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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic
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Re: Space Empires IV: Data/Sound/Graphic
This isn't really an SE4 mod, more of nostalgia for SE3, but it is "data/sound/graphic"... http://forum.shrapnelgames.com/images/icons/icon10.gif
I went ahead and made a MIDI of the Malfador theme music from SE3... I know, it needs work (the percussion is too loud and sounds like the Klackon battle music from MOO3 http://forum.shrapnelgames.com/image...s/rolleyes.gif ) but it's a start... maybe if I can get this sounding good enough we can even convince Aaron to put it into SE5 and/or Starfury??? http://forum.shrapnelgames.com/images/icons/icon6.gif Malfador Theme.zip (384 bytes, by the time you read this it will be downloaded http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
Re: Space Empires IV: Data/Sound/Graphic
How To Make Engineering Component.
1. Make engineering component for ship. 2. Make engineering component for base. 3. Add the two engineering components to data file. Replace life support with the ship engineering component and replaces auxiliary control with the base engineering component. 4. Delete master computer component. 5. Set life support requirement in vehicle size data file to one. The AI will use the engineering component to fill its requirement for life support. It is possible to add more abilities to the component but only if the abilities are not targeted by the design creation data files. New abilities could be supply storage and shield regeneration. Ship and Base Engineering Component Provided. 1058395439.txt [ July 16, 2003, 23:49: Message edited by: TNZ ] |
Re: Space Empires IV: Data/Sound/Graphic
http://forum.shrapnelgames.com/newup...1058484052.gif 1058484052.gif
http://forum.shrapnelgames.com/newup...1058398005.bmp1058398134.gif http://forum.shrapnelgames.com/newup...1058475112.gif 1058475112.gif http://forum.shrapnelgames.com/newup...1058403635.gif 1058403635.gif http://forum.shrapnelgames.com/newup...1058398017.bmp1058398147.gif http://forum.shrapnelgames.com/newup...1058487280.gif 1058487280.gif http://forum.shrapnelgames.com/newup...1058487424.gif 1058487424.gif These modified images from David Gervais' originals for the Play by Committee game: These are to be intermediate ranks for the military between existing ranks. [ July 18, 2003, 01:18: Message edited by: Suicide Junkie ] |
Re: Space Empires IV: Data/Sound/Graphic
Leaking Armor
I don’t see any way to get the AI to use leaking armor. Why not just simulate leaking armor by making components stronger and using weapon mounts for any race difference in component strength. Examples of weapon mounts which increase component strength. 1058424171.txt |
Re: Space Empires IV: Data/Sound/Graphic
Here are the latest images I have for the Image Mod Components.
The Read-me and Components.bmp are up to date with the new information and images. Components |
Re: Space Empires IV: Data/Sound/Graphic
It seems a cargo bay component must have the most cargo storage ability or the AI might use a Drone Launcher instead. See Example for possible solution. If example is use in vehicle size data file set requirement pct cargo to 25.
Example. 1058494325.txt |
Re: Space Empires IV: Data/Sound/Graphic
More Committee Images:
http://forum.shrapnelgames.com/newup...1058578085.gif 1058578085.gif http://forum.shrapnelgames.com/newup...1058578110.gif 1058578110.gif http://forum.shrapnelgames.com/newup...1058578134.gif 1058578134.gif http://forum.shrapnelgames.com/newup...1058732157.gif 1058732157.gif [ July 20, 2003, 21:17: Message edited by: Suicide Junkie ] |
Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic
Small Ships mod, v0.1b Beta 2
1059693977.zip Corrected VehicleSizes.txt problems (colony ship, missing blank line) |
Re: Space Empires IV: Data/Sound/Graphic
Economies of Scale Mod v1.1.0
This mod is inspired by an idea posted by Erax and expanded on by Suicide Junkie on the Shrapnel forums that he suggested to improve realism in SE4 and balance out smaller vs. larger ships. The idea was this: ship strength stays fairly linear in proportion to size, but cost increases as the square of the size, representing the infrastructure necessary to construct large vessels, while maintenance increases as the square root of the size. Major update in v1.1.0: Build costs now increase with 1.5 power of the hull size, not the square, to keep large ships practical [ August 03, 2003, 22:47: Message edited by: Ed Kolis ] |
Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic
Here is the link to the Star Trek Mod in it's current Version:
http://www.astmod.com/startrek/stm.htm |
Re: Space Empires IV: Data/Sound/Graphic *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic
Bio-Psych Mod v1.16
Added Death Ray weapons and more Psych facilities. Updated to use Image Modpack. My attempt to bring some life to the Biology and Psychology tech areas. Mostly just new components. Text 1061818343.txt Data 1061818302.zip |
Re: Space Empires IV: Data/Sound/Graphic
New Components for the Star Trek Mod. (9-16-2003)
Installation - Unzip the file to your SE IV directory pictures folder / components folder. The zip will over write older STM images, 1177 thru 1231 This is ok. It will also add the newer images 1256 through 1296 and replace the Component.bmp Comp 1256 - 1296 [ September 16, 2003, 03:01: Message edited by: Atrocities ] |
Re: Space Empires IV: Data/Sound/Graphic
The Mizendar Galaxy
Preview link of the Intro screen Preview link some of the races This mod is an original setting in a galaxy of my own creation (with heavy influences from many sources). It allows your race to harness the Aether in space to drive your ships. You can take the Racial Trait: 'AetherSense' and research Astronomy to gain access to Aetherdrive technology. This tech may be essential in a galaxy left low on resources after emerging from a dark age following a massive galactic war. Part 1 9MB Part 2 28MB Note that this mod is mostly a graphic overhaul. There is some additional technology, new race pictures, and new quadrant types. Thanks to all the other modders out there, and the SEIV board members, without who's help this mod would not have been done. [ September 18, 2003, 23:18: Message edited by: Wydraz ] |
Re: Space Empires IV: Data/Sound/Graphic
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Re: Space Empires IV: Data/Sound/Graphic
These were on SE.net... I have uploaded them for your convenience. Not all were uploadable for some reason though.
To trick the Shrapnel uploading script, I have just put my self-extracting rar .exe files into zips. FQM Standard 1.19.zip - 1,241 KB FQM Deluxe 2.05 JPEG.zip - 4,048 KB *** Remember you have some JPG to BMP converting to do. FQM Deluxe 2.05 Patch.zip - 457 KB *** Make sure to get this first if you want the 2.06 patch, as I only included 2 data files in the 2.06 patch. FQM Deluxe 2.06 Patch.zip - 39 KB *** requires that you get *this file* and rename these files as follows: 2003-10-b-full_jpg.bmp -> nova2.bmp 2003-10-c-full_jpg.bmp -> nova3.bmp 2003-10-d-full_jpg.bmp -> nova4.bmp 2003-10-e-full_jpg.bmp -> nova5.bmp Extract the zip into the FQM Deluxe folder, and it should place the images into the FyronsQuadrantModDeluxe\Pictures\Systems folder. You will need to rename all 3 copies of these images, in the Systems folder and both of its subfolders. I am having trouble with the uploading form to Shrapnel, and can't seem to upload the whole file where I have renamed them already. Savegames should work fine, as all that is changed are files that are used only when the map is generated. If someone wants to combine these two files with the appropriate file structure and appropriate names and all (and upload it), that would be appreciated. Otherwise, it will have to wait a while. |
Re: Space Empires IV: Data/Sound/Graphic
http://home.mindspring.com/~jdtaylor...aitsbanner.jpg
I posted in the ships/AI forum first, but I believe I should have posted here instead. I am new to SEIV, but I love the modifiability of it! I have created a small site with some new race portraits for use with SEIV. Each one is downloadable with 128x128, 36x36 and 20x20 sizes for race_portrait, pop_portait and pop_mini respectively. Here's the link btw: http://home.mindspring.com/~jdtaylor/ Maybe I will get motivated and make some ship sets sometime http://forum.shrapnelgames.com/images/icons/icon12.gif Monolith [ October 14, 2003, 12:55: Message edited by: Monolith ] |
Re: Space Empires IV: Data/Sound/Graphic
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Re: Space Empires IV: Data/Sound/Graphic
Simplicity mod Alpha 0.99
Simplicity mod tries to cut out a lot of the complicated stuff, while also balancing resource usage, increasing the importance of ship and fleet experience and hopefully making it easy to write very good AI for the mod. |
Re: Space Empires IV: Data/Sound/Graphic
Tampa_Gamer Sound Mod 1.50 Lite Version
Tampa_Gamer Sound Mod 1.50 Full Version Space Empires IV Gold Version 1.91 March 26, 2004 * Special thanks to Imperator Fyron and Phoenix-D for hosting the mods! INFORMATION: 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 as well as new ones over the past 2-3 years. Some of the the racial-specific weapon sounds (like the acid globule, enveloping acid, etc.) are from the mod posted by Tenryu and were created by C. Schaefer for Cyber Warrior and used with the permission of CyberWarrior, Inc. HISTORY: 1.50 Eighth release Version (replaced around 50% of the previous Version 1.40 sounds with new ones) NOTES: (1) 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 a subdirectory if one does not exist). (2) The only thing the full Version has that the lite Version does not, is around 100+ sounds that were discarded over the past several years as my sound mod evolved. They all have the words "notused_" as a precursor to the name. Have Fun! -Tampa_Game [ April 10, 2004, 11:18: Message edited by: Tampa_Gamer ] |
Re: Space Empires IV: Data/Sound/Graphic
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This is a temp avatar upload message..
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Re: Space Empires IV: Data/Sound/Graphic
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New Beams And Torps Displays
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Re: Space Empires IV: Data/Sound/Graphic
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New components: 3 sizes of cargo bays (for use with Proportions, P&N, or Adamant, hint hint http://forum.shrapnelgames.com/images/smilies/wink.gif), 3 sizes of supply batteries, and Samus's Morph Ball! http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Space Empires IV: Data/Sound/Graphic
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Curious to see the icons I made?...
http://69.56.133.54:81/threads/uploa...rumIcons01.gif ..first peek,.. some are allready installed on the forums.. Cheers! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Space Empires IV: Data/Sound/Graphic
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Readme for New Beams And Torps Displays
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Re: Space Empires IV: Data/Sound/Graphic
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I'm going to send another batch to richard.. here's an updated pic of what I've done so far..
http://69.56.133.54:81/threads/uploa...rumIcons02.gif Cheers! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Space Empires IV: Data/Sound/Graphic
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New RightFiller
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Re: Space Empires IV: Data/Sound/Graphic
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Compare if you dare..
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Possible new Planets for Imagemod
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Lunarcell UI pic..
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LunarCell and Bryce Comparison..
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Planet Texture Map made with LunarCell..
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My encounter with a UFO..
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FQM SectType.txt balance attached.
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Picture for David E. Gervais.
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SE:IV Intro screen in spectacular 16 color EGA..
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Re: Space Empires IV: Data/Sound/Graphic *DELETED* *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic
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A piece of Jonol related art, more teasers for the upcoming Jonol Shadow shipset.
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Re: Space Empires IV: Data/Sound/Graphic *DELETED* *DELETED*
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Re: Space Empires IV: Data/Sound/Graphic
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And a final one.
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Re: Space Empires IV: Data/Sound/Graphic
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The Last of the Jonol Character Images.
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