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February 10th, 2004, 09:10 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
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...
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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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February 10th, 2004, 09:35 PM
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General
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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
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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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February 10th, 2004, 09:47 PM
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Shrapnel Fanatic
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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..
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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.
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February 10th, 2004, 11:51 PM
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General
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Re: Sweet Mod 2.1
SweetMod2.1.2
Updated with FQM Standard.
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
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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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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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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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.
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
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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