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Masters Mod v1.6: One Small Step for Masters
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Several changes, bugfixes, and one new Master trait.
The Small Ship Masters racial trait makes small ships more useful throughout the game. Different small hull sizes with additional abilities will perform specialized roles better than large generic ships. Special small ship mounts will also supplement the additional hull sizes, letting you cram a hull full of electronics, enhance weapon accuracy, and increase shielding. Also fixed some major balance issues with the Assimilation Masters. 1.6 Romulans and Klingons now use Trek Masters trait reduced damage ammount of Assimilation Nanites (thanks, Pax) increased size of Assimilation Nanites to 20kT Sergetti megascale ship designs now use multiplex tracking (thanks, Wolfman77) decreased shield generation for Trek shields, and increased generation from damage Borg, Federation, klingon, and Romulan AI modified to use the new trek-style shields fixed Gaia Facility change atmosphere description (thanks, Wolfman77) changed supply % for core mounts to 1500% (thanks, Wolfman77) added Small Ship Masters racial trait Small Ship Masters Your race has mastered the development of smaller ship sizes. As your technology increases, you will gain cheaper, higher quality, more maneuverable smaller hulls that will prove to your enemies that bigger is not always better. * Fast Escort * Cheap Frigate * Stabilized Frigate * Stabilized Destroyer * Hardened Destroyer * Hardened Light Cruiser * Shielded Light Cruiser * Shielded Cruiser * Stabilized Direct Fire Mount * Miniaturized Electronics Mount * Small Geometry Shield Mount * Endurance Cruiser |
Re: Masters Mod v1.6: One Small Step for Masters
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Spoon's Fantasy Empires mod
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Data, Sounds and Graphics, Oh MY!
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Ed Kolis' Encounter at Virumque (Medium quality version; 18/36megs)
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Re: Data, Sounds and Graphics, Oh MY!
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Imagemod ComponentPack v29
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Re: Data, Sounds and Graphics, Oh MY!
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Latest imagemod facility pack (v17)
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Re: Data, Sounds and Graphics, Oh MY!
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Latest planetpack
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Masters Mod v1.7 ( May the Masters be with you )
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Here's the latest version of the Masters Mod. There have been a small handful of bug fixes, but the big news is: TWO NEW MASTERS TRAITS!
The SW Masters trait adds Star Wars tech, and the Force masters adds powerful Jedi & Sith techs, and Force powers. I've also added Atrocities's fabulous Imperial and Rebel ship sets. Their AI has been fully customized to use the new traits. ------------------------------------------------------- 1.7 (May the Masters be with you) Changed - removed Life Support Cluster from Assimilation Masters (maintenance reduction stacked-- thanks, Wolfman77) Added - maintenance reduction to Bridge Control Cluster Changed - reduced Vinculum maintenance reduction Changed - re-ordered Vinculum in the Components.txt file so the AI wouldn't use it in standard space yard ship designs Added - SW Masters racial trait Added - Force Masters racial trait Changed - increased range of Trek Laser Cannon Added - Atrocities's Imperial and Rebel races, w/ customized Masters AI -------------------------------------------------------- SW Masters Your race has mastered technology found in the Star Wars universe. Early tech levels give you access to SW-style fighters and weapons. Put down any rebellion with your Star Destroyer hulls, or dominate the end-game by researching devastating superweapons. * Turbolaser Battery * Hyperdrive * Laser Cannon * Point Defense Blaster * Light, Medium, Heavy Star Destroyer * Light, Medium, Heavy Super Star Destroyer * Concussion Missile * Proton Torpedo * Ion Cannon * Planetary Shield Generator * Superlaser * Death Star * World Devastator * Suncrusher Torpedo Force Masters Your race has mastered the study and use of the Force, and energy field generated by all living things. Fill the galaxy with fear with the powers of the Dark Side, or protect the innocent with the powers of Light. * Force Sensitive * Force Temple * Battle Meditation Chamber * Jedi Sage * Jedi Sentinel * Jedi Guardian * Jedi Master * Jedi Temple * Jedi Library * Sith Raider * Sith Assassin * Sith Warrior * Sith Lord * Sith Temple * Alter: Force Storm * Control: Force Confusion * Control: Force Conversion * Control: Drain Skills * Control: Affect Mind * Sense: Sense Planets * Sense: Sense Ships * Alter: Destroy Environment * Alter: Force Genocide * Control: Affect Population * Control: Convert Population * Alter: Force Drain * Alter: Force Defense |
Fantasy Expeditions Mod
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Here's Alpha 0.1 of Fantasy Expeditions Mod, with Orcs and Humans racial traits implemented. AI and Shipsets have not been done yet.
Some of the components need to be touched up because they have a white background that obscures mount and quantity information, but I'll work on that as soon as I can figure out how to without messing up the images themselves. Racial Trait - Humans Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs. Racial Trait - Orcs Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors. |
Re: Fantasy Expeditions Mod
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Alpha 0.2 of Fantasy Expeditions Mod
Change Log 0.2 Racial Trait - Elves Elves are accurate and long ranged archers and skilled in druidic magic, but their long lifespans mean hundreds of years of training for each Elven warrior. Reflecting this and their high quality equipment, Elves are very expensive warriors to train and use. In addition, Elves are lacking in expertise in melee combat, with the Elven Fencer being their only melee unit. Human Shipset Partially Completed -- Commonly used vehicle sizes have fantasy themed pictures now, for the Human shipset. The race portrait is still the Terran one, however, and only ships and bases have been done so far. Heroism Made Removeable -- For a non-heroic game, Heroism is removeable which will prevent anyone from having access to the Hero, Legend, Myth and Divine mounts. 0.1 Racial Trait - Humans Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs. Racial Trait - Orcs Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors. |
Carrier Battles - v1.5 with Images
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This is for really new players who don't know about the imagemod packs.
(28 megs) |
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