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tesco samoa
November 11th, 2003, 11:20 PM
Sweet Mod 2.0 is now in pre-release status.

Links to the mod will be added here.

SWEETMODFULL2.0 (http://www.tescosamoa.com/Shipsets/zips/MODS/sweetmod2.0full.rar ) FULL VERSION 56 megs

SWEETMODLITE2.0 (http://www.tescosamoa.com/Shipsets/zips/MODS/sweetmod2.0lite.rar ) 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
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
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
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
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
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
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
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

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
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 ???

The 50% maintenance reduction on bases is missing its description... <font size="2" face="sans-serif, arial, verdana">Added


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

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
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 ]

tesco samoa
November 15th, 2003, 06:14 PM
Ed. All Maintence is at 10% as per SJ's Maintence system in P&N. SJ can explain it...

2.0.1 Changes So far.


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


Now #3 is some thing I have been in dicussion with a few people over on the beginning of balance for resources.... This will force players to build more rads and Organics to support their ships.

Fyron
November 15th, 2003, 06:55 PM
Make components that would seem to require a lot of radioactives, like engines and energy based weapons, cost lots of rads and few mins. Make stuff that seems to rely completely on crew ability (such as psychic weapons) cost lots of organics, as well as stuff like life support and crew quarters, which should cost mostly organics cause they need organic stuff to support the crew. That is a pretty good start to balancing the resources. http://forum.shrapnelgames.com/images/icons/icon12.gif

spoon
November 15th, 2003, 09:55 PM
A related question: what's the best way to balance the amount of resources an empire makes from its homeworlds? For example, what's the best way to give a homeworld an extra 2k Organics and Rads each turn?

I tried the minimum income thing in settings.txt, but that didn't seem to do anything. And I didn't see a way to change the distribution of resource gathering facilities. If I make a special homeworld only facility (like a super-expensive spaceport that generates 2k organics and 2k rads), how do I prevent the ai from trying to build those spaceports all over the place?

Fyron
November 15th, 2003, 09:58 PM
Make the HW facilities come first in the file, and make the normal miners more "advanced" (ie: require more tech levels, even if many of those levels are redundant, such as two entries for Minerals Extraction 1).

Ed Kolis
November 16th, 2003, 02:23 AM
Originally posted by tesco samoa:
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.<font size="2" face="sans-serif, arial, verdana">I don't think that will make much of a difference... even a Baseship hull only costs 1500 minerals, so what's another 150 organics and 300 radioactives compared to the cost of the components? http://forum.shrapnelgames.com/images/smilies/rolleyes.gif


4) changed - Solar sails bonus movements are now 2 , 4 , 6<font size="2" face="sans-serif, arial, verdana">Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron
November 16th, 2003, 06:34 AM
I tried the minimum income thing in settings.txt, but that didn't seem to do anything. <font size="2" face="sans-serif, arial, verdana">If you generate 1 resource, you do not get the minimum empire generation. You only get that if you make absolutely no resources (on your own, not from trade treaties).

tesco samoa
November 16th, 2003, 06:54 PM
Nodachi it seems i found another bug in the 1.74 david g modder...

It removed the Shields := line from the text file.

Nodachi
November 16th, 2003, 11:29 PM
Ah, an outside source caused the error!

I figured it was either that or a 3am modding session! http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie
November 17th, 2003, 02:01 AM
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
4) changed - Solar sails bonus movements are now 2 , 4 , 6[/qb]<font size="2" face="sans-serif, arial, verdana">Back to 2/4/6? I thought you changed them to 1/2/3 at my suggestion... remember, with QNP, it can take a whole lot more than 20kT of engines to get those movement points! http://forum.shrapnelgames.com/images/icons/shock.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Personally, I reccommend having the sails produce standard movement.
Less speed per KT than normal engines, but they would use up zero supplies and be fairly inexpensive.

Makes for an alternate and compatible propulsion paradigm. Most useful for infinite-range scouts and local freighters on repeat orders, while warships that need peak efficiency speed generators can use regular engines.

[ November 17, 2003, 00:01: Message edited by: Suicide Junkie ]

Fyron
November 18th, 2003, 12:08 AM
You included the stock system graphics in the full file!!! No wonder it is 54 MBs! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif

AND you included the data_backup folder made by the SE4 Modder program. That is an additional waste of downloading bandwidth.

AND the Image Mod! The whole point of the Image Mod is to NOT include the images in your mod download, to cut down on wasted downloading time of downloading the same images over and over again...

[ November 17, 2003, 22:10: Message edited by: Imperator Fyron ]

tesco samoa
November 25th, 2003, 01:46 PM
ok the mod will be fixed for those little extras fyron...

So Friday will be the day of the next up load

tesco samoa
February 7th, 2004, 01:06 AM
sweetmod2.1 (http://www.tescosamoa.com/Shipsets/zips/MODS/sweetmod2.1.zip)

Yep here it is

Baron Munchausen
February 7th, 2004, 02:07 AM
Heh...

You didn't specify which Friday! http://forum.shrapnelgames.com/images/icons/icon10.gif

tesco samoa
February 7th, 2004, 02:08 AM
i was waiting to see who would notice http://forum.shrapnelgames.com/images/icons/shock.gif

tesco samoa
February 7th, 2004, 02:10 AM
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.....

tesco samoa
February 7th, 2004, 02:13 AM
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.

tesco samoa
February 7th, 2004, 02:21 AM
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/ultimatebb.cgi?ubb=get_topic&f=23&t=010362

tesco samoa
February 7th, 2004, 02:26 AM
It is up on PBW

NO MORE SWEET GAMES

tesco samoa
February 7th, 2004, 02:33 AM
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 http://forum.shrapnelgames.com/images/icons/icon9.gif 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

tesco samoa
February 7th, 2004, 08:27 AM
p.s. if any one wants to know why it is called sweet mod... it is due to the debate about sweet tea

Fyron
February 7th, 2004, 08:58 AM
LOL silly Canadians! No offense to Canadians... of course, Tesco was playing Star Trek instead of normal things like Cowboys and Indians when he was 7-8 years old, so he is rather messed up in the head. http://forum.shrapnelgames.com/images/icons/icon10.gif j/k

Krsqk
February 7th, 2004, 05:06 PM
7 Posts in a row for Tesco!!! Is that some sort of record? http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

mottlee
February 7th, 2004, 07:09 PM
DownLoaded, try to run, it seems I have another mod making trouble for me, Gas Giant colony tech can not find still working on it.

Fyron
February 7th, 2004, 07:48 PM
Did you select the racial trait "Gas World Natives"? The mod incorporates Ekolis' Colony Tech Mod, which is designed to prevent the ability to trade starting colony "techs", which are not really tradeable technologies.

mottlee
February 9th, 2004, 12:28 AM
I get it when loading

Fyron
February 9th, 2004, 01:36 AM
Is it an AI research file error? The mod is not designed for single player use.

tesco samoa
February 9th, 2004, 03:37 AM
yes your right. I will add that to the ai research so it does not occur

tesco samoa
February 9th, 2004, 03:47 AM
sweetmod2.1.1 (http://www.tescosamoa.com/Shipsets/zips/MODS/sweetmod2.1.zip)

Here you go no error any more

P.S. under one 1 meg

mottlee
February 9th, 2004, 05:23 PM
Originally posted by Imperator Fyron:
Is it an AI research file error? The mod is not designed for single player use. <font size="2" face="sans-serif, arial, verdana">Dang not a single player??!! I guess I will get my butt kicked in PBW http://forum.shrapnelgames.com/images/icons/icon7.gif

Randallw
February 10th, 2004, 10:25 AM
Originally posted by tesco samoa:


But anyways if there is need for another sweet game I will start one right away. If not It will start in April <font size="2" face="sans-serif, arial, verdana">In April you say. If it can start after I get back from my Easter Trip, I will have no problem joining.
PS. As long as I don't get stuck in the corner, next to the Chaos for the third time in a row http://forum.shrapnelgames.com/images/icons/icon7.gif .

[ February 10, 2004, 08:27: Message edited by: Randallw ]

tesco samoa
February 10th, 2004, 01:52 PM
Those who wish to play this game with AI please note that if the default ai has a research text file that mods will use it. ( Ie. you use 2001 race and in the 2001 race directory is a 2001_researach.txt

And you will get errors. This is the same with any mod that is not standard.

What you need to do is create that race directory in the mod and copy the default_ai_reserach.txt over and rename it to that empire.

This will also clear up PBW games that are having this problem. ( IE any mod that is not using all the standard components , reseach or facilities )
P.S. Thanks to ToddT this has been determined and tested.

Also the system maps are FQM 2.08 So make sure you have the latest planet pack installed.

P.S. Fyron you really need to make a pack and call it stellar pictures and include every space item and picture.

Fyron
February 10th, 2004, 04:09 PM
P.S. Fyron you really need to make a pack and call it stellar pictures and include every space item and picture. <font size="2" face="sans-serif, arial, verdana">Eh?

Please make a website for this mod or something on tescosamoa.com so that that can be added to the Mods Listing on Malfador.com, rather than having to update the link every time to the latest zip file.

tesco samoa
February 10th, 2004, 04:19 PM
fyron you got your attenas crossed there.

that was in response to some of the pictures from fqm 2.08...

as those who have not updated their pictures to the latest image packs will have problems with pictures...

What I was saying is that you need to create a image pack for all the space pictures.

your responce to me there was about me sending you an update to the sweet mod for the malfador site.

Which I will create one when I have some time.

Fyron
February 10th, 2004, 04:56 PM
No, my response was "Eh?" The other bit was a disjointed request made in the same post. No crossing of antennas. I did use a paragraph break, afterall. http://forum.shrapnelgames.com/images/icons/tongue.gif

Anyways... that Image Pack would be some 42 MBs or so. Not much smaller than Image Mod Planet Pack + downloading FQM Deluxe. But it would eat up a conisderably chunk of server space... I think the current method is fine.

tesco samoa
February 10th, 2004, 05:12 PM
I think that the FQM pictures etc... should be added to image mod as they are a common item among many mods....

Is this not one of our goals to commonize stuff to cut down on the sizes...

Let me know cause if not I will have to add what pictures are needed to run the fqm delux on this mod or think about removing it.

Fyron
February 10th, 2004, 06:52 PM
I don't think making an image mod pack of system images would be very practical... the only mods that use these images are those that incorporate FQM Deluxe anyways. Just point people to get FQM Deluxe and it is pretty much the same as having an image mod pack.

tesco samoa
February 10th, 2004, 09:10 PM
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...

tesco samoa
February 10th, 2004, 09:35 PM
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

Fyron
February 10th, 2004, 09:47 PM
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.. <font size="2" face="sans-serif, arial, verdana">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.

tesco samoa
February 10th, 2004, 11:51 PM
SweetMod2.1.2 (http://www.tescosamoa.com/Shipsets/zips/MODS/sweetmod2.1.zip)

Updated with FQM Standard.

Paul1980au
February 11th, 2004, 12:22 AM
Good to see the ongoing work guys keep up the excellent modding.

Fyron
February 11th, 2004, 09:08 AM
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...

tesco samoa
February 25th, 2004, 05:31 PM
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.

narf poit chez BOOM
February 25th, 2004, 08:22 PM
it makes sense to me that WP's could hit fighters that are right next to the planet, ie straffing.

tesco samoa
February 26th, 2004, 03:43 AM
well they would have the option of installing PD

narf poit chez BOOM
February 26th, 2004, 07:06 AM
would also make sense for WP PD to be shortened.

tesco samoa
February 26th, 2004, 06:26 PM
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

tesco samoa
March 8th, 2004, 06:21 PM
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.

Cirvol
April 27th, 2004, 04:53 AM
tesco thats nuts ;p

too much power in sat's - 1000 is just crazy

tesco samoa
April 27th, 2004, 04:54 PM
target date has been changed to end of may. due to computer or lack there of for the Last 6 weeks

tesco samoa
May 7th, 2005, 11:19 AM
Well dusting off the old hard drive brought me back to the sweet mod series. Perhaps some people may remember the sweet games and the sweet mod... http://forum.shrapnelgames.com/images/smilies/happy.gif For those who do not know the sweet mod... well the sweet games on pbw are really really big... Huge empires, Huge Battles with weapons your not used to seeing in stock games.

Well its back and a few versons later. Almost ready for release. Just been working on it here and there over the past 15 months.

What has been changed...

Well the fighter concept was added. Mounts were tweaked , The vechile sizes were changed completely.

The Armor and shielding system has been changed to a new system that I was going to use on the unique mod. Now you have to choose between 1 of 5 armor/shield traits in empire setup. So your race will now be on of the following
1 Armor 100 shields 20 - Powerful Armor limited shields
2 Armor 80 Shields 40 - Strong Armor weak shields
3 Armor 60 Shields 60 - average armor average shields
4 Armor 40 Shields 80 - weak armor strong shields
5 Armor 20 Shields 100 - limited armor powerful shields

What does this do. Well all armor and shields and weapons and mounts are tied to the new armor/shield system. Armor races can develop powerful armor and armor weapons very quickly. They can develop shields and shield weapons slowly. The costs refect this as does the damage. The percentages also reflect the cost etc... So Say an Armor has the following traits

Name := Armor I
Description := Standard titanium armor used to protect a ship from physical damage.
Pic Num := 28
Tonnage Space Taken := 10
Tonnage Structure := 30
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 10
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None

The Person who picked 1 would have the Armor 1 as that. The player who picked 5 would have the following also it would take additional research points to reseach it.

Name := Armor I
Description := Standard titanium armor used to protect a ship from physical damage.
Pic Num := 28
Tonnage Space Taken := 18
Tonnage Structure := 6
Cost Minerals := 90
Cost Organics := 0
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Armor
Family := 10
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Armor
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Armor
Ability 1 Descr := Is damaged before any other components on a ship.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Weapon Type := None
( this is a concept that was brought about in conversations with randlew about how to make sure no race is the same in combat)
The other major concept that was added was the removal of the advanced racial traits... they were then split between their weapons and facilites So now you can pick just organic facilities and crystaline weapons for instance.( The gandalph factor i like to call... as Gand believes that you need to take psyhic , temporal or organic to get the good weapons to win the game , so I split them out and priced them according to their weapons to add some additional fairness to the game )
Concepts as I work towards the Final Releasae verson 5.0
Another concept coming into play in the 4.1 revision is that races now must pick one of the following racial trait

Carbon Based Life Form
Mechandiod
Computer Based Life Form
I am still working on this idea and may scrap it all together. ( this is a ED Kolis idea from 2003... )

And the final concept I am working on for the Mod is the weapons core system. ( This is my idea... that i have been thinking about for a long long time )

This system will allow you to pick 2 direct fire beam weapons , 1 missle weapon , 1 projectile weapon and 1 aux weapon ( such as tractor beam, repulser beam , black hole generator etc... )
These weapons you get at cost through out the game. The other weapons that are not your core weapons will cost more to reasearch , build and store and will do less damage. To gain additional core weapons you would have to pick a advanced racial trait weapons family.

ToddT
May 8th, 2005, 11:44 PM
sounds interesting, is there a game for it do out soon, i've defeated all the empires in Atull game finally so i'm free.
hmm looks like playing a 3 tech race this time won't be needed in this.

tesco samoa
May 9th, 2005, 09:54 AM
it would not be a sweet game without you toddt. The mounts have been corrected as per your emails way back http://forum.shrapnelgames.com/images/smilies/happy.gif

The game will start with the release of 5.0 to test it.

Emperor's Child
May 9th, 2005, 01:38 PM
I was looking over the sweet mod files and had an idea about mine cloaking levels. I posted the idea outside this thread, but thought it would work well in the sweet mod with its high number of scanner levles. Mine cloaking idea (http://www.shrapnelcommunity.com/threads/showthreaded.php?Number=353188)

ToddT
May 9th, 2005, 07:14 PM
I believe someone else did that (Ed Kolis?), but it was to make ppl use mine sizes other than small and or to reseacrh up to lvl5.
i already know of a devious use of the tech. http://forum.shrapnelgames.com/images/smilies/evil.gif
that said given the size of minefields it would make for interesting twist, though based on what i did in another Sweet game, Tesco you had no idea what I was plotting back then, it wouldn't phase me. i had lvl 10 gravitic sensors by turn 110 i think and lvl 9 cloak and 2 turns away from lvl 10 cloaks, man was it nice, i could see everything and go any where unseen. There was a mine field as large as 309. and I was scanning every new ships design and running sims to test them as they appeared, i even had............. well any way the mine idea would make an interesting twist.

tesco samoa
May 9th, 2005, 07:58 PM
well the new sweet mod has cloaking that goes a little further.... I have debated about removing mines alltogether as they are rather cheezy in seiv As I do not believe they should detect cloaked ships and hit them.