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  #11  
Old August 4th, 2003, 09:08 PM

tesco samoa tesco samoa is offline
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Default Re: suggestions for fun mods?

Check out the star trek mod or the ast mod.

very good mods

Devnull is interesting....

Proportions on a small map would be a great game with a multi planet start...

sweet mod if you want different weapons coming at you
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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
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  #12  
Old August 5th, 2003, 01:13 AM

Baron Grazic Baron Grazic is offline
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Default Re: suggestions for fun mods?

[quote]
Quote:
Originally posted by Imperator Fyron:
There is certainly a Gold Version. Look in the PBW file library[/QB]
Good one, I'll check right now.
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  #13  
Old August 6th, 2003, 02:21 AM

Ack Ack is offline
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Default Re: suggestions for fun mods?

FQM is what I play most. While I like to play other mods, they just seem sort of empty without the system variety in FQM.

My only complaint (whine) is that there are no other mods built on FQM. So there is little of the gameplay/technology variations that I like about other mods such as P&N. It doesn't look too difficult to combine FQM and P&N, but I just haven't gotten to it yet.
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  #14  
Old August 6th, 2003, 03:07 AM
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Fyron Fyron is offline
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Default Re: suggestions for fun mods?

Actually, Devnull has FQM Standard 1.13 built into it. AST and the Star Trek Mod both have FQM Deluxe built into them. The Peace Station Mod does as well.
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  #15  
Old August 6th, 2003, 03:08 AM
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Captain Kwok Captain Kwok is offline
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Default Re: suggestions for fun mods?

Quote:
Originally posted by Ack:
FQM is what I play most. While I like to play other mods, they just seem sort of empty without the system variety in FQM.

My only complaint (whine) is that there are no other mods built on FQM. So there is little of the gameplay/technology variations that I like about other mods such as P&N. It doesn't look too difficult to combine FQM and P&N, but I just haven't gotten to it yet.
You could always generate a map with FQM standard and save it, then load the map while playing another mod.

Edit: Added standard before Fyron posted again and corrected me...

[ August 06, 2003, 02:10: Message edited by: Captain Kwok ]
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  #16  
Old August 13th, 2003, 05:11 PM

Merry Jolkar Merry Jolkar is offline
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Default Re: suggestions for fun mods?

Is the system variability in FQM functional, or graphical? Qualitatively, how does it alter the game experience? And, if I create a map with FQM, but want to, e.g., play Pirates and Nomads on PBW, how can I create the game in the first place? Aren't the race modifications for Pirates and Nomads needed when I create the game? Or, is there some way to import a map made in FQM as the map I start with in my P*N game? Sorry to be so ignorant -- I am trying want to make sure that when I set up my next game, I know what I'm doing so the players won't mutiny!
Thanks!
Merry
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  #17  
Old August 13th, 2003, 06:36 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: suggestions for fun mods?

Quote:
Originally posted by Merry Jolkar:
Is the system variability in FQM functional, or graphical? Qualitatively, how does it alter the game experience? And, if I create a map with FQM, but want to, e.g., play Pirates and Nomads on PBW, how can I create the game in the first place? Aren't the race modifications for Pirates and Nomads needed when I create the game? Or, is there some way to import a map made in FQM as the map I start with in my P*N game? Sorry to be so ignorant -- I am trying want to make sure that when I set up my next game, I know what I'm doing so the players won't mutiny!
Thanks!
Merry
Just run FQM Standard, and Press the "generate map now". When you get one that looks good, save it. Cancel out of SE4

Then copy the map to P&N.

Run P&N, and hit load map. Presto. Add your races, and play.
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  #18  
Old August 13th, 2003, 08:40 PM
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Fyron Fyron is offline
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Default Re: suggestions for fun mods?

Quote:
Is the system variability in FQM functional, or graphical?
Both.

Quote:
Qualitatively, how does it alter the game experience?
You will probably end up having larger empires, as there are more "planets" around (lots of moons). Also, with all the asteroid belts, you can get insane numbers of planets with Stellar Manipulation. This may or may not be a bad thing. I personally prefer SM to be off, as even in stock, whoever gets it first can get such a huge lead (esp. with long range WP openers and WP closers to send fleets deep within enemy territory) that they can devastate the enemy.

Also, the large numbers of asteroids mean you can do lots more Remote Mining, which is very good for the Pirates and Nomads.

[ August 13, 2003, 19:41: Message edited by: Imperator Fyron ]
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