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-   -   Space Empires IV: Data/Sound/Graphic (http://forum.shrapnelgames.com/showthread.php?t=14627)

Ed Kolis June 10th, 2002 12:01 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Deathstalker June 13th, 2002 04:31 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

DavidG June 14th, 2002 12:38 PM

Re: Space Empires IV: Data/Sound/Graphic
 
Here is a program I made that lets you view all the techs,components,facilities,vehciles and itel project and prvides links to each other. (read the short help file for the non obvious things you can do) Currently I am upgrading the program so you can edit all the things.

(updated June 17 so will work in SE4 installed in non default directory (memo to self. enable error check routines when compiling! Doh! )

Tech/Component/Facility Viewer

If you know your system can run a VB6 program here is a much smaller link with the exe only
Viewer EXE only

[ June 18, 2002, 01:58: Message edited by: DavidG ]

MKSheppard June 15th, 2002 04:48 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Atrocities June 15th, 2002 12:17 PM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

MKSheppard June 18th, 2002 09:38 AM

Re: Space Empires IV: Data/Sound/Graphic
 
Great Naval Battles For Space Empires IV Gold

Patch 1.01 Release!

GNB Patch 1.01
(1.56 MB in size - future patches will only be 100k)

**********

Fixed Components.txt File
(32 KB ZIP)

(original 1.01 patch made bases unusable due to
errors in life support/crew quarter component
data fields)

*****************

First of all, I'd like to apologize to all of you for
releasing GNB in such an unfinished form...but I had to
do it to light a fire under my *** to get me to WORK WORK
WORK, and FINISH FINISH it after a year's worth of
fiddling around.

This Version should work. As before, send all
comments/complaints/ideas to rrc3813@yahoo.com

Seven AI races are now used in this. Don't expect
anything TOO bright from them, as they pretty
much research and design ships in the same
way....

John Beech's Ship Set: "Neo-Canadians" is supported
now in GNB, and is included in the patch, mostly
because I'm 50% Canadian Anecestry http://forum.shrapnelgames.com/images/icons/icon10.gif .

The minor changes to it are:
-Fixing the Canadian Flag to be cleaner.
-Changing the Ruler's name and title to
one of my canadian friends.
-Changing the AI so it works with GNB.

Weapons platforms are still pretty much useless,
as I have a LOT of work to do on them still,
mostly involving the tedious work of copying
the component data for everything and making
duplicates of them using the WeapPlatform tag.

But everything else has been fiXored, and lots
of new stuff is included, and it's all been
playtested somewhat by me.

I've split the Ship Yards into three different
areas:

Deepdock (component for bases - Fastest shipyard due to zero G assembly line)
Planetary Yard (facility for colonies - 2nd fastest due to sheer size)
Mobile Ship Yard (component for ships - slowest due to fact it has to
fit on a moving ship)

INSTRUCTIONS:

Download the patch.
Go into your /GNB_Mod directory and delete the following folders:
AI
DSGNNAME

Then Go into the PICTURES directory and delete the RACES folder.

Unzip the 1.01 Patch into the GNB_Mod Directory using the folder
option of Winzip, and PLAY!

[ June 18, 2002, 10:17: Message edited by: MKSheppard ]

Fyron June 21st, 2002 09:27 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

terahsu June 24th, 2002 05:47 PM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Fyron June 25th, 2002 02:51 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Suicide Junkie June 26th, 2002 08:22 PM

Re: Space Empires IV: Data/Sound/Graphic
 
Since things have quieted down, here are the latest Imagemod files:

CombatPackV8.zip (49 kb)

ComponentPackV11.zip (5,038 kb)

FacilityPackV8.zip(1,982 kb)

PlanetPackV6.zip(4,305 kb)

These are all fully backwards-compatible with standard SE4. Simply unzip all of the files into the respective pictures folders.
combatpack into pictures\combat
planetpack into pictures\planets
and so on...

The Last thing left to do is replace your minis:
components.bmp gets replaced by newcomponents.bmp
facilities.bmp gets replaced by newfacilities.bmp
and so on...

This will not affect the unmodded game, and so it can replace the original picture files without harm.

Rollo June 27th, 2002 06:55 PM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Fyron July 1st, 2002 01:54 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Taz-in-Space July 3rd, 2002 07:41 AM

Re: Space Empires IV: Data/Sound/Graphic
 
Hi, everyone. Taz here with a couple of new maps. They were made with the SEIV Gold 1.67 Map Maker .

I placed them here because there dosen't appear to be a forum for SEIV maps.

1025674397.zip

To use just unzip to your map folder. A readme is included in zip file.

Any feedback should be sent to:
fishnetpenna@yahoo.com

Fyron July 5th, 2002 12:39 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Rollo July 5th, 2002 08:07 PM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Fyron July 6th, 2002 03:35 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Fyron July 6th, 2002 07:07 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Fyron July 6th, 2002 08:46 PM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Gandalph July 18th, 2002 09:53 PM

Re: Space Empires IV: Data/Sound/Graphic
 
I have finished my new mod to the beta testing stage. you can find it here --->BOD Mod.zip<--- I will be posting a new thread in the SEIV forum about it.

Lord Kodos July 20th, 2002 05:39 AM

Re: Space Empires IV: Data/Sound/Graphic
 
Evil ship names these will be featured in the LR mod so sorry they cant be used in a mod without permission

1027136355.txt

Fyron July 21st, 2002 12:09 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Fyron July 27th, 2002 09:18 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Lord Kodos August 5th, 2002 07:24 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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sachmo August 7th, 2002 01:06 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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tesco samoa August 7th, 2002 01:31 AM

Re: Space Empires IV: Data/Sound/Graphic
 
here is another list of ship names... this one is the names of astroids from space.... there are 4000 of them...

give or take...

Also you will find some of these names in fyrons quad mod... and hopefully star trek mod....

Either way... You know how it goes.... Your free to use this file... You can do what ever you want and when you want... this is opensource freesource....

1028676704.txt

sachmo August 9th, 2002 04:39 PM

Re: Space Empires IV: Data/Sound/Graphic
 
Updated Culture design name file. Thanks to Dogscoff for corrections! Let me know if there anymore issues!

NOTE: A few book titles were left in the list as design names because I really like them and also as a tribute to the author! See if you can pick them out!

culture.txt

sachmo August 9th, 2002 09:26 PM

Re: Space Empires IV: Data/Sound/Graphic
 
Well, since I just finished For the Honor of the Queen, I decided to make design name files from the honorverse. Thanks to http://www.movie-trailers.com/weber/index.html
for the ship list!

greyson.txt

Very small file...exclusively for Greyson Navy.

manticore.txt

Exlusively Manticore ship names.

haven.txt

Exclusively Peoples Republic of Haven ship names.

misc.txt

Minor navies and ship names.

honorverse.txt

All of the ship names combined into one large file.

I make no claims as to the completeness of these ship lists. If you find something missing, feel free to alter these files and upload them again! Have fun!

[ August 09, 2002, 20:32: Message edited by: sachmo ]

Kimball August 10th, 2002 02:20 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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AJC August 15th, 2002 08:44 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Deathstalker August 17th, 2002 01:58 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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AJC August 17th, 2002 08:42 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Deathstalker August 21st, 2002 03:37 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

AJC August 21st, 2002 05:19 AM

Re: Space Empires IV: Data/Sound/Graphic
 
MountMod-AJC v5.1 for SE4 Gold Version 1.78
updated 9/8/2002

1031531970.zip

HISTORY--

v5.1
1. Added intro screen

v5
1. Fixed description of computer mounts to remove old antivirus description.
2. Added colony module. (Idea is that nanobots allow colonies to leave with less equipment and supplies which reduces the size and cost of the colony module).

General Mod Information:
MountMod-AJC.zip-
Is for new games started in Version 1.78.

Whats in this Mod:

Mount Modification for Base game. No technology changes. However technology will have to be researched to discover the new mounts.

Ships become much tougher in this mod. I compensated by incorporating miniturization into all of the advanced weapon mounts and increasing the damage dealt. To look at the mod look at the CompEnhancement.txt file. This file can be found in:

Space Empires IV\MountMod-AJC\Data\CompEnhancement.txt

Note:
Shield Generator mounts come in two types, the first level will only require you to research level 3 shields before the 1st generation shield mounts come into play for bases, 400+ KT ships and 200+ KT weapon platforms.

Each mount type has unique tech requirements. The technology requirements for the new mounts are spread throughout the tech tree. Here is a breakdown of the tech levels that are required to activate the various stages of the new mounts.

TECH & TECH LEVELS
-Advanced Military Science -1,2,3,4,5,6
-Physics -2,3
-Computers -2,3,4,5,6
-Applied Research -2,3
-Propulsion -6
-Stellar Harnessing -5
-Shields -3,6
-Armor -6
-Point Defense -5
-Colonization -1 (Gs,Ic & Rk)


List of New Mounts:
2 x Shield mounts, Armor mount, improved weapon mounts, Point Def Mount,
Engine/Solar Sail Mounts, seeker mount, Hardened Computers, miniturization of
components, improved basic weapons (using mounts), colony module.

[ September 09, 2002, 01:39: Message edited by: AJC ]

Ed Kolis August 24th, 2002 07:44 PM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Fyron August 27th, 2002 05:38 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Ed Kolis August 27th, 2002 06:05 PM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Ed Kolis September 3rd, 2002 08:54 PM

Re: Space Empires IV: Data/Sound/Graphic
 
Not to toot my own horn again, but...

Xeo Mod v3.0.2 released, patch from 3.0.0 or 3.0.1 available at www.geocities.com/edwardkolis

Rollo September 5th, 2002 06:06 PM

Re: Space Empires IV: Data/Sound/Graphic
 
New Version of Devnull Mod Gold:

Devnull Mod Gold Version 1.70 (about 4.6 MB)

patch from Version 1.63 to 1.70 (about 1.9 MB)

Note: This Version is not compatible with older savegames.

summary of changes for Version 1.70:
* two new races added (United Flora, Sonne)
* overhaul and additions to the racial combo techs
* raised mine limit per sector to 500
* all ship/fleet training is now system wide
* new planet size (extra huge) and new ruins tech
* doubled cargo for domed colonies
* added Fyron's Quadrant Mod 1.13
* updated weapon sounds to Gold
* loads of little and not so little changes and fixes (check readme)

Have fun, http://forum.shrapnelgames.com/images/icons/icon7.gif
Rollo

Deathstalker September 16th, 2002 08:34 PM

Re: Space Empires IV: Data/Sound/Graphic
 
Deathstalkers Mount Mod- Alternate Version 1.0

(CryOrg Hell Version 1.0)

(HERE)

1032200975.zip

Curious yet? http://forum.shrapnelgames.com/images/icons/tongue.gif

Ever wished the AI sported more powerful ships? Ever ran into the AI's Dreadnought and blown it apart with a few destroyers and felt cheated somehow? Well this modd tries to correct this (a little).

I've taken the (supposidly) mega powerful racial traits of Organic and Crystalline (thus the CryOrg name) and made them more powerful...Massively so.

How you ask? Simple, by creating a Mount Mod that the AI will use and use effectively. The average Organic(or Crystalline) destroyer is roughly as tough (or tougher) as the average normal cruiser (or even battlecruiser). The mounts within the modd are clearly marked as AI/Human use. TO USE THE AI MOUNTS AS A HUMAN CLEARLY DEFEATS THE PURPOSE OF THIS MOD!!! The only reason to use the mounts as a human player would be as the 'uber-bad-guy' of a roleplay modd (think B5's Shadows). Thus you can use this modd one of two ways, either restrict Organic and Crystalline tech to AI's only (Best IMO) or just don't use the AI mounts for the tech's.

This modd will make the AI dangerous!!! I've seen a Shadow's dreadnought fire a broadside of 30 Parasite V's by itself! A Xi'Chung defense base mounts over 5000 shield points and can dish out over 6000 damage per combat turn. This is not for the faint of heart! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif .

Comments/suggestions are more than welcome (they are required! Please post/send them http://forum.shrapnelgames.com/images/icons/icon7.gif ).

I am currently working on getting this supported with the TDM-Modd and added to PBW so people can take on the AI's in a Humans vs. AI game (that should be quite memorable!)

SETUP INSTRUCTIONS: Download file and unzip/place into your data folder of se4 or the modd folder you are using (after re-naming the current 'CompEnhancement.txt' file to something else of course.). Rename the downloaded file to 'CompEnhancement.txt' (take off the CryOrg part of the filename). Start a game and load up your favorite Organic/Crystalline AI's (Phong, Y'Gath, Vong, Xi'Chung (deadly!), Ukratal, etc) and enjoy.

This modd works best with the TDM modd as it already has quite strong AI's.

Fyron October 20th, 2002 12:37 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Suicide Junkie October 22nd, 2002 01:36 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Fyron October 28th, 2002 11:09 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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dumbluck November 4th, 2002 02:39 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Fyron November 5th, 2002 09:18 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
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Master Belisarius November 9th, 2002 05:40 AM

Re: Space Empires IV: Data/Sound/Graphic
 
Here is the map that will use for the AI contest.

AIContestMAP.zip

I have changed it a bit, to balance the Gas Giant races, including some Large Planets.

Here is the Tournament fixture:
Fixture.zip

AI Races included in the contest, except the EEE.
AI_Files_Contest.ZIP

Games

FIRST ROUND

First Serie of games.
UFlora_vs_EEE_G1.zip
UFlora_vs_EEE_G1_with_right_Files.zip
Drakol_vs_Azorani_G1.zip
Drakol_vs_Azorani_Right_Game.zip
Aquilaeian_vs_Orks_G2.zip
Vikings_vs_UkraTal_G2.zip
Namovans_vs_Pyrochette_G3.zip
Preatorian_vs_Vaxin_G3.zip
Toron_vs_XiChung_G4.zip
EA_vs_RAGE_G4.zip
EEEvil_vs_Klingon_G5.zip
ARegency_vs_Jraenar.zip
SWEmpire1_vs_Shadows_G6.zip
Narn_vs_Romulan_G6.zip

Second Serie of games.
Drakol_vs_UFlora_G1.zip
EEE_vs_Azorani_G1.zip
Aquilaeian_vs_Vikings_G2.zip
Orks_vs_UkraTal_G2.zip
Praetorian_Vs_Namovans.zip
Vaxin_vs_Pyrochette_G3.zip
Toron_vs_Rage_G4.zip
XiChung_vs_EA_G4.zip
Eeevil_vs_ARegency_G5.zip
Jraenar_vs_Klingon_G5.zip
SWEmpire_vs_Narn_G6.zip
Shadows_vs_Romulan_G6.zip

Third Serie of games.
Azorani_vs_UFlora_G1.zip
EEE_vs_Drakol_G1.zip
UkraTal_vs_Aquilaeian_G2.zip
Orks_vs_Vikings_G2.zip
Namovans_vs_Vaxin_G3.zip
Pyrochette_vs_Praetorians_G3.zip
EA_vs_Toron_G4.zip
XiChung_vs_Rage_G4.zip
Jraenar_vs_EEEvil_G5.zip
Klingon_vs_ARegency_G5.zip
Romulan_vs_SWEmpire_G6.zip
Shadows_vs_Narn_G6.zip

SECOND ROUND

First Serie of games.
EEE_vs_Vikings_S1.zip
Pyrochette_vs_Toron_S1.zip
Aquilaeian_vs_UFlora_S2.zip
Klingons_vs_Romulans_S2.zip
EA_vs_Namovans_S3.zip
Narn_vs_Jraenar_S3.zip

Second Serie of games.
Pyrochette_vs_EEE_S1.zip
Vikings_vs_Toron_S1.zip
Klingons_vs_Aquilaeian_S2.zip
UFlora_vs_Romulans_S2.zip
Narn_vs_EA_S3.zip
Namovans_vs_Jraenar_S3.zip

Third Serie of games.
Toron_vs_EEE_S1.zip
Vikings_vs_Pyrochette_S1.zip
Romulans_vs_Aquilaeian_S2.zip
UFlora_vs_Klingons_S2.zip
Jraenar_vs_EA_S3.zip
Namonvans_vs_Narn_S3.zip
EEE_vs_Pyrochette_TB1.zip

THIRD ROUND
Pyrochette_vs_UFlora_T1.zip
UFlora_vs_EA_T1.zip
Aquilaeian_vs_EEE_T2.zip
EEE_vs_Narn_T2.zip
EA_vs_Pyrochette_T1.zip
UFlora_vs_Pyrochette_T1.zip
Narn_vs_Aquilaeian_T2.zip
EEE_vs_Aquilaeian_T2.zip
EA_vs_UFlora_T1.zip
Narn_vs_EEE_T2.zip
Pyrochette_vs_EA_T1.zip
Aquilaeian_vs_Narn_T2.zip

FOURTH ROUND
Pyrochette_vs_EEE_F1.zip
Narn_vs_UFlora_F2.zip
EEE_vs_Pyrochette_F1.zip
UFlora_vs_Narn_F2.zip

Final
Pyrochette_vs_Narn_Final1.zip
Narn_vs_Pyrochette_Final2.zip
Pyrochette_vs_Narn_Final3.zip

Here a link with an XLS with match Results and positions:
AIDeadmatchContest.zip

[ December 14, 2002, 13:31: Message edited by: Master Belisarius ]

geoschmo November 10th, 2002 02:01 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Suicide Junkie November 16th, 2002 01:50 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

Suicide Junkie November 16th, 2002 06:39 AM

Re: Space Empires IV: Data/Sound/Graphic *DELETED*
 
Post deleted by Mephisto

mlmbd November 17th, 2002 02:56 AM

Re: Space Empires IV: Data/Sound/Graphic
 
SJ, here is another submission for your image mod. Includes Square Planets, Reg Planets, Nebulas and one Comet.

1037450850.zip

Sorry. Realize it is a lot of stuff. I am done now. Just wanted to make enough SQ Planets so geo could do his mod. If he wants.

I can and will make anything, or at least do my best, if there are things you want/need or would like for your image mod.

Thanks,
mlmbd http://forum.shrapnelgames.com/images/icons/shock.gif

dumbluck November 17th, 2002 04:58 PM

Re: Space Empires IV: Data/Sound/Graphic
 
New Version! AofWv0_80.zipis here. Give it a test drive, kick the tires, then tell me what you think! Please!

[ November 20, 2002, 12:44: Message edited by: dumbluck ]


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