|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 04:53 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Mar 2003 Location: CHEESE! 
						Posts: 10,009
					 Thanks: 0 
		
			
				Thanked 7 Times in 1 Post
			
		
	      |  |  
    
	| 
				 Re: FQM Damaging WPs 
 NO! NOBODIES OVERDRAMATIZING! 
				__________________ 
				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.
			 |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 06:55 AM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Sep 2003 Location: Sydney 
						Posts: 60
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: FQM Damaging WPs 
 |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 10:00 AM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Nov 2002 Location: North Carolina 
						Posts: 52
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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. 
				__________________Grand Deceiver
 SSgt      USMC
 SEMPER FIDELIS
 
 The only reason some people are still alive is because it is illegal to kill them
 |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 11:35 AM
			
			
			
		 |  
	| 
		
			|  | 
 Colonel |  | 
					Join Date: Jun 2002 Location: Connecticut 
						Posts: 1,518
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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.    |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 04:49 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: FQM Damaging WPs 
 That would require duplicating nearly every system... |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 04:55 PM
			
			
			
		 |  
	| 
		
			
			| 
 Colonel |  | 
					Join Date: Mar 2002 Location: Colorado 
						Posts: 1,727
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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...
 |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 05:51 PM
			
			
			
		 |  
	| 
		
			
			| 
 First Lieutenant |  | 
					Join Date: Sep 2000 Location: Texas 
						Posts: 626
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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!    
				__________________Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
 |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 06:07 PM
			
			
			
		 |  
	| 
		
			
			| 
 Major |  | 
					Join Date: Nov 2000 Location: Biddeford, ME, USA 
						Posts: 1,007
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: FQM Damaging WPs 
 
	We just wait for you to post the inevitable poll...Quote: 
	
		| Originally posted by Imperator Fyron: Why is it that noone ever gives me feedback on this stuff until I bug them about it?
   |    
 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....
 |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 06:32 PM
			
			
			
		 |  
	| 
		
			
			| 
 Colonel |  | 
					Join Date: Mar 2002 Location: Colorado 
						Posts: 1,727
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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. |  
	
		
	
	
	| 
			
			 
			
				October 14th, 2003, 10:21 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: FQM Damaging WPs 
 
	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.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!
   |  |  
	
		
	
	
	
	
	
	
	| 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 
 |  |  |  |  |