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February 11th, 2004, 12:22 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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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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February 11th, 2004, 09:08 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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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February 25th, 2004, 05:31 PM
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General
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Join Date: Jul 2001
Location: Canada
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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.
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February 25th, 2004, 08:22 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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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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February 26th, 2004, 03:43 AM
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General
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Re: Sweet Mod 2.1
well they would have the option of installing PD
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Hey GUTB where did you go...???
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February 26th, 2004, 07:06 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Sweet Mod 2.1
would also make sense for WP PD to be shortened.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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February 26th, 2004, 06:26 PM
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General
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Join Date: Jul 2001
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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
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Hey GUTB where did you go...???
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March 8th, 2004, 06:21 PM
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General
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Join Date: Jul 2001
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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.
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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April 27th, 2004, 04:53 AM
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Sergeant
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Join Date: Dec 2002
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Re: Sweet Mod 2.1
tesco thats nuts ;p
too much power in sat's - 1000 is just crazy
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April 27th, 2004, 04:54 PM
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General
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Join Date: Jul 2001
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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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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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