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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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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 ] |
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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 ] |
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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. |
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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 |
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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.
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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 |
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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 |
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 |
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 ] |
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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 ] |
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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 |
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 |
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. |
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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 |
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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