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October 14th, 2003, 04:53 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: FQM Damaging WPs
NO! NOBODIES OVERDRAMATIZING!
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Sig updated to remove non-working links.
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October 14th, 2003, 06:55 AM
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Corporal
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Join Date: Sep 2003
Location: Sydney
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Re: FQM Damaging WPs
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October 14th, 2003, 10:00 AM
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Corporal
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Join Date: Nov 2002
Location: North Carolina
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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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SEMPER FIDELIS
The only reason some people are still alive is because it is illegal to kill them
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October 14th, 2003, 11:35 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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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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October 14th, 2003, 04:49 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: FQM Damaging WPs
That would require duplicating nearly every system...
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October 14th, 2003, 04:55 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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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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October 14th, 2003, 05:51 PM
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First Lieutenant
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Join Date: Sep 2000
Location: Texas
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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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Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
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October 14th, 2003, 06:07 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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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?
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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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October 14th, 2003, 06:32 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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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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October 14th, 2003, 10:21 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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!
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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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