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-   -   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 ]


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