaging WPs. That would be good.

mottlee October 13th, 2003 11:34 PM

Re: FQM Damaging WPs
 
Have not played FQM but I see no reason to take them out

Fyron October 13th, 2003 11:47 PM

Re: FQM Damaging WPs
 
Quote:

Originally posted by primitive:
I hate them so much I don't join FQM games anymore. It's just extra micromanagement without adding any depth to the play.
<font size="2" face="sans-serif, arial, verdana">It is very simple to remove them. The host just has to go into StellarAbilityTypes.txt and set the chances for the damaging WPs to 0, and there will be none. That file is only used when the map is generated, so nothing has to be changed on PBW or on the players' copies of the mod.

narf poit chez BOOM October 13th, 2003 11:52 PM

Re: FQM Damaging WPs
 
well, i was just being arguementive. http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM October 13th, 2003 11:52 PM

Re: FQM Damaging WPs
 
Pouble dost!

[ October 13, 2003, 22:53: Message edited by: narf poit chez BOOM ]

primitive October 13th, 2003 11:53 PM

Re: FQM Damaging WPs
 
Quote:

Originally posted by mottlee:
Have not played FQM but I see no reason to take them out
<font size="2" face="sans-serif, arial, verdana">There is just too many of them, so often there is no choice but going through. The damage is not a big deal as its usually only minor, but the ships looses its orders. This is particulary anoying for colonizers.

Fyron:
I'll keep that in mind when I discuss game setup in the future http://forum.shrapnelgames.com/images/icons/icon7.gif

SpaceBadger October 13th, 2003 11:53 PM

Re: FQM Damaging WPs
 
I voted for 1/4 as many as current.

They add a bit of flavor, a risk factor in exploring through them. Once they have been explored, there may still sometimes come up a choice of the quick route vs. the safe route.

OTOH, too many are an annoyance, and I've had starts where I had way too many of them around me, with no choice but to go through or be cut off from the rest of the galaxy. (And considering I haven't actually started all that many games yet, the number of times I've had problems from them is even more annoying - something like 2 or 3 times out of 5 or 6 starts?)

So I vote for a reduction in their occurrance.

I'd be interested in hearing why someone in the poll actually wanted to double the frequency. Was that you, Narf, voting for double only because there was no option for quadruple? Joking, or do you really like them?

SpaceBadger

narf poit chez BOOM October 13th, 2003 11:59 PM

Re: FQM Damaging WPs
 
i've yet to play fqm and i havn't voted. my insanity is WATCH OUT THE FUZZBALLS ARE GOING TO EAT YOU! strictly under control.

Rollo October 14th, 2003 12:03 AM

Re: FQM Damaging WPs
 
Quote:

Originally posted by primitive:
I hate them so much I don't join FQM games anymore. It's just extra micromanagement without adding any depth to the play.
<font size="2" face="sans-serif, arial, verdana">I agree.

Rollo October 14th, 2003 12:05 AM

Re: FQM Damaging WPs
 
Quote:

Originally posted by Cyrien:
There should be a Version of FQM that has everything the same except the damaging WPs. That would be good.
<font size="2" face="sans-serif, arial, verdana">Try the Devnull Mod and use FQM quardrants. IIRC I didn't implement the damaging warp points.

Cyrien October 14th, 2003 12:06 AM

Re: FQM Damaging WPs
 
I love the Devnull mod. http://forum.shrapnelgames.com/images/icons/icon12.gif It and AIC are my Favorites. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron October 14th, 2003 12:27 AM

Re: FQM Damaging WPs
 
Why is it that noone ever gives me feedback on this stuff until I bug them about it? http://forum.shrapnelgames.com/images/icons/tongue.gif

TerranC October 14th, 2003 03:39 AM

Re: FQM Damaging WPs
 
Quote:

Originally posted by Imperator Fyron:
Why is it that noone ever gives me feedback on this stuff until I bug them about it? http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">Well, you are the National Security Advisor; we're afraid that you'll call in an airstrike on us if we dare criticize you, oh great one.

Atrocities October 14th, 2003 03:41 AM

Re: FQM Damaging WPs
 
http://www.click-smilie.de/sammlung0...smiley-026.gif

That battle over damaging warp points has been won. Reducing the number of occurances has prevailed.

Fyron October 14th, 2003 04:20 AM

Re: FQM Damaging WPs
 
Quote:

Originally posted by TerranC:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
Why is it that noone ever gives me feedback on this stuff until I bug them about it? http://forum.shrapnelgames.com/images/icons/tongue.gif

<font size="2" face="sans-serif, arial, verdana">Well, you are the National Security Advisor; we're afraid that you'll call in an airstrike on us if we dare criticize you, oh great one.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">/me calls in a tactical nuclear strike on TC's home.

Happy now? http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron October 14th, 2003 04:20 AM

Re: FQM Damaging WPs
 
Quote:

Originally posted by Atrocities:
http://www.click-smilie.de/sammlung0...smiley-026.gif

That battle over damaging warp points has been won. Reducing the number of occurances has prevailed.

<font size="2" face="sans-serif, arial, verdana">There was a battle going on? Over-dramatization, perhaps? http://forum.shrapnelgames.com/images/icons/tongue.gif

narf poit chez BOOM October 14th, 2003 04:53 AM

Re: FQM Damaging WPs
 
NO! NOBODIES OVERDRAMATIZING!

Ran-Taro October 14th, 2003 06:55 AM

Re: FQM Damaging WPs
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
http://www.click-smilie.de/sammlung0...smiley-026.gif

That battle over damaging warp points has been won. Reducing the number of occurances has prevailed.

<font size="2" face="sans-serif, arial, verdana">There was a battle going on? Over-dramatization, perhaps? http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">just an excuse to get out the gun toting smileys, I suspect http://forum.shrapnelgames.com/images/icons/tongue.gif

Grand Deceiver October 14th, 2003 10:00 AM

Re: FQM Damaging WPs
 
I think the systems are great..but agree that the Damaging WP's are a pain. Since I only get to play solitaire I went in and changed the majority of WPs to normal....left Damaging WPs on systems with Storms, BH's etc..as well as a few "Standard Systems". This does 2 things...sometimes it gives you a warning of what MAY be on the other side (Storm System, BH etc..)in the next system...so I may not take the chance and just look for a different route. Unfortunately I have not explored thru a WP because of them and missed out on some Golden oportunities. Just a way to make it easier..but mess with my own mind.

Arkcon October 14th, 2003 11:35 AM

Re: FQM Damaging WPs
 
Look like an even split between "1/4 as many" and "just fine the way it is". We all know what that means ... more quadrant types to select from. Yeah. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 14th, 2003 04:49 PM

Re: FQM Damaging WPs
 
That would require duplicating nearly every system...

Loser October 14th, 2003 04:55 PM

Re: FQM Damaging WPs
 
Might be simpler to just have two Versions of the FWM mod on your system.

Just modify one yourself.

Of course, if we could put mods-with-mods this would be a little simpler. I also wouldn't need separate folders for TDM, FQM, and TDM+FQM...

Cyrien October 14th, 2003 05:51 PM

Re: FQM Damaging WPs
 
Hrmm... another feature for SEV! I can see it now... the only game that allows you to make mods of mods! Maybe we should add in a third tier! Mods of mods of mods! WOO! http://forum.shrapnelgames.com/images/icons/icon7.gif

rdouglass October 14th, 2003 06:07 PM

Re: FQM Damaging WPs
 
Quote:

Originally posted by Imperator Fyron:
Why is it that noone ever gives me feedback on this stuff until I bug them about it? http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">We just wait for you to post the inevitable poll... http://forum.shrapnelgames.com/images/icons/icon10.gif

Seriously, I think damaging WP's do add something to the game and I play FQM almost all the time w/ AIC. I like 'em but as many others, I feel there may be a few too many sometimes. I voted for half....

Loser October 14th, 2003 06:32 PM

Re: FQM Damaging WPs
 
The colonization period can be very frustrating when one of the WP in your home system is a heavy damager. It means that your empire is basically cut in two, with those few surviving colonists on the other side cut off from any dependable assistance from the homeworld.

Fyron October 14th, 2003 10:21 PM

Re: FQM Damaging WPs
 
Quote:

Originally posted by Cyrien:
Hrmm... another feature for SEV! I can see it now... the only game that allows you to make mods of mods! Maybe we should add in a third tier! Mods of mods of mods! WOO! http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Check out Morrowind. Instead of mods, it uses "plugins", which are mods, but you can use as many at a time as you like. As long as they don't try to modify the exact same data (such as 2 plugins altering the longsword), it works out great.


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