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-   -   New Sweet Mod is out (http://forum.shrapnelgames.com/showthread.php?t=9907)

tesco samoa July 11th, 2003 05:05 AM

New Sweet Mod is out
 
1057895784.zip

This is a PBW mod.... People seem to enjoy playing it.

This is a mod in work... As each game is played new suggestions are added.

Those who play the sweet games ask for additional stuff... and it is added http://forum.shrapnelgames.com/images/icons/icon7.gif

Look for 2 new sweet games coming up within the next two months.

History

ver 1.0

1) removed DUC, APB, PPB, MB, Quantum Reactors and Stellar Manu.
2) increased cost of ancient race to 5000 points

Ver 1.1

1) Added FQM mod 2.04 and deathstalkers mount mod
2)added monoliths (now you need level 4 of mineral , organic and rads ) value starts at 800 per resource

ver 1.2

1) added usm 1.01

ver 1.3

Brach for Sweet ancients ( only Version 1.3)
1)increased cost of ice and gas colony by 2x
2) removed all unique ruins traits and added them to the current tech trees
3) removed talisman and made it a standard mount.
4)Intel is adjusted as follows
Level 1
Ship Blueprints, Covert Recon
Census Thefts, Unit Blueprints
Counter - Intelligence Level 1
Level 2
Ship Bomb,Engine Damage,Fuel Leak
Cargo Bomb,Order Snafu
Level 3
Queue Concentrations,Embassy Taps
Empire Star Charts,Empire Archives
Communications Taps
Force Concentrations
Tech Reports
Level 4
Crew Rotation,Resource Procurement
Counter - Intelligence Level 2
Level 5
Technological Espionage,Technological Sabotage
Intelligence Sabotage,Communication Interceptors
Level 6
Ground Contamination,Weather Disruptions
Food Contamination,Cargo Maintenance Problems
Industrial Sabotage
Level 7
Anarchy Groups,Economic Disruption,Trade Disruption
Counter - Intelligence Level 3
Level 8
Crew Insurrection
Level 9
Communications Mimic
Level 10
Puppet Political Parties

Ver 1.4

1) changed ice and gas back to stock values
2) added qn space travel
2a) ion has 2 movement points
2b) contra has 3 movement points
2c)jack has 5 movement points
2d) quantum has 7 movement points
2e) solar sail starts at 2 and increase by 2 for each level
3) ships max engines is 35 and values goes as follows
3a) es = 3 engines per move
3a) fg = 4 engines per move
3a) ds = 5 engines per move
3a) ls =7 engines per move
3a) cr = 10 engines per move
3a) bc = 12 engines per move
3a) bb = 15 engines per move
3a) dn = 20 engines per move
3a) ba = 25 engines per move
3a) lx = 10 engines per move
3a) cx = 12 engines per move
3a) hx = 14 engines per move
3a) cl =4 engines per move
3a) st = 4 engines per move
3a) mt = 8 engines per move
3a) lt = 12 engines per move
Units
3a) fs = 1 engines per move
3a) fm = 2 engines per move
3a) fl = 3 engines per move
3a) rs = 1 engines per move
3a) rm = 2 engines per move
3a) rl = 3 engines per move

ver 1.5

1)increased size of units as follows
1a)fs= 25 kt
1a)fm= 30 kt
1a)fl= 35 kt
1a)ss= 100 kt
1a)sm= 150 kt
1a)sl= 200 kt
1a)rs= 120 kt
1a)rm= 160 kt
1a)rl= 200 kt

2) increased storage for the unit launch components to match the new sizes

3) added armor plating
3a) 1kt size componet for filling in space ( 1/10 the value of regular armor )

4) added shield regeneration to shields and phased shields
4a) increased the values of the shield generation for shields and phased shields

5) increased the abilities of all seeker weapons ( they increase in speed , damage resistance , decrease in size and fire rate ) per level

6) point defence cannons decrease damage at range and increase in size per level

7) climate control now goes to level 5
8) atmosphere now goes 5 levels and the final planet change atmosphere is 1 year
9) advanced military science now costs 50000 per level

10) increased cloaking to 10 levels
11) increased only hyper optics , gravitic and tachyon sensors to counter this

12) changed planet size values as follows
name , max fac max domed
tiny , 6 , 4
small , 12 , 8
med, 18, 12
large 24,16
huge 30,20

this is to counter population swapping as the increase is minumal.

13)Increased the cost of advanced storage techniuqes to 1500 points EDIT : NOT IMPLIMENTED

14) increased minimum empire storage to 75kt
15) increased trade percentage to 50 %
16) decreased maintence cost to 10%

[ July 12, 2003, 15:25: Message edited by: tesco samoa ]

Suicide Junkie July 11th, 2003 05:11 AM

Re: New Sweet Mod is out
 
Quote:

16) decreased maintence cost to 10%
<font size="2" face="Verdana, Helvetica, sans-serif">Are you going to fix the maintenance reduction trait as in P&N PBW?

IE:
Base maintenance = 100%
max. purchasable maintenance reduction to +50% or more.

All hulls have the base-style maintenance reduction of 90% (95% for bases)

Thus, a maintenance reduction of +10% will leave you paying 9% maintenance instead of 10% maintenance (or 0% maintenance)

tesco samoa July 11th, 2003 05:54 AM

Re: New Sweet Mod is out
 
doh...

yes i will use that idea... thanks sj

done.

[ July 11, 2003, 04:58: Message edited by: tesco samoa ]

Fyron July 11th, 2003 06:48 AM

Re: New Sweet Mod is out
 
Quote:

1) added usm 1.01
<font size="2" face="Verdana, Helvetica, sans-serif">FQM Deluxe has the latest Version of USM built in.

Quote:

15) increased trade percentage to 50 %
<font size="2" face="Verdana, Helvetica, sans-serif">Isn't that just a tad excessive? http://forum.shrapnelgames.com/images/icons/shock.gif

[ July 11, 2003, 05:53: Message edited by: Imperator Fyron ]

Atrocities July 11th, 2003 06:49 AM

Re: New Sweet Mod is out
 
This sounds like a great mod for PBW, but if you have removed "1) removed DUC, APB, PPB, MB, Quantum Reactors and Stellar Manu." What is left?

Arming my ships with Rock throwers and spear chuckers.

Fyron July 11th, 2003 06:58 AM

Re: New Sweet Mod is out
 
Racial weapons, torpedos, GHB, etc. Plenty of weapons. Just the uber ones are gone. http://forum.shrapnelgames.com/images/icons/icon12.gif

That part started with my idea to disable MB, PPB and APB and require players to take 2 racial tech traits.

[ July 11, 2003, 05:59: Message edited by: Imperator Fyron ]

tesco samoa July 11th, 2003 03:41 PM

Re: New Sweet Mod is out
 
At. I have never played the mod... So i do not know what the players are using in the mid to late stages of the game.

Perhaps some of them can answer.

Most take at least one advanced racial tech tree.

Gandalph July 11th, 2003 09:00 PM

Re: New Sweet Mod is out
 
In the first sweet game, I took no racial trait. I used GHB's w/repulser, and Rippers w/repulser, and Torpedoes. I got my arse handed to me when I thought I was all powerful. Won't make that mistake again.

In another sweet game, I took Crystal/Religious and I am doing OK. Crystal is a bad race. Yes it's nice to combine War shrine, death shrine, and crystal (shield boost) facility, but think about it. They only work when you are fighting in your own system. When this happens, you are usually not far from death.

The viable way to play these sweet games, IMHO, is with Organic, Psychic, or Temporal as these racial weapons are very good indeed.

Fyron July 11th, 2003 09:07 PM

Re: New Sweet Mod is out
 
Quote:

Yes it's nice to combine War shrine, death shrine, and crystal (shield boost) facility, but think about it. They only work when you are fighting in your own system. When this happens, you are usually not far from death.
<font size="2" face="Verdana, Helvetica, sans-serif">This is why I have weakened Component Versions of some of these facilities in Adamant Mod. http://forum.shrapnelgames.com/images/icons/icon12.gif

Captain Kwok July 12th, 2003 07:50 AM

Re: New Sweet Mod is out
 
I was trying to find a place to download the mod - so I checked the official mod list and could not find this mod listed. This is strange. http://forum.shrapnelgames.com/images/icons/tongue.gif


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