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				October 13th, 2003, 11:11 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				FQM Damaging WPs
	
			 
             
			
		
		
		
		Tis a poll.      Feel free to respond with the reasoning behind your vote.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 13th, 2003, 11:12 PM
			
			
			
		  
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		there's no option for four times as many.     
		
	
		
		
		
		
		
		
			
				__________________ 
				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!  
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				October 13th, 2003, 11:23 PM
			
			
			
		  
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		You are a glutton for punishment, aren't you?     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 13th, 2003, 11:24 PM
			
			
			
		  
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				Major 
				
				
				
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		I hate them so much I don't join FQM games anymore. It's just extra micromanagement without adding any depth to the play. 
		
	
		
		
		
		
		
		
			
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				October 13th, 2003, 11:26 PM
			
			
			
		  
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				First Lieutenant 
				
				
				
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		There should be a Version of FQM that has everything the same except the damaging WPs.  That would be good. 
		
	
		
		
		
		
		
		
			
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				October 13th, 2003, 11:34 PM
			
			
			
		  
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		Have not played FQM but I see no reason to take them out 
		
	
		
		
		
		
		
		
			
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				October 13th, 2003, 11:47 PM
			
			
			
		  
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by primitive: 
I hate them so much I don't join FQM games anymore. It's just extra micromanagement without adding any depth to the play.
			
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 It is very simple to remove them. The host just has to go into StellarAbilityTypes.txt and set the chances for the damaging WPs to 0, and there will be none. That file is only used when the map is generated, so nothing has to be changed on PBW or on the players' copies of the mod. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				October 13th, 2003, 11:52 PM
			
			
			
		  
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		well, i was just being arguementive.     
		
	
		
		
		
		
		
		
			
				__________________ 
				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++++ 
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Sig updated to remove non-working links.
			  
		
		
		
		
		
		
	
		
		
	
	
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				October 13th, 2003, 11:52 PM
			
			
			
		  
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		Pouble dost! 
  
 [ October 13, 2003, 22:53: Message edited by: narf poit chez BOOM ] 
		
	
		
		
		
		
		
		
			
				__________________ 
				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.
			  
		
		
		
		
		
		
	
		
		
	
	
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				October 13th, 2003, 11:53 PM
			
			
			
		  
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				Re: FQM Damaging WPs
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by mottlee: 
Have not played FQM but I see no reason to take them out
			
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 There is just too many of them, so often there is no choice but going through. The damage is not a big deal as its usually only minor, but the ships looses its orders. This is particulary anoying for colonizers.  
 
Fyron: 
I'll keep that in mind when I discuss game setup in the future    
		
	
		
		
		
		
		
		
			
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