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Re: Mod List
[Although this Mod is also in the Mod Download section, I figured I would "stick" it here as well since I recently received some e-mails asking for it.]
Tampa_Gamer Sound Mod 1.40 Space Empires IV Gold Version 1.xx (Compatable with all future Versions) March 6, 2002 (verified February 1, 2003) Tampa_Gamer Sounds Mod 1.40 This sound mod will replace almost all of your 60 original sound files. I have gone through the new Gold sounds and merged the ones I liked with my previous sound mod. This mod was created primarily with new sounds but also incorporates some of the sounds from two "sound mods" posted previously here (one by Tenryu and the other by ?). Some of the racial-specific weapon sounds (like the acid globule, enveloping acid, etc.) from the mod posted by Tenryu were created by C. Schaefer for Cyber Warrior and used with the permission of CyberWarrior, Inc. Link Tampa_Gamer Sounds Mod 1.40 Note - this mod is fine to use with the TDM-ModPack, simply place the sounds (wav. files)in the the "TDM-ModPack\Sounds\New" subdirectory (create one if not there). Have Fun! -Tampa_Gamer [ February 01, 2003, 17:42: Message edited by: Tampa_Gamer ] |
Re: Mod List
Proportions
Proportions makes large changes to the proportions of economy and development in Space Empires IV. The scale of several aspects of play have been made more realistic, along with various other changes. A lengthy description of the original design and the long Version history is available from the Proportions mod web page. [ February 11, 2003, 20:11: Message edited by: PvK ] |
Re: Mod List
DEVNULL MOD GOLD
A complete description is maintained here: http://www.jeffleggett.com/devnull.html Binford |
Re: Mod List
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Re: Mod List
Spawned by a discussion on game balance theory, where Rock-Paper-Scissors was used as an example for both "no ultimate weapons" and "completely pointless", this mod goes to show that you can have your cake and eat it too.
With only three possible ship designs, and each one corresponding to Rock Paper or scissors, the mod is perfectly balanced in a "by definition" way. The outcome of the game is also non-trivial and non-random, since you are allowed to have more than one ship at a time, and can manouever them around the map, setting up ambushes and decoys while building specifically to counter the ships you know your enemy has built. http://www.shrapnelgames.com/cgi-bin...;f=23;t=008609 The Rock-Paper-Scissors mod (complete) RPS mod files.zip Blue and Yellow Bonus RPS shipsets.zip [ August 15, 2003, 10:13: Message edited by: Mephisto ] |
Re: Mod List
Imagemod mod (instant action).zip (90kb)
(Extract to your SE4 folder, and its ready to play) Sets up unmodded game weapons to use all kinds of animations from the imagemod combatpack. Most weapons have a unique animation for every 1 or 2 tech levels! Also, many facility images changed to use facilitypack images. See your scientists go from a dusty old university, to a shiny tower, to a futuristic lab, and more. [ April 11, 2003, 16:19: Message edited by: Suicide Junkie ] |
Re: Mod List
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AI CAMPAIGN v2.90 UPGRADE ~now available for download~ ===================== Conceptual: NEW* Commercial Income Value assigned on some facilities with AIC Finite Module. NEW* Organics are abundant and Radioactives are more rare in the AIC Universe. However all Industrial Space yards always receive priority of all goods. Improved* Finite Friendly (Dual plus) Race Class CCs~ DESdinova Lowered some AI's income in the AI Balance Module . Revised some Imperial Trade Income Values for AIC Finite Economics Module. Some revisions in AIC Tactical Fighter Module. Lowered Some AI Mine Sweeping Abilities in AIC AI Balance Module. Adjusted AI (theoretical AI intertraded) Colonizer Modules in AIC AI Balance Module. Lowered AI Open Warp distance in AI Balance Mod. Human Player Evolution rate increased about 10-20% overall. Added AIC General Trait-Tie Racial Construction to Settlements. Facilities: NEW* Racial class Settlements. NEW* Planet Lore for the Organic Race. NEW* Religious Culture Center for the Human Player. Revised Urban Family Progressions and costs. Added another Nature Shrine Level for Religious Races. Added more Abilities to all Culture Centers. Increased level 2 and 3 Research Facilities about 25%. Lowered Construction cost of Resupply Depot 20% It is also faster to build a Space Port also about 25%. Components: NEW* Repair Base Station Component's ~ Des and PTF NEW* Miniaturized Life Support replacing HLS ~ PTF NEW* Fighter Solar Collector ~ LAN NEW* Engineering Section ~ Krsqk NEW* Sick Bay. NEW* Basic Crew Quarters. Added two new early Warp Open Components for Human Players. Extra levels for the Combat Bridge ~ GLV Revised some Fighter Weapons and Tech Requirements ~ GLV Added Fighter shield level with all revised sizes ~ Oleg Added Fighter Armor ~ Oleg Revised SYS Component Repair ~ PTF Revised Some Structure KT Sizes ~ PTF Gestation Vat Fix ~ PTF Medium Tech Starts Fix ~ Des ECM VII fix ~Des Lowered Supplemental Colonizer Module size. Drone Launcher cargo increased. Lowered cost and time to build for Ring and Sphere World as well as most productive SM Components. Revised Robo-Mining Base and Ship Mining Vessels; More Profitable. Interface: House Keeping near Finished now with most Components and Facilities Organized. When you scroll thru the design menu, it has a much neater and professional look. Thanks SJ, for the suggestions. AI Files: Slight Randomization of a few AI personalities. I normally do not post any AI specific changes, as not to spoil some surprises. Changed a few Political accept system AI entries~Sundevil Notes: No Warp style games optimized: Reduced Sizes and Costs on some Stellar Manipulation Components. Planetary Engineering back to se4 default tech tree. The added research 25% expedites research time some what faster for No warp or isolated games . Revised some AI Stellar Manipulation techniques. Tweaked AI Research and Const Vehicle Files. (Most races are staggered, they all do not open warps at or near the same time actually some are very late openers now) Two new Warp Open Components starting at SM Tech ONE. Opens you up to all the Systems with in your Home Cluster (6-12 systems) when Playing either Galaxies map. SM 3 will get you to the next Cluster. Note: AI initially warps its original home Cluster as well. ~~ Lowered Infantry structure in the attempt to give Troop vehicles a prominent role in combat and to increase the effectiveness of standard orbital bombardment in AIC. Cheap Militia type Infantry now die or FLEE quicker and Troop Vehicles with Armor Stand their Ground far more valiantly. Balance tips and suggestions are much welcomed here. ~~ I would like to thank {PTF}PsychoTechFreak for the many hours of Play Testing and Suggestion with all AIC and especially No Warp Style optimization for AIC. ---------------- DOWNLOADS Please download AI Campaign v2.90 Complete if you never recieved your copy. ~~~ AIC Version 2.90 Upgrade files only . (size; only 347kb) Updates ALL AIC Versions. (Will break existing pre2.90 savegames) |
Re: Mod List
STARTING YOUR FIRST FEW AIC v3.0+ GAMES
Neutrals for the most part are always good After they become warm to you. Offer a trade of 50k of resources a Comm Link even your Colonizer Tech - any one; should trade for their Colonizer Tech http://forum.shrapnelgames.com/images/icons/icon6.gif Neutrals also offer the Human Player large monthly dividends through Trade and Research Treaties. Refueling rights, not to mention somebody to pick when the time suits you http://forum.shrapnelgames.com/images/icons/icon12.gif ~ Small Quadrants with many AI. The AI will soon be crowded and all but the most Serine may decide for the expansion fight. You will end up on the AI hit list in this style game. (Not recomended fore new AIC Players) ~ For your first AIC v3.0+ game: Play a Standard default Setup. You may want a Medium or Large Default top Map at first. With Low to Medium AI Player Count. Low to Medium AI Difficulty selection. Absolutly NONE in Computer BONUS. In the Advanced Traits when you Edit your Race, you are Required to choose the *top HUMAN Trait* and then please take the FREE options of 1 and 2 as well as any other choices you may want. Please, further take any or ALL the FREE MP Handicapping choices to help you build the Empire you are comfortable with. (All 3 MP) would be a bonus of 1000 Points to you - The AI does not mind, so don't you http://forum.shrapnelgames.com/images/icons/icon7.gif For 3000 Points - AI Campaign has a lot to offer the Dual Racial Trait Human Player . Any Combination is very good. Please check out each of your Population Centers on your Home World, when your game starts http://forum.shrapnelgames.com/images/icons/icon12.gif ~~~~~ PLEASE NOTE: The ending AI Traits are reserved for the AI, and will break your game if you choose any inadvertently. ~~~~~ Start building a Scout or two, a few Base Ship Yards, Colonizers etc. You will need many star liners. If you find you are neighbors with an Aggressive race, be prepared http://forum.shrapnelgames.com/images/icons/icon12.gif Important starting researches are, Ship Construction 2 and 3. Military Science for Point Defence. Construction so the Colonies will build with further designs. Propulsion 2 is good for the Scouts to install efficient engines. Ship Yard Techs for faster build rates if you are not Temporal Race. Any research path is fine, above are just a few absolutely needed base line Techs, in AIC. In regards to the Best overall Race Package in AIC, the choice may arguably be the Crystallurgy Racial Trait then the Temporal Race. If you like Intel Projects, the Psychic Racial Trait may be for you. Organics as expected, will give you a fine war footing. Also, there are abondent organic resource in AIC for the even the most rapacious of the Organic Species http://forum.shrapnelgames.com/images/icons/icon10.gif You may also find that the AI in AIC to be very interactive http://forum.shrapnelgames.com/images/icons/icon7.gif ================================================= Suggested AI Computer Bonus Levels in AIC: None: All first time Players. MP Handicap per your se4 Experience. Low: With good AIC Economics and you start beating the AI Regularly. Also opens more options for the AI in No Warp Games. Remember to reset your MP Handicapping, the AI is tougher. Medium: Very Competitive in No Warp Games in other games the AI is Extremely Tough with this setting. Good for most Multiplayer LAN or PBEM Games, with many Human Players. High: Only a few Multiplayer games may require this setting. The AI curb does and will increase, as the game Years tick by. Each Bonus Level also will increase this AI Curb. (The during game AI Curb advance is different then the In Game Strating Bonus, and is fully Programable in AIC. To start and to End. Even to reverse itself for Finite) ================================================= The best way to start with Centurion rich Systems is to generate one to your liking from the in game Quadrant menu with the Centurion Ruins map (AIC v3.01+). You may generate one to a few hundred Systems from this map… In addition, it is great for a one on one game as well. http://forum.shrapnelgames.com/images/icons/icon12.gif I recommend you set the AI player count, relative to the Systems that you generate, for a balanced game, the less AI the better; for you that is. It may be best to keep the AI players down (1 per 8-12 Systems), and not to play with any AI bonus in this style game of AIC. Remember, the AI likes those artifacts too. ================================================= If there are any Questions or Players that may desire a few tips in playing AIC. Please refer to AI Campaigns Discussion link below: >>> AIC Thread <<< [ June 09, 2003, 12:47: Message edited by: JLS ] |
Re: Mod List
New mod called Sweet Ancients
Same as the other sweet mods.. Except Intel is 10 levels Talisman is a mount No Ruin Tech. Many mounts If your playing this mod without the Ring worlds above stars then adjust the colony tech costs down or leave it for high cost and adjust the rock colony cost to match the others. This Version was set up for all players starting with rock.... Ice and Gas cost alot !!! Sweet-Mod [ August 15, 2003, 10:04: Message edited by: Mephisto ] |
Re: Mod List
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