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September 21st, 2003, 04:58 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Thanked 14 Times in 12 Posts
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Re: FQM Reactions
Quote:
Originally posted by Imperator Fyron:
Surely more than 2 people must have played the mod...
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I've already discussed much about system things with you. So that's my excuse.
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September 21st, 2003, 05:12 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: FQM Reactions
I'm currently playing FQM midlife in Delvenmod, and with all the astroid systems, it has made for one h... of a rough game. The AI is using fleets of anywhere from 50 up to 246 . the fleets include anywhere from 30-40 CV's. Yes it makes for more planets, BUT, it also gives the AI the capacity to have bigger and larger fleets.... The combat (tactical) has been fun to say the least.
I for one like it, my 2 cents
just some ideas Mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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September 21st, 2003, 06:36 AM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: FQM Reactions
Damaging warp points bug the piss out of me and screw up the AI. Other than that, great MOD.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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September 21st, 2003, 06:58 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: FQM Reactions
 You can mod them out by setting the Chance line for the damaging abilities in StellarAbilityTypes.txt to 0 on the Unstable Warp Point...
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September 21st, 2003, 08:12 AM
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Sergeant
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Join Date: Feb 2002
Location: Canada
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Re: FQM Reactions
Overall it's a great mod. There's only two things that irk though. One is the multi-coloured (and damaging) warp points. It's a major annoyance having ten colonizers forget where they were going after sustaining a lttle warp damage. And I have to say that I hated the multi-colour scheme. I kept thinking that It was pride week in the galaxy, or that the supreme creator of the SE4 universe must really, really like the circus. I went through the system files and fixed it more to my liking.
The other thing that are somewhat irksome are the atmosphere-laden moons. Originally I liked the idea but then it seemed like there were no "normal" moons left. Instead of seeing a planet with moons all I saw were a cluster of planets. It made me miss seeing actual moons. And it kind-of took some of the fun out of terraforming. In short, I like atmosphere moons, but I just wish that they were more rare. So that finding one would be an interesting bonus instead of just part of the routine.
Oh, and tiny gas giants. Please get rid of tiny (and small) gas giants. They freak me out.
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I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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September 21st, 2003, 08:43 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: FQM Reactions
Quote:
Originally posted by QuarianRex:
[QB]Overall it's a great mod. There's only two things that irk though. One is the multi-coloured (and damaging) warp points. It's a major annoyance having ten colonizers forget where they were going after sustaining a lttle warp damage.
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Yeah, that is annoying...
Quote:
And I have to say that I hated the multi-colour scheme. I kept thinking that It was pride week in the galaxy, or that the supreme creator of the SE4 universe must really, really like the circus. I went through the system files and fixed it more to my liking.
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I found the blue ones boring. I could probably include some alternate SectType files with different colors of WPs... would not help much with PBW games though.
Quote:
The other thing that are somewhat irksome are the atmosphere-laden moons...
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Hmm... I do have some moons forced to be none... I suppose more could be done. It would help out the none atmosphere races, which kind of get screwed in FQM....
Quote:
Oh, and tiny gas giants. Please get rid of tiny (and small) gas giants. They freak me out.
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Why do they freak you out?
Who is to say it is impossible to have "tiny" or "small" gas planets? Also, perhaps they are just really really dense. 
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September 21st, 2003, 03:05 PM
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General
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Join Date: Jan 2003
Location: Atlanta, GA
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Re: FQM Reactions
I'm in a game using your mod.
For the most part, I think it's a well-balanced mod...no advantages to certain atmospheres and planet types. However, in this game, I'm creating planets. What I don't know is if the FQM mod comes into play when a new planet is randomly generated. BUT, something seems wrong. I've created around 50 planets and only ONE has turned out being NONE atmosphere. Not what I would call random (or else I've had bad luck). The majority were rock (around 30). Gas was next followed by ice. Carbon dioxide was the clear winner in atmospheres.
So, I was just wondering if the mod had its effect placed on planet creation. If so, then something seems out of place with regards to generating random NONE atmospheres.
Otherwise, I like the mod. One sure does have to click to look at the moons, though (hehe). Yes, tend to agree with another poster about those "asteroid" systems where the entire thing is filled up with asteroids...but it doesn't occur that often (judging it from the occurances in the PBW tourney map).
One question, though: I don't think I've seen planets with percentages higher than 150. Is that right? Why not make it a bit more realistic (well, perhaps it's more realistic) by upping the resource percentages where planets occur with lots of high-resource asteroids. Seems a bit weird to see all those asteroid fields with numbers in the 200's and check out the planets to see them with wimpy resources. Just a thought. Perhaps the logic is too difficult to create (i.e., this logic: IF "lots of asteroids" then PLANET percentages range from 75 - 300 percent)
Keep up the good work. We appreciate it, Fyron!
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