.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Sweet Mod 4.5 (http://forum.shrapnelgames.com/showthread.php?t=10735)

tesco samoa November 11th, 2003 11:20 PM

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 ]

The Canuck November 12th, 2003 04:28 AM

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

tesco samoa November 12th, 2003 04:44 AM

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...

Ed Kolis November 12th, 2003 04:50 AM

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 )

Deathstalker November 12th, 2003 05:09 AM

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 )

Ed Kolis November 12th, 2003 06:21 AM

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

Nodachi November 12th, 2003 01:20 PM

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

tesco samoa November 12th, 2003 01:59 PM

Re: Sweet Mod 2.1
 
Quote:

The Solar Sail is WAY too powerful, especially with the QNP... a 20kT component that gives you two to six *bonus* movement??? On larger ships it would take hundreds of kT of engines to get that much movement!
<font size="2" face="sans-serif, arial, verdana">Agreed. Will cut that in half

Quote:

What's the use of the Armor Plating component when there's a mount that does the same thing? (Or vice versa )
<font size="2" face="sans-serif, arial, verdana">The plating component is out of lazyness to fill in extra slots for normal armor... The mount needs to be researched and works on all armor.... But I see your point....

tesco samoa November 13th, 2003 02:03 AM

Re: Sweet Mod 2.1
 
Quote:

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.
<font size="2" face="sans-serif, arial, verdana">Yea I did. Do you think it would be a good fit to the game ???

Quote:

The 50% maintenance reduction on bases is missing its description...
<font size="2" face="sans-serif, arial, verdana">Added


Quote:

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
<font size="2" face="sans-serif, arial, verdana">Good Idea Ed. I will add that for 2.0.1

Quote:

Glancing at the comp enhancement file I noticed that none of the shield mounts actually have any effect on the amount of shielding produced.
<font size="2" face="sans-serif, arial, verdana">Nod i will look into that

Ed Kolis November 13th, 2003 02:49 AM

Re: Sweet Mod 2.1
 
Quote:

Originally posted by tesco samoa:
Yea I did. Do you think it would be a good fit to the game ???
<font size="2" face="sans-serif, arial, verdana">If you mean the specialized colony techs, don't ask me, I came up with the idea and I can't give you a fair and unbiased opinion! http://forum.shrapnelgames.com/images/icons/icon12.gif If you mean the ark ships, I guess they really aren't necessary since by the time you get a second colony tech you'll probably have cruisers anyway... but still, it's nice to have all your colony ships LOOK like colony ships, it's hard enough managing them already in a large empire http://forum.shrapnelgames.com/images/icons/icon12.gif

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 ]

tesco samoa November 15th, 2003 06:14 PM

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.

Fyron November 15th, 2003 06:55 PM

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

spoon November 15th, 2003 09:55 PM

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?

Fyron November 15th, 2003 09:58 PM

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).

Ed Kolis November 16th, 2003 02:23 AM

Re: Sweet Mod 2.1
 
Quote:

Originally posted by tesco samoa:
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.
<font size="2" face="sans-serif, arial, verdana">I don't think that will make much of a difference... even a Baseship hull only costs 1500 minerals, so what's another 150 organics and 300 radioactives compared to the cost of the components? http://forum.shrapnelgames.com/image...s/rolleyes.gif

Quote:

4) changed - Solar sails bonus movements are now 2 , 4 , 6
<font size="2" face="sans-serif, arial, verdana">Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron November 16th, 2003 06:34 AM

Re: Sweet Mod 2.1
 
Quote:

I tried the minimum income thing in settings.txt, but that didn't seem to do anything.
<font size="2" face="sans-serif, arial, verdana">If you generate 1 resource, you do not get the minimum empire generation. You only get that if you make absolutely no resources (on your own, not from trade treaties).

tesco samoa November 16th, 2003 06:54 PM

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.

Nodachi November 16th, 2003 11:29 PM

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

Suicide Junkie November 17th, 2003 02:01 AM

Re: Sweet Mod 2.1
 
Quote:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
4) changed - Solar sails bonus movements are now 2 , 4 , 6[/qb]
<font size="2" face="sans-serif, arial, verdana">Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! http://forum.shrapnelgames.com/images/icons/shock.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Personally, I reccommend having the sails produce standard movement.
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 ]

Fyron November 18th, 2003 12:08 AM

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 ]

tesco samoa November 25th, 2003 01:46 PM

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

tesco samoa February 7th, 2004 01:06 AM

Re: Sweet Mod 2.1
 
sweetmod2.1

Yep here it is

Baron Munchausen February 7th, 2004 02:07 AM

Re: Sweet Mod 2.1
 
Heh...

You didn't specify which Friday! http://forum.shrapnelgames.com/images/icons/icon10.gif

tesco samoa February 7th, 2004 02:08 AM

Re: Sweet Mod 2.1
 
i was waiting to see who would notice http://forum.shrapnelgames.com/images/icons/shock.gif

tesco samoa February 7th, 2004 02:10 AM

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.....

tesco samoa February 7th, 2004 02:13 AM

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.

tesco samoa February 7th, 2004 02:21 AM

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

tesco samoa February 7th, 2004 02:26 AM

Re: Sweet Mod 2.1
 
It is up on PBW

NO MORE SWEET GAMES

tesco samoa February 7th, 2004 02:33 AM

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

tesco samoa February 7th, 2004 08:27 AM

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

Fyron February 7th, 2004 08:58 AM

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

Krsqk February 7th, 2004 05:06 PM

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

mottlee February 7th, 2004 07:09 PM

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.

Fyron February 7th, 2004 07:48 PM

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.

mottlee February 9th, 2004 12:28 AM

Re: Sweet Mod 2.1
 
I get it when loading

Fyron February 9th, 2004 01:36 AM

Re: Sweet Mod 2.1
 
Is it an AI research file error? The mod is not designed for single player use.

tesco samoa February 9th, 2004 03:37 AM

Re: Sweet Mod 2.1
 
yes your right. I will add that to the ai research so it does not occur

tesco samoa February 9th, 2004 03:47 AM

Re: Sweet Mod 2.1
 
sweetmod2.1.1

Here you go no error any more

P.S. under one 1 meg

mottlee February 9th, 2004 05:23 PM

Re: Sweet Mod 2.1
 
Quote:

Originally posted by Imperator Fyron:
Is it an AI research file error? The mod is not designed for single player use.
<font size="2" face="sans-serif, arial, verdana">Dang not a single player??!! I guess I will get my butt kicked in PBW http://forum.shrapnelgames.com/images/icons/icon7.gif

Randallw February 10th, 2004 10:25 AM

Re: Sweet Mod 2.1
 
Quote:

Originally posted by tesco samoa:


But anyways if there is need for another sweet game I will start one right away. If not It will start in April

<font size="2" face="sans-serif, arial, verdana">In April you say. If it can start after I get back from my Easter Trip, I will have no problem joining.
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 ]

tesco samoa February 10th, 2004 01:52 PM

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.

Fyron February 10th, 2004 04:09 PM

Re: Sweet Mod 2.1
 
Quote:

P.S. Fyron you really need to make a pack and call it stellar pictures and include every space item and picture.
<font size="2" face="sans-serif, arial, verdana">Eh?

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.

tesco samoa February 10th, 2004 04:19 PM

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.

Fyron February 10th, 2004 04:56 PM

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.

tesco samoa February 10th, 2004 05:12 PM

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.

Fyron February 10th, 2004 06:52 PM

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.

tesco samoa February 10th, 2004 09:10 PM

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...

tesco samoa February 10th, 2004 09:35 PM

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

Fyron February 10th, 2004 09:47 PM

Re: Sweet Mod 2.1
 
Quote:

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..
<font size="2" face="sans-serif, arial, verdana">Please explain to me how an image mod pack would be any different than downloading FQM to get the images?

The point is that these images are very large. Various mirrors might not be able to host them, or be willing to host them.

tesco samoa February 10th, 2004 11:51 PM

Re: Sweet Mod 2.1
 
SweetMod2.1.2

Updated with FQM Standard.


All times are GMT -4. The time now is 06:24 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.