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  #41  
Old January 27th, 2004, 09:32 PM
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Default Re: FQM Reactions

Warp points can never be masked or cloaked. This is a hardcoded enforcement. If you give them an all-black graphic, you can still locate them by clicking around on the map to find them, and the galaxy map still shows the WP lines. And the path-finding will still work, as Loser mentioned.
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  #42  
Old January 27th, 2004, 09:56 PM

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Default Re: FQM Reactions

<$.02>

IF, I think FMQ is one of the greatest additions to SEIV (along with AIC/Proportions). Keep up the good works....

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  #43  
Old January 27th, 2004, 10:16 PM
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Default Re: FQM Reactions

The only thing annoying about FQM maps is a failure of SE4 in that you have to go hunt for planets and colonies that are moons. IT would be nice if SE4 was patched so that it showed the green asterix if the planet or any of it's moons had a breathable atmosphere. And if it would put your flag beside the sector if you had a colony on a moon. its really annoying having to click around to look for the good planets or you colonies.
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  #44  
Old January 27th, 2004, 11:05 PM
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Default Re: FQM Reactions

Or enemy colonies!
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  #45  
Old January 27th, 2004, 11:11 PM
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Default Re: FQM Reactions

Quote:
Originally posted by DavidG:
its really annoying having to click around to look for the good planets or you colonies.
There is an empire option to display planet names in system view. This makes those moons hiding behind gas giants and asteroids stand out. It doesn't help with hunting for empty planets, or enemy colonies, but you can find your own colonies easily enough.

Geoschmo

[ January 27, 2004, 21:11: Message edited by: geoschmo ]
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  #46  
Old January 28th, 2004, 01:26 AM
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Default Re: FQM Reactions

I usually build point defense satellites so when they're launched it helps you to remember which moons are colonized. Well, for the most part.
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  #47  
Old January 28th, 2004, 01:37 AM

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Default Re: FQM Reactions

Cloaked warp points perhaps ( a technology arm) that say this particular warp point could only stay open for 2 turns of something allowign a fleet in - a surprise attack but would prevent being open permantley - meaning that the fleet would have to take a planet or be wasted (a trade off of sorts)

Also i have suggested naturally occouring events based warp points that open for 3 - 5 turns at random within the game and then close.

Jump gates are also an interesting idea that say could allow inter solar system transport between planets in 2 different system belonging to different players + possibly a capture feature that would allow a enemy player to capture jump gates and use it to say jump through their forces (id say a limit of 1 ship per turn) to remove any big advantage.

Some ideas anyway - aslo improvements to the multiple moon planet problem (perhaps a floating display ie you put a mouse point over a sector and a floating screen appears describing and breaking down the details but would disappear when you took the mouse of the point on the map (a useful clean solution)
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  #48  
Old January 28th, 2004, 02:28 AM
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Default Re: FQM Reactions

Unfortunately all of those suggestions require hard code changes. Email them to MM!
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  #49  
Old January 28th, 2004, 02:50 AM

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Default Re: FQM Reactions

Id MM would read this forum more often as it has great suggestions that would really make the game so much better - do you have his email address as i will send them to him. And ask him to read the suggestions on this forum also (does he ever reply back via the forum on discussion threads.
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  #50  
Old January 28th, 2004, 03:14 AM
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Default Re: FQM Reactions

se4 at malfador dot com
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