|
|
|
 |
|

January 26th, 2004, 11:19 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FQM Reactions
|

January 26th, 2004, 11:27 PM
|
 |
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
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.  As a fact I want to include it (with proper credit of course) in my Mod if I can ever get it finished.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
|

January 27th, 2004, 12:15 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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... 
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

January 27th, 2004, 12:33 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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.  I like damaging warp points.
Quote:
Originally posted by President Elect Shang:
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. As a fact I want to include it (with proper credit of course) in my Mod if I can ever get it finished.
|
Go right ahead.
Quote:
Originally posted by JLS:
FQM is a GREAT MOD Fyron.
I have a technical se4 question for the expert.
Fyron, is it possible a Black Hole can be remote mined?
If so this may open some doors, in mods.
If not, well it did not hurt to ask.
|
The only things that can be remote mined are planets and asteroids. So, you would have to create an invisible asteroid belt and place it in the BH, as Oleg said. However, I am pretty sure that the ship will be moved before it can get any resources from mining every turn, so it will not work. Unless you create a black hole that has no movement ability, but where is the fun in that? 
[ January 26, 2004, 22:36: Message edited by: Imperator Fyron ]
|

January 27th, 2004, 12:38 AM
|
 |
Brigadier General
|
|
Join Date: Dec 2001
Posts: 1,859
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
[ January 26, 2004, 23:24: Message edited by: TerranC ]
__________________
A* E* Se++ GdQ $ Fr! C Csc Sf+ Ai- M Mp* S++ Ss- R! Pw Fq Nd Rp+ G++ Mm+ Bb++ Tcp+ L Au
Download Sev Today! --- Download BOB and SOCk today too! --- Thanks to Fyron and Trooper for hosting.
|

January 27th, 2004, 01:22 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
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.
|

January 27th, 2004, 01:25 AM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FQM Reactions
agree on the astriods... there is too many of them 
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

January 27th, 2004, 01:32 AM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FQM Reactions
Quote:
Originally posted by JLS:
FQM is a GREAT MOD Fyron.
I have a technical se4 question for the expert.
Fyron, is it possible a Black Hole can be remote mined?
If so this may open some doors, in mods.
If not, well it did not hurt to ask.
|
Quote:
Originally posted by Imperator Fyron:
The only things that can be remote mined are planets and asteroids. So, you would have to create an invisible asteroid belt and place it in the BH, as Oleg said. However, I am pretty sure that the ship will be moved before it can get any resources from mining every turn, so it will not work. Unless you create a black hole that has no movement ability, but where is the fun in that?
|
Thanks Fyron.
|

January 27th, 2004, 01:46 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: FQM Reactions
Quote:
Originally posted by Captain Kwok:
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.
|
Adding 4 more entries to all of the quadrants would be a pain. How thin do you want them?
Quote:
Originally posted by tesco samoa:
agree on the astriods... there is too many of them
|
You can use the Mid-Life No AST Versions of quadrant types... you can make Versions for most other quadrants with a little copy and past of the quadrant, then change the system placement and WP numbers to reflect the new type. There are only 2 AST "belts" in most systems with those quadrant types.
Quote:
Originally posted by TerranC:
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
|
FQM Deluxe uses most of the non-bizarre "Planet" pictures of the Image Mod. No cube worlds or bunny worlds though. Though, I do agree that people should make more new images and submit them to the Image Mod, and I will add them to FQM Deluxe. Hopefully they will try to add them in such a way that the number of planets for each atmosphere type and size gets more balanced than it is now...
[ January 26, 2004, 23:50: Message edited by: Imperator Fyron ]
|

January 27th, 2004, 02:00 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: FQM Reactions
Quote:
Originally posted by JLS:
quote: Originally posted by JLS:
FQM is a GREAT MOD Fyron.
I have a technical se4 question for the expert.
Fyron, is it possible a Black Hole can be remote mined?
If so this may open some doors, in mods.
If not, well it did not hurt to ask.
|
Quote:
Originally posted by Imperator Fyron:
The only things that can be remote mined are planets and asteroids. So, you would have to create an invisible asteroid belt and place it in the BH, as Oleg said. However, I am pretty sure that the ship will be moved before it can get any resources from mining every turn, so it will not work. Unless you create a black hole that has no movement ability, but where is the fun in that?
|
Thanks Fyron. Or, you could build a monster base that has enough armor and repair to survive the hole, and mine it thusly.
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.
__________________
Things you want:
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|