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  #31  
Old January 27th, 2004, 02:03 AM
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Default Re: FQM Reactions

Quote:
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.
I think it is just after combat that it repairs automatically.
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  #32  
Old January 27th, 2004, 02:13 AM
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Default Re: FQM Reactions

I'd say 50% of their current number would be good for asteroid only systems.
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  #33  
Old January 27th, 2004, 02:20 AM
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Default Re: FQM Reactions

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Or, you could build a monster base that has enough armor and repair to survive the hole, and mine it thusly.
Of course, you have to have a monster SYS that could survive in the center long enough to build that base... keep in mind we do not have Battlemoons available in stock SE4 SJ. Or you could start it at the edge and hope it gets built before the SYS reaches the center!

[ January 27, 2004, 00:20: Message edited by: Imperator Fyron ]
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  #34  
Old January 27th, 2004, 04:46 AM
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Default Re: FQM Reactions

Actually the only thing I don't like is not your fault at all, Fyron. It's the indicators that tell you if you have a special facility on the planet. If that facility is on a moon, it doesn't show up. This is annoying enough in a stock game, but in FQM the feature is almost useless.

Pretty please, Aaron, could you fix this?
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  #35  
Old January 27th, 2004, 04:53 AM
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Default Re: FQM Reactions

Make sure to email that in to se4 at malfador dot com! Otherwise Aaron is unlikely to see it.
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  #36  
Old January 27th, 2004, 05:06 AM
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Default Re: FQM Reactions

i sent off my first email to there, for my suggestion for increasing the maximum amount variables can hold *65535 facility sphereworlds, anyone? ) and easing value changing for resource conVersion/trading and cargo moving by clicking on a value like the '2' in 255 and having it go up/down to 355 or 155.

[ January 27, 2004, 03:27: Message edited by: narf poit chez BOOM ]
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  #37  
Old January 27th, 2004, 11:22 AM
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Default Re: FQM Reactions

Quote:
Originally posted by tesco samoa:
agree on the astriods... there is too many of them
Nice mod Fyron.

I also think there is too many Astroids.
Trying to do something with them will slow Multi-Player games down way to much

[ January 27, 2004, 09:24: Message edited by: QBrigid ]
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  #38  
Old January 27th, 2004, 05:30 PM
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Default Re: FQM Reactions

This is why I created the "No AST" type quadrants. If you want a "Cluster No AST" for example, copy the apporpriate Mid-Life No AST quadrant, and change the system placement info to reflect that of the cluster. Doing so will not invalidate savegames at all, as QuadrantTypes.txt is only referenced when the map is created, never in-game.
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  #39  
Old January 27th, 2004, 08:22 PM
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Default Re: FQM Reactions

Fyron:
Have you ever given thought to making a system mod that would allow for “closed” warp points? In other words a warp point that has no graphics to indicate its position, and would that even work?

Wait, back up, would it be possible to have a normal warp point but cloak it? Would the picture still show up on the system map? Wasn't there something in SE4 pre-G about that same thing and planets?

[ January 27, 2004, 18:32: Message edited by: President Elect Shang ]
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  #40  
Old January 27th, 2004, 09:08 PM

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Default Re: FQM Reactions

Shang, I belive the path-finding fuciton would still use these WPs... maybe even cloaked.

Although that's a great idea.
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