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Re: Sweet Mod 2.1
Good to see the ongoing work guys keep up the excellent modding.
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Re: Sweet Mod 2.1
Out of curiosity, how many mods are using FQM Deluxe? I can think of 3, AST, STM and Adamant. But, STM uses the FQM STD systemtypes.txt file so that the system images are not required, so that leaves 2.5... since you said Sweet Mod now uses FQM STD...
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Re: Sweet Mod 2.1
Now that the new mod is out.
I wish to change the sweet mod to some of the great concepts in the latest patch. The Sweet mod has brought the power of the missle ship back to the game. Now I wish to add the power of the carrier completely. The concept is easy. Fighters fight fighters with fighter hitting weapons only. Fighters fight ships with ship hitting weapons only. Ship weapons that hit fighters are P-D Fighters Only. So IF you want to fight fighters you have to use fighters and the P-D fighter defence systems. ALL other Weapons will be adjusted to reflect this change. Sats will be given the option to attack both. bases and WP's will be the same as ships. If the sweet players like this idea it will be done. Then the mod will be set up so it can be played with limitied resources as well. And the easy way to choose that will be in the map creation. When a player chooses limited resources game they generate a limited resource map. |
Re: Sweet Mod 2.1
it makes sense to me that WP's could hit fighters that are right next to the planet, ie straffing.
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Re: Sweet Mod 2.1
well they would have the option of installing PD
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Re: Sweet Mod 2.1
would also make sense for WP PD to be shortened.
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Re: Sweet Mod 2.1
Its damage decreases with range... and it only targets fighters... you need another one to target missles....
The balance has been adjusted in 2 to reflect that . In 1.51 Version Missle ships are very powerful. SO to counter this the PD has been improved a little to bring a little balance. I am very excited about getting the fighters up to speed as well. P.S. in the current Version 10 sats can take out a battle ship 60% of the time. Now think about that with the max unit per location set to 1000 |
Re: Sweet Mod 2.1
Good news Sweet MOD 3.0 Is currently being worked on.
Target Release date is End of March. Sweet Mod 3 is a major release . As Weapons will be changed over to the new combat model. Which should make for some interesting battles. |
Re: Sweet Mod 2.1
tesco thats nuts ;p
too much power in sat's - 1000 is just crazy |
Re: Sweet Mod 2.1
target date has been changed to end of may. due to computer or lack there of for the Last 6 weeks
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Sweet Mod 4.0
Well dusting off the old hard drive brought me back to the sweet mod series. Perhaps some people may remember the sweet games and the sweet mod... http://forum.shrapnelgames.com/images/smilies/happy.gif For those who do not know the sweet mod... well the sweet games on pbw are really really big... Huge empires, Huge Battles with weapons your not used to seeing in stock games.
Well its back and a few versons later. Almost ready for release. Just been working on it here and there over the past 15 months. What has been changed... Well the fighter concept was added. Mounts were tweaked , The vechile sizes were changed completely. The Armor and shielding system has been changed to a new system that I was going to use on the unique mod. Now you have to choose between 1 of 5 armor/shield traits in empire setup. So your race will now be on of the following 1 Armor 100 shields 20 - Powerful Armor limited shields 2 Armor 80 Shields 40 - Strong Armor weak shields 3 Armor 60 Shields 60 - average armor average shields 4 Armor 40 Shields 80 - weak armor strong shields 5 Armor 20 Shields 100 - limited armor powerful shields What does this do. Well all armor and shields and weapons and mounts are tied to the new armor/shield system. Armor races can develop powerful armor and armor weapons very quickly. They can develop shields and shield weapons slowly. The costs refect this as does the damage. The percentages also reflect the cost etc... So Say an Armor has the following traits Name := Armor I Description := Standard titanium armor used to protect a ship from physical damage. Pic Num := 28 Tonnage Space Taken := 10 Tonnage Structure := 30 Cost Minerals := 50 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 0 Restrictions := None General Group := Armor Family := 10 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Armor Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Armor Ability 1 Descr := Is damaged before any other components on a ship. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None The Person who picked 1 would have the Armor 1 as that. The player who picked 5 would have the following also it would take additional research points to reseach it. Name := Armor I Description := Standard titanium armor used to protect a ship from physical damage. Pic Num := 28 Tonnage Space Taken := 18 Tonnage Structure := 6 Cost Minerals := 90 Cost Organics := 0 Cost Radioactives := 0 Vehicle Type := Ship\Base\Sat\WeapPlat\Drone Supply Amount Used := 0 Restrictions := None General Group := Armor Family := 10 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Armor Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Armor Ability 1 Descr := Is damaged before any other components on a ship. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Weapon Type := None ( this is a concept that was brought about in conversations with randlew about how to make sure no race is the same in combat) The other major concept that was added was the removal of the advanced racial traits... they were then split between their weapons and facilites So now you can pick just organic facilities and crystaline weapons for instance.( The gandalph factor i like to call... as Gand believes that you need to take psyhic , temporal or organic to get the good weapons to win the game , so I split them out and priced them according to their weapons to add some additional fairness to the game ) Concepts as I work towards the Final Releasae verson 5.0 Another concept coming into play in the 4.1 revision is that races now must pick one of the following racial trait Carbon Based Life Form Mechandiod Computer Based Life Form I am still working on this idea and may scrap it all together. ( this is a ED Kolis idea from 2003... ) And the final concept I am working on for the Mod is the weapons core system. ( This is my idea... that i have been thinking about for a long long time ) This system will allow you to pick 2 direct fire beam weapons , 1 missle weapon , 1 projectile weapon and 1 aux weapon ( such as tractor beam, repulser beam , black hole generator etc... ) These weapons you get at cost through out the game. The other weapons that are not your core weapons will cost more to reasearch , build and store and will do less damage. To gain additional core weapons you would have to pick a advanced racial trait weapons family. |
Re: Sweet Mod 4.0
sounds interesting, is there a game for it do out soon, i've defeated all the empires in Atull game finally so i'm free.
hmm looks like playing a 3 tech race this time won't be needed in this. |
Re: Sweet Mod 4.0
it would not be a sweet game without you toddt. The mounts have been corrected as per your emails way back http://forum.shrapnelgames.com/images/smilies/happy.gif
The game will start with the release of 5.0 to test it. |
Re: Sweet Mod 4.0
I was looking over the sweet mod files and had an idea about mine cloaking levels. I posted the idea outside this thread, but thought it would work well in the sweet mod with its high number of scanner levles. Mine cloaking idea
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Re: Sweet Mod 4.0
I believe someone else did that (Ed Kolis?), but it was to make ppl use mine sizes other than small and or to reseacrh up to lvl5.
i already know of a devious use of the tech. http://forum.shrapnelgames.com/images/smilies/evil.gif that said given the size of minefields it would make for interesting twist, though based on what i did in another Sweet game, Tesco you had no idea what I was plotting back then, it wouldn't phase me. i had lvl 10 gravitic sensors by turn 110 i think and lvl 9 cloak and 2 turns away from lvl 10 cloaks, man was it nice, i could see everything and go any where unseen. There was a mine field as large as 309. and I was scanning every new ships design and running sims to test them as they appeared, i even had............. well any way the mine idea would make an interesting twist. |
Re: Sweet Mod 4.0
well the new sweet mod has cloaking that goes a little further.... I have debated about removing mines alltogether as they are rather cheezy in seiv As I do not believe they should detect cloaked ships and hit them.
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