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  #21  
Old October 14th, 2003, 04:53 AM
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Default Re: FQM Damaging WPs

NO! NOBODIES OVERDRAMATIZING!
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  #22  
Old October 14th, 2003, 06:55 AM
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Default Re: FQM Damaging WPs

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Atrocities:


That battle over damaging warp points has been won. Reducing the number of occurances has prevailed.
There was a battle going on? Over-dramatization, perhaps?
just an excuse to get out the gun toting smileys, I suspect
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  #23  
Old October 14th, 2003, 10:00 AM
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Default 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.
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  #24  
Old October 14th, 2003, 11:35 AM
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Default 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.
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  #25  
Old October 14th, 2003, 04:49 PM
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Default Re: FQM Damaging WPs

That would require duplicating nearly every system...
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  #26  
Old October 14th, 2003, 04:55 PM

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Default 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...
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  #27  
Old October 14th, 2003, 05:51 PM

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Default 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!
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  #28  
Old October 14th, 2003, 06:07 PM

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Default 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?
We just wait for you to post the inevitable poll...

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....
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  #29  
Old October 14th, 2003, 06:32 PM

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Default 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.
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  #30  
Old October 14th, 2003, 10:21 PM
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Default 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!
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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