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  #21  
Old November 25th, 2003, 01:46 PM

tesco samoa tesco samoa is offline
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Default 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
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  #22  
Old February 7th, 2004, 01:06 AM

tesco samoa tesco samoa is offline
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Default Re: Sweet Mod 2.1

sweetmod2.1

Yep here it is
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  #23  
Old February 7th, 2004, 02:07 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Sweet Mod 2.1

Heh...

You didn't specify which Friday!
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  #24  
Old February 7th, 2004, 02:08 AM

tesco samoa tesco samoa is offline
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Default Re: Sweet Mod 2.1

i was waiting to see who would notice
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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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  #25  
Old February 7th, 2004, 02:10 AM

tesco samoa tesco samoa is offline
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Default 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.....
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  #26  
Old February 7th, 2004, 02:13 AM

tesco samoa tesco samoa is offline
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Default 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.
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  #27  
Old February 7th, 2004, 02:21 AM

tesco samoa tesco samoa is offline
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Default 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
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  #28  
Old February 7th, 2004, 02:26 AM

tesco samoa tesco samoa is offline
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Default Re: Sweet Mod 2.1

It is up on PBW

NO MORE SWEET GAMES
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  #29  
Old February 7th, 2004, 02:33 AM

tesco samoa tesco samoa is offline
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Default 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 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
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  #30  
Old February 7th, 2004, 08:27 AM

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Default 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
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