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September 20th, 2003, 08:53 AM
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Shrapnel Fanatic
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FQM Reactions
What do you like and/or dislike about Fyron's Quadrant Mod (either or both Versions (standard and deluxe))?
http://fqm.spaceempires.net/
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September 20th, 2003, 10:55 AM
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Lieutenant General
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Re: FQM Reactions
im not to happy about the bug with poor or average starting planets, and mod it so that systems with medium moons are not allowed for starting places - so that the bug only applies to poor starting planets.
id rather give up the poor starting planets, than give up the variety of systems - or restrict starting locations so heavily.
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September 20th, 2003, 03:50 PM
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Colonel
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Re: FQM Reactions
Said it before, I'll say it again. Too many asteroids in the asteroid ring. It makes the system look a little busy. This statement is 100% RDA pure opinion -- O% content.
It's a little unbalanceing in the standard game, when stellar manipulation turns each into a planet. But it really helps make remote mining profitable, esp for Proportions. So maybe it's worth, reducing the size so it's always tiny, and maybe not completely filling the ring?
Everything else about FQM is pure gold -- machine planets, irradiated planets, atmosphere moons -- oh yeah.
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September 20th, 2003, 07:04 PM
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Shrapnel Fanatic
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Re: FQM Reactions
Quote:
Originally posted by Puke:
im not to happy about the bug with poor or average starting planets, and mod it so that systems with medium moons are not allowed for starting places - so that the bug only applies to poor starting planets.
id rather give up the poor starting planets, than give up the variety of systems - or restrict starting locations so heavily.
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Umm... you can use average HWs since... several Versions ago. I already made it so that you can not start in the few system types that use medium moons as home systems (only a couple of systems have medium moons now). Have you had this bug happen in the latest Versions of the mod? Did I miss a system? I hope not.
Arckon:
Quote:
Said it before, I'll say it again. Too many asteroids in the asteroid ring. It makes the system look a little busy. This statement is 100% RDA pure opinion -- O% content.
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Then you will love FQM 2.05/1.19, as I added some new mid-life type quadrants (Mid-life No Ast) that have only 2 asteroid fields in standard systems instead of... however many are normally there. If you want to make other types of quadrants like this, simply copy those new quadrant entries and change the first several lines to fit the new quadrant type. Most quadrant types (ML, cluster, grid, etc.) use the exact same system list, and just have a few different settings.
Quote:
So maybe it's worth, reducing the size so it's always tiny
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I actually tried that, and got bizarre results... SE4 does not like custom-sized asteroid calls. :'S
Quote:
and maybe not completely filling the ring?
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Well it is not completely full now. But, you can try the Mid-Life No Ast quadrants out. 
[ September 20, 2003, 18:09: Message edited by: Imperator Fyron ]
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September 21st, 2003, 04:54 AM
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Shrapnel Fanatic
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Re: FQM Reactions
Surely more than 2 people must have played the mod...
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September 21st, 2003, 04:58 AM
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National Security Advisor
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Re: FQM Reactions
Quote:
Originally posted by Imperator Fyron:
Surely more than 2 people must have played the mod...
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I've already discussed much about system things with you. So that's my excuse.
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September 21st, 2003, 05:12 AM
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Brigadier General
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Re: FQM Reactions
I'm currently playing FQM midlife in Delvenmod, and with all the astroid systems, it has made for one h... of a rough game. The AI is using fleets of anywhere from 50 up to 246 . the fleets include anywhere from 30-40 CV's. Yes it makes for more planets, BUT, it also gives the AI the capacity to have bigger and larger fleets.... The combat (tactical) has been fun to say the least.
I for one like it, my 2 cents
just some ideas Mac
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just some ideas Mac
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September 21st, 2003, 06:36 AM
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Captain
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Re: FQM Reactions
Damaging warp points bug the piss out of me and screw up the AI. Other than that, great MOD.
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Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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September 21st, 2003, 06:58 AM
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Shrapnel Fanatic
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Re: FQM Reactions
 You can mod them out by setting the Chance line for the damaging abilities in StellarAbilityTypes.txt to 0 on the Unstable Warp Point...
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September 21st, 2003, 08:12 AM
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Sergeant
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Re: FQM Reactions
Overall it's a great mod. There's only two things that irk though. One is the multi-coloured (and damaging) warp points. It's a major annoyance having ten colonizers forget where they were going after sustaining a lttle warp damage. And I have to say that I hated the multi-colour scheme. I kept thinking that It was pride week in the galaxy, or that the supreme creator of the SE4 universe must really, really like the circus. I went through the system files and fixed it more to my liking.
The other thing that are somewhat irksome are the atmosphere-laden moons. Originally I liked the idea but then it seemed like there were no "normal" moons left. Instead of seeing a planet with moons all I saw were a cluster of planets. It made me miss seeing actual moons. And it kind-of took some of the fun out of terraforming. In short, I like atmosphere moons, but I just wish that they were more rare. So that finding one would be an interesting bonus instead of just part of the routine.
Oh, and tiny gas giants. Please get rid of tiny (and small) gas giants. They freak me out.
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