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Sweet Mod 4.5
Sweet Mod 2.0 is now in pre-release status.
Links to the mod will be added here. SWEETMODFULL2.0 FULL VERSION 56 megs SWEETMODLITE2.0 LITE VERSION ONLY 1 MEG Download the full Version only if you do not have all the latest image packs.... Or if your getting an error with any pictures. Please post your comments / concerns / suggestions here. PBW test game invites will be sent out later for when PBW is back up and running. The game will be to test the mod. So all aspects will be used. [ February 07, 2004, 00:21: Message edited by: tesco samoa ] |
Re: Sweet Mod 2.1
first reply http://forum.shrapnelgames.com/images/icons/icon10.gif ... anyways is this a single player mod as well? looks great anywho
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Re: Sweet Mod 2.1
hi no. this is a multi player one. Perhaps down the road but the mod is built around pbw suggestions...
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Re: Sweet Mod 2.1
Something seems to be wrong with your URL tag, Tesco - I think it has to be lowercase. Either that or take away the space after the filename...
(And you'd HAVE to use a RAAAAR archive, wouldn't you, Domokun fanboy http://forum.shrapnelgames.com/images/icons/tongue.gif ) |
Re: Sweet Mod 2.1
DUDE!!!....SWEET!!! (um, sorry, couldn't resist http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif )
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Re: Sweet Mod 2.1
Just looking at the data files...
What's the use of the Armor Plating component when there's a mount that does the same thing? (Or vice versa http://forum.shrapnelgames.com/images/icons/icon12.gif ) The Solar Sail is WAY too powerful, especially with the QNP... a 20kT component that gives you two to six *bonus* movement??? http://forum.shrapnelgames.com/images/icons/shock.gif On larger ships it would take hundreds of kT of engines to get that much movement! I see you used my "planet type natives" from the Colony Tech Mod... but you seem to have left out the 500kT Ark Ship (tech level 3 of ship construction) , a larger Version of the Colony Ship designed to carry the non-native modules or serve as a colony ship with extra space for components. The 50% maintenance reduction on bases is missing its description... Weapons with a modifier to hit really ought to have some sort of fake ability or something in their description saying so, especially since you tweaked the PD to-hit chances http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Sweet Mod 2.1
Glancing at the comp enhancement file I noticed that none of the shield mounts actually have any effect on the amount of shielding produced.
Am I missing something here? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Sweet Mod 2.1
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edit: oh yeah... since emissive ability doesn't work for units, the Small Emissive Armor is useless - it has less HP/kT than regular armor and costs more, too! [ November 13, 2003, 00:52: Message edited by: Ed Kolis ] |
Re: Sweet Mod 2.1
Ed. All Maintence is at 10% as per SJ's Maintence system in P&N. SJ can explain it...
2.0.1 Changes So far. 1) added the new FQM 2.08 Mod 2) added the 500 kt Colony Arc Ship to transport the 400 KT colony component 3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game. 4) changed - Solar sails bonus movements are now 2 , 4 , 6 Now #3 is some thing I have been in dicussion with a few people over on the beginning of balance for resources.... This will force players to build more rads and Organics to support their ships. |
Re: Sweet Mod 2.1
Make components that would seem to require a lot of radioactives, like engines and energy based weapons, cost lots of rads and few mins. Make stuff that seems to rely completely on crew ability (such as psychic weapons) cost lots of organics, as well as stuff like life support and crew quarters, which should cost mostly organics cause they need organic stuff to support the crew. That is a pretty good start to balancing the resources. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Sweet Mod 2.1
A related question: what's the best way to balance the amount of resources an empire makes from its homeworlds? For example, what's the best way to give a homeworld an extra 2k Organics and Rads each turn?
I tried the minimum income thing in settings.txt, but that didn't seem to do anything. And I didn't see a way to change the distribution of resource gathering facilities. If I make a special homeworld only facility (like a super-expensive spaceport that generates 2k organics and 2k rads), how do I prevent the ai from trying to build those spaceports all over the place? |
Re: Sweet Mod 2.1
Make the HW facilities come first in the file, and make the normal miners more "advanced" (ie: require more tech levels, even if many of those levels are redundant, such as two entries for Minerals Extraction 1).
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Re: Sweet Mod 2.1
Nodachi it seems i found another bug in the 1.74 david g modder...
It removed the Shields := line from the text file. |
Re: Sweet Mod 2.1
Ah, an outside source caused the error!
I figured it was either that or a 3am modding session! http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Sweet Mod 2.1
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Less speed per KT than normal engines, but they would use up zero supplies and be fairly inexpensive. Makes for an alternate and compatible propulsion paradigm. Most useful for infinite-range scouts and local freighters on repeat orders, while warships that need peak efficiency speed generators can use regular engines. [ November 17, 2003, 00:01: Message edited by: Suicide Junkie ] |
Re: Sweet Mod 2.1
You included the stock system graphics in the full file!!! No wonder it is 54 MBs! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif
AND you included the data_backup folder made by the SE4 Modder program. That is an additional waste of downloading bandwidth. AND the Image Mod! The whole point of the Image Mod is to NOT include the images in your mod download, to cut down on wasted downloading time of downloading the same images over and over again... [ November 17, 2003, 22:10: Message edited by: Imperator Fyron ] |
Re: Sweet Mod 2.1
ok the mod will be fixed for those little extras fyron...
So Friday will be the day of the next up load |
Re: Sweet Mod 2.1
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Re: Sweet Mod 2.1
i was waiting to see who would notice http://forum.shrapnelgames.com/images/icons/shock.gif
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Re: Sweet Mod 2.1
2.0.1
1) added the new FQM 2.08 Mod 2) added the 500 kt Colony Arc Ship to transport the 400 KT colony component 3) Added . All ships, bases now have cost in all 3 resources as follows. Organics is 10% of mineral. Rads are 20% of mineral. This is an experiment to see if it adds to resource balance in the game. 4) changed - Solar sails bonus movements are now 2 , 4 , 6 2.1.0 1) changed all facilities to cost all 3 resources 2) added a zero to each intel project 3) fixed counter intel 2 and 3 4) fixed phased shields 5) changed pd to 20 kt all the way through 5) changed solar sails bonus back to 1,2,3 6) added some additional deathstaker mounts 7) added weapons comparison text file Those are the notes..... |
Re: Sweet Mod 2.1
I forgot.
I also decreased the % of resources on planets to 150 As in the current sweet games you really do not need to upgrade your resource gathering. The Beta test game will be set up today. And the invite will be going out to the current sweet players first to test the latest Version of the mod out. Not a beta test like most mods... It will be a full game. Winner take all. Mistakes will be fixed along the way. |
Re: Sweet Mod 2.1
Game description
ONLY JOIN IF INVITED. Starting resources: 100000 Starting planets: 3 Home planet value: Good Score display: Own Technology level: Low Racial points: 3000 Quadrant type: TYPE Quadrant size: Large Event frequency: Low Event severity: Medium Technology cost: Low (it is a test ) Victory conditions: Winner of One Maximum units: max Maximum ships: max Computer players: na Computer difficulty: High Computer player bonus: High Neutral empires: No Other game settings: Its a Sweet Test game. 2.1.0 is the test. Object is to play a game and test at the same time. Openly dicuss what you like and dislike. How to improve the mod and report bugs. But play a real game at the same time. Official forums for talking are http://www.tescosamoa.com/seiv/ http://www.shrapnelgames.com/cgi-bin...&f=23&t=010362 |
Re: Sweet Mod 2.1
It is up on PBW
NO MORE SWEET GAMES |
Re: Sweet Mod 2.1
I will create an open game as well if people are intereseted. I currently have invited players who played the sweet games and have asked to help out with the mod.
I may have missed some people as well http://forum.shrapnelgames.com/images/icons/icon9.gif on the email. I hope not... But anyways if there is need for another sweet game I will start one right away. If not It will start in April |
Re: Sweet Mod 2.1
p.s. if any one wants to know why it is called sweet mod... it is due to the debate about sweet tea
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Re: Sweet Mod 2.1
LOL silly Canadians! No offense to Canadians... of course, Tesco was playing Star Trek instead of normal things like Cowboys and Indians when he was 7-8 years old, so he is rather messed up in the head. http://forum.shrapnelgames.com/images/icons/icon10.gif j/k
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Re: Sweet Mod 2.1
7 Posts in a row for Tesco!!! Is that some sort of record? http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Sweet Mod 2.1
DownLoaded, try to run, it seems I have another mod making trouble for me, Gas Giant colony tech can not find still working on it.
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Re: Sweet Mod 2.1
Did you select the racial trait "Gas World Natives"? The mod incorporates Ekolis' Colony Tech Mod, which is designed to prevent the ability to trade starting colony "techs", which are not really tradeable technologies.
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Re: Sweet Mod 2.1
I get it when loading
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Re: Sweet Mod 2.1
Is it an AI research file error? The mod is not designed for single player use.
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Re: Sweet Mod 2.1
yes your right. I will add that to the ai research so it does not occur
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PS. As long as I don't get stuck in the corner, next to the Chaos for the third time in a row http://forum.shrapnelgames.com/images/icons/icon7.gif . [ February 10, 2004, 08:27: Message edited by: Randallw ] |
Re: Sweet Mod 2.1
Those who wish to play this game with AI please note that if the default ai has a research text file that mods will use it. ( Ie. you use 2001 race and in the 2001 race directory is a 2001_researach.txt
And you will get errors. This is the same with any mod that is not standard. What you need to do is create that race directory in the mod and copy the default_ai_reserach.txt over and rename it to that empire. This will also clear up PBW games that are having this problem. ( IE any mod that is not using all the standard components , reseach or facilities ) P.S. Thanks to ToddT this has been determined and tested. Also the system maps are FQM 2.08 So make sure you have the latest planet pack installed. P.S. Fyron you really need to make a pack and call it stellar pictures and include every space item and picture. |
Re: Sweet Mod 2.1
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Please make a website for this mod or something on tescosamoa.com so that that can be added to the Mods Listing on Malfador.com, rather than having to update the link every time to the latest zip file. |
Re: Sweet Mod 2.1
fyron you got your attenas crossed there.
that was in response to some of the pictures from fqm 2.08... as those who have not updated their pictures to the latest image packs will have problems with pictures... What I was saying is that you need to create a image pack for all the space pictures. your responce to me there was about me sending you an update to the sweet mod for the malfador site. Which I will create one when I have some time. |
Re: Sweet Mod 2.1
No, my response was "Eh?" The other bit was a disjointed request made in the same post. No crossing of antennas. I did use a paragraph break, afterall. http://forum.shrapnelgames.com/images/icons/tongue.gif
Anyways... that Image Pack would be some 42 MBs or so. Not much smaller than Image Mod Planet Pack + downloading FQM Deluxe. But it would eat up a conisderably chunk of server space... I think the current method is fine. |
Re: Sweet Mod 2.1
I think that the FQM pictures etc... should be added to image mod as they are a common item among many mods....
Is this not one of our goals to commonize stuff to cut down on the sizes... Let me know cause if not I will have to add what pictures are needed to run the fqm delux on this mod or think about removing it. |
Re: Sweet Mod 2.1
I don't think making an image mod pack of system images would be very practical... the only mods that use these images are those that incorporate FQM Deluxe anyways. Just point people to get FQM Deluxe and it is pretty much the same as having an image mod pack.
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Re: Sweet Mod 2.1
or we can get a additon to the image mod for those images... so others can use the fqm deluxe in their mods as well...
so people do not have to add your images to their mod or download the fqm deluxe mod and move the images out of the fqm deluxe mod into the standard directory.. Come to think of it... I will just update the mod and remove the fqm deluxe stuff and go to the standard so I will not have this problem and the hassles of explaining it to everyone. Which is what I do not want to do. As FQM deluxe rocks... |
Re: Sweet Mod 2.1
posting reminder to myself ... StellarAbilityTypes.txt and set the chances for the damaging WPs to 0
For the change. Yea I know I can email myself... But this also lets people know those damaging warp points are not in the mod |
Re: Sweet Mod 2.1
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The point is that these images are very large. Various mirrors might not be able to host them, or be willing to host them. |
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