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				September 20th, 2003, 10:55 AM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: FQM Reactions
	
			 
             
			
		
		
		
		im not to happy about the bug with poor or average starting planets, and mod it so that systems with medium moons are not allowed for starting places - so that the bug only applies to poor starting planets. 
 
id rather give up the poor starting planets, than give up the variety of systems - or restrict starting locations so heavily. 
		
	
		
		
		
		
		
		
			
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				September 20th, 2003, 03:50 PM
			
			
			
		  
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				Re: FQM Reactions
			 
             
			
		
		
		
		Said it before, I'll say it again.  Too many asteroids in the asteroid ring.  It makes the system look a little busy.  This statement is 100% RDA pure opinion -- O% content. 
 
It's a little unbalanceing in the standard game, when stellar manipulation turns each into a planet.  But it really helps make remote mining profitable, esp for Proportions.  So maybe it's worth, reducing the size so it's always tiny, and maybe not completely filling the ring? 
 
Everything else about FQM is pure gold -- machine planets, irradiated planets, atmosphere moons -- oh yeah. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 20th, 2003, 07:04 PM
			
			
			
		  
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				Re: FQM Reactions
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Puke: 
im not to happy about the bug with poor or average starting planets, and mod it so that systems with medium moons are not allowed for starting places - so that the bug only applies to poor starting planets. 
 
id rather give up the poor starting planets, than give up the variety of systems - or restrict starting locations so heavily.
			
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 Umm... you can use average HWs since... several Versions ago. I already made it so that you can not start in the few system types that use medium moons as home systems (only a couple of systems have medium moons now). Have you had this bug happen in the latest Versions of the mod? Did I miss a system? I hope not.          
 
Arckon: 
    
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				 Said it before, I'll say it again. Too many asteroids in the asteroid ring. It makes the system look a little busy. This statement is 100% RDA pure opinion -- O% content.
			
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 Then you will love FQM 2.05/1.19, as I added some new mid-life type quadrants (Mid-life No Ast) that have only 2 asteroid fields in standard systems instead of... however many are normally there.         If you want to make other types of quadrants like this, simply copy those new quadrant entries and change the first several lines to fit the new quadrant type. Most quadrant types (ML, cluster, grid, etc.) use the exact same system list, and just have a few different settings.        
 
   
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				 So maybe it's worth, reducing the size so it's always tiny
			
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 I actually tried that, and got bizarre results... SE4 does not like custom-sized asteroid calls. :'S  
 
   
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				 and maybe not completely filling the ring?
			
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 Well it is not completely full now.       But, you can try the Mid-Life No Ast quadrants out.     
  
 [ September 20, 2003, 18:09: Message edited by: Imperator Fyron ] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 21st, 2003, 04:54 AM
			
			
			
		  
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				Re: FQM Reactions
			 
             
			
		
		
		
		Surely more than 2 people must have played the mod... 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 21st, 2003, 04:58 AM
			
			
			
		  
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				Re: FQM Reactions
			 
             
			
		
		
		
		
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				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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				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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				September 21st, 2003, 06:36 AM
			
			
			
		  
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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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