|
|
|
 |
|

January 27th, 2004, 02:03 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:
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.
|

January 27th, 2004, 02:13 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'd say 50% of their current number would be good for asteroid only systems.
|

January 27th, 2004, 02:20 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:
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 ]
|

January 27th, 2004, 04:46 AM
|
 |
Captain
|
|
Join Date: Jan 2002
Location: Calgary, Canada
Posts: 858
Thanks: 2
Thanked 0 Times in 0 Posts
|
|
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?
__________________
Those who can, do.
Those who can't, teach.
Those who can't teach, slag.
http://se4-gaming.net/
|

January 27th, 2004, 04:53 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
Make sure to email that in to se4 at malfador dot com! Otherwise Aaron is unlikely to see it. 
|

January 27th, 2004, 05:06 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
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 ]
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|

January 27th, 2004, 11:22 AM
|
 |
Corporal
|
|
Join Date: Feb 2003
Location: Pennsylvania
Posts: 181
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ]
|

January 27th, 2004, 05:30 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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.
|

January 27th, 2004, 08:22 PM
|
 |
Brigadier General
|
|
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
|
|
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 ]
__________________
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, 09:08 PM
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: FQM Reactions
Shang, I belive the path-finding fuciton would still use these WPs... maybe even cloaked.
Although that's a great idea.
|
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
|
|
|
|
|