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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


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