|
|
|
 |

August 4th, 2003, 08:23 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: suggestions for fun mods?
Check my sig to go to the Adamant Mod web site.
|

August 4th, 2003, 09:08 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: suggestions for fun mods?
Check out the star trek mod or the ast mod.
very good mods
Devnull is interesting....
Proportions on a small map would be a great game with a multi planet start...
sweet mod if you want different weapons coming at you
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|

August 5th, 2003, 01:13 AM
|
Captain
|
|
Join Date: Oct 2001
Location: Australia
Posts: 809
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: suggestions for fun mods?
[quote]
Quote:
Originally posted by Imperator Fyron:
There is certainly a Gold Version. Look in the PBW file library[/QB]
|
Good one, I'll check right now. 
|

August 6th, 2003, 02:21 AM
|
Private
|
|
Join Date: Mar 2003
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: suggestions for fun mods?
FQM is what I play most. While I like to play other mods, they just seem sort of empty without the system variety in FQM.
My only complaint (whine) is that there are no other mods built on FQM. So there is little of the gameplay/technology variations that I like about other mods such as P&N. It doesn't look too difficult to combine FQM and P&N, but I just haven't gotten to it yet.
|

August 6th, 2003, 03:07 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: suggestions for fun mods?
Actually, Devnull has FQM Standard 1.13 built into it. AST and the Star Trek Mod both have FQM Deluxe built into them. The Peace Station Mod does as well. 
|

August 6th, 2003, 03:08 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: suggestions for fun mods?
Quote:
Originally posted by Ack:
FQM is what I play most. While I like to play other mods, they just seem sort of empty without the system variety in FQM.
My only complaint (whine) is that there are no other mods built on FQM. So there is little of the gameplay/technology variations that I like about other mods such as P&N. It doesn't look too difficult to combine FQM and P&N, but I just haven't gotten to it yet.
|
You could always generate a map with FQM standard and save it, then load the map while playing another mod.
Edit: Added standard before Fyron posted again and corrected me...
[ August 06, 2003, 02:10: Message edited by: Captain Kwok ]
|

August 13th, 2003, 05:11 PM
|
BANNED USER
|
|
Join Date: Jan 2003
Posts: 248
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: suggestions for fun mods?
Is the system variability in FQM functional, or graphical? Qualitatively, how does it alter the game experience? And, if I create a map with FQM, but want to, e.g., play Pirates and Nomads on PBW, how can I create the game in the first place? Aren't the race modifications for Pirates and Nomads needed when I create the game? Or, is there some way to import a map made in FQM as the map I start with in my P*N game? Sorry to be so ignorant -- I am trying want to make sure that when I set up my next game, I know what I'm doing so the players won't mutiny!
Thanks!
Merry
|
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
|
|
|
|
|