.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   SEIV Scenarios and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=83)
-   -   Space Empires IV: Data/Sound/Graphic (http://forum.shrapnelgames.com/showthread.php?t=14627)

Atrocities February 28th, 2005 09:47 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Star Trek Mod version 1.9.1.2 Patch
www.astempire.net

geoschmo March 2nd, 2005 04:05 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Ultra Quadrant Mod version 0.5 beta




Ultra Quadrant mod introduces a new highly condensed system type, the Ultra system. Each ultra system is equivalent to 9 regular star systems.

Ultra Quadrant Mod also allows for 255 systems, for some really immense quadrants. Up to 2295 Stellar sub-systems with 18360 planets!

Caution: Ultra Quadrant Mod may cause your system to run slow. The authors of Ultra Quadrant Mod are not responsible for any damage to your system from running Ultra Quadrant Mod. http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities March 11th, 2005 07:25 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Star Trek Mod 1.9.1.2 Full Version

Atrocities June 20th, 2005 05:07 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STAR TREK MOD
Version 1.9.2.2 Patch 4 Megs
Released 6/20/2005
www.astempire.net
Please Report Bugs To: startrekmod@astempire.net

New STM v 1.9.2.2 Component Images.

<font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later.


Quote:

STAR TREK MOD *UPDATE*

June 20th, 2005
startrekmod@astempire.net

Star Trek Mod version 1.9.2.2 UPDATE PATCH

INSTRUCTIONS
1. You must have version 1.9.1.2 installed. (This version does NOT update versions prior to 1.9.1.2)
2. Make a copy of your current Star Trek Mod folder.
3. Rename the copy after the version such as "STM 1912" without the "" of course.
4. Unzip the Star Trek Mod up date into your Space Empires IV directory.

NOTE: You will be asked to over write things, accept.

Be sure to update the IMAGE MOD Component Pack to latest version before you play. (AND CHECK OFTEN FOR UPDATES) Image Mod

PREVIOUS SAVE GAMES will not work with this version so BACK UP YOUR GAME AS INSTRUCTED prior to installation of the update.


Atrocities June 20th, 2005 05:35 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STAR TREK MOD - (Edit = replaced spash screen with current one 6-28-2005)
Version 1.9.2.2 Full Mod (29 megs)
Released 6/20/2005
www.astempire.net
Please Report Bugs To: startrekmod@astempire.net

Updated 1.9.2.2 Splash Screen for Full Version of Mod only.

New STM v 1.9.2.2 Component Images.

<font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later.

Atrocities June 20th, 2005 09:24 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
New STM v 1.9.2.2 Component Images.

<font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later.


Atrocities June 28th, 2005 03:06 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Updated Splash Screens for full version

Rodokai June 29th, 2005 08:24 PM

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

JamesL July 12th, 2005 09:16 AM

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

Fyron July 12th, 2005 02:58 PM

Re: Space Empires IV: Data/Sound/Graphic
 
This sub-forum is meant only for posting custom files. Please direct all support questions to the main forum, here:

http://forum.shrapnelgames.com/forumdisplay.php?f=22

I have responded to your post in this thread:

http://www.shrapnelcommunity.com/thr...?Number=366352

Atrocities August 12th, 2005 07:39 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
The Space Empires IV Expanded Mod Version 1.0 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005

Expanded Mod Patch 1 Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1)

Atrocities August 18th, 2005 05:46 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
For Above Post Expanded Mod Patch 1 version 1.1

Atrocities August 30th, 2005 01:34 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Star Trek Mod Patch Version 1.9.2.4 (9-1-05) 5 Megs UPDATED to version 1.9.2.4.1 (Fix) 9-3-05
Star Trek Mod Full Version 1.9.2.4 (9-1-05) 29.5 Megs UPDATED to version 1.9.2.4.1 (Fix) 9-3-05
Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (9-1-05) UPDATED to version 1.9.2.4.1 (Fix) 9-3-05 3.0 Megs

f you downloaded the mod prior to 9/3/05 please download and install the 1.9.2.4. Fix Patch. Download HERE )

Atrocities August 30th, 2005 06:38 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STM Full v1924 - UPDATED to v1.9.2.4 Fix 9-3-05

Atrocities August 30th, 2005 06:45 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STM Data / AI Files

Atrocities September 3rd, 2005 04:44 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STM v1.9.2.4 Fix

Atrocities December 18th, 2005 04:58 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STAR TREK MOD
Version 1.9.2.6 Patch 6.4 Megs **All In Patch** (Read Below)
Version 1.9.2.6 Patch 4.5 Megs - Updates from version 1.9.2.4 only.
Version 1.9.2.6 Full Mod 30.0 Megs.
Version 1.9.2.6 Data and AI files only. No Images. 3.5 Megs

www.astempire.net
Please Report Bugs To: Address listed in the Readme file.


STAR TREK MOD **All In Patch**

December 17th, 2005
There is an email address in the readme files to contact me if you want to report any bugs.

INSTRUCTIONS
1. You must have a full version of 1.9.1.2 or later installed. (This version does NOT update versions prior to 1.9.1.2)
2. Make a copy of your current Star Trek Mod folder.
3. Rename the copy after the version such as "STM 1912" without the "" of course.
4. Unzip the Star Trek Mod up date into your Space Empires IV directory.

NOTE: You will be asked to over write things, accept.

Be sure to update the IMAGE MOD Component Pack to the latest version before you play. (AND CHECK OFTEN FOR UPDATES) Image Mod

PREVIOUS SAVE GAMES may not work well with this version so BACK UP YOUR GAME AS INSTRUCTED prior to installation of the update.

Atrocities December 18th, 2005 05:21 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STM v1926 files.

Atrocities December 18th, 2005 05:34 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STM v1926 files

Atrocities December 18th, 2005 05:46 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
STM v1926 Full

Urendi Maleldil December 18th, 2005 06:37 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Masters Mod v1.0 Released

(Updated. Fixed error in racialtraits.txt)

This is a mod for the turn-based space strategy game Space Empires IV, developed by Malfador Machinations, and published by Strategy 1st.

The AI is based on AI from the TDM Modpack. Requires the latest version of the Imagemod.

The mod adds the following racial traits:
Drone Masters
Megascale Masters
Stealth Masters
War Masters
Travel Masters
Troop Masters
Assimilation Masters
Fighter Masters
Defense Masters
Resource Masters

Drone Masters
Your race has mastered the art of using and constructing drone units. You start will small tactical drones that you can build in large numbers. Standard drone hulls can be made incredibly powerful due to the small size of your drone components.
  • Drone Engines
  • Drone Mini Warhead
  • Drone Submunition
  • Drone Magazine
  • Drone Control Unit
  • Tactical Drones
  • Strategic Drones
Megascale Masters
Your race has mastered the art of managing huge megascale construction projects. Your economy will get an early boost from the construction of space elevators, and larger ship hulls will help you as the game progresses. Persistent research into resource generation technologies will yield Arcologies and Orbital facilities, huge cities that generate a tremendous ammount of resources. You will also find the construction of ringworlds is actually within your reach during a long game... if you last that long. (had to nix space habitats and artificial planets due to technical probs)
  • Space Elevator
  • Arcology
  • Orbital Tower
  • Orbital Ring
  • Battlemoon
  • Megastation
  • Artificial Moon
  • Heavy Colony Ship
  • Transport Barge
  • Scrith
  • Diamond Nanocables
  • Small &amp; Medium Ringworld Generators
Stealth Masters
Your race has mastered the art of stealth technology. The stealth scout hull will give you an early exploration advantage and allow you to form invisible wolfpacks to attack your opponent's logistical assets, while powerful cloaking devices will help your battlefleets later on.
  • Stealth Module
  • Target Scrambler
  • Holo-Scrambler
  • Blanket Cloak
  • Smoke Screen Generator
  • Planetary Cloaking Device
  • Stealth Scout
  • Stealth Fighter
War Masters
Your race has mastered the art of war. You have access to high tech tracking and defense systems that will let your fleets strike at will throughout the galaxy, and render them more effective than fleets twice their size. Seeker and torpedo hardpoints will let your ships strike first and ask questions afterwards.
  • Command and Control
  • Logistics Command
  • Data Hub
  • Orbital Academy
  • Shield Buster Missile
  • Seeker &amp; Torpedo Hardpoints
  • Seeker Decoy
  • Chaff Dispenser
  • Flak Gun
  • Armor Piercing DUC
Travel Masters
Your race has mastered the art of interstellar travel. Rocket Boosters and external fuel tanks will let you build one-shot colony ships, giving you an early colonization advantage. Your ships are the fastest in the galaxy, and later tech levels open up new methods of transportation that are simply beyond the understanding of your galactic counterparts. (removed Light Sail due to AI conflicts)
  • Warp Engine
  • Inertial Dampener
  • Rocket Booster
  • Hyperdrive
  • Fuel Cell
  • Nuclear Reactor
  • Antimatter Reactor
  • Hyperspace Jump Gate
  • Disposable Fuel Tank
Troop Masters
Your race has mastered the art of ground warfare and space-based invasions. You can start building troop units at the very start of the game, and armored drop pod components will help your invasion forces pass through the initial barrage of defensive fire. Dedicated troop transports and mobile ground command centers will help lead your troops to victory.
  • Armored Transport Module
  • Command, Support, and Comm Relay
  • Prefabricated Fortifications
  • Theater Shield
  • Infantry
  • Armored Vehicle Unit
  • Artillery
  • Electronic Warfare Unit
  • Military Garrison
  • Small - Huge Army
Assimilation Masters
Your race has mastered the art of ship capture and assimilation. Built-in repair abilities will help you make those captured ships serviceable again. Specially designed weapons will allow you to capture enemy vessels from a distance, and assimilation facilities will help you break down and analyze captured technology.
  • Bridge Control Cluster
  • Life Support Cluster
  • Crew Quarters Node
  • Assimilation Torpedo
  • Assimilation Nanites
  • Assimilation Squad
  • Mobile Vinculum
  • Small Nanite Injector
  • Deconstruction Facility
  • Planetary Nexus
  • Planetary Assimilation Unit
  • Remote Ship Assimilation
  • Remote Planet Assimilation
Fighter Masters
Your race has mastered the art of fighter and carrier-based combat. Your tactical fighters are cheap and numerous enough to overwhelm any attackers, and the supercarrier hull can act as a mobile command center.
  • Fighter Supply Tanks
  • Launch Rail
  • Tactical Fighters
  • Strategic Fighters
  • Strategic Bombers
  • Escort Carrier
  • Supercarrier
  • Fighter Control System
  • Fighter Atmosphere Controls
  • Fighter Engines
  • Fighter Missile
  • Fighter Autocannon
Defense Masters
Your race has mastered the art of defensive thinking. Your ships are tough and use dense hull reinforcements, and the different types of shields and armor available to you will force your enemy to rethink their offensive strategy. You are also able to protect your core worlds with planetary shields.
  • Leaky Armor
  • Navigational Shield Generator
  • Structural Integrity Field
  • Stasis Field
  • Shield Receptor
  • Basic Armor
  • Planetary Shield (&amp; Phased) Generator
  • Planetary Shield Projector
Resource Masters
Your race has mastered the art of gathering and refining resources. Special facilities will enhance your planet-based economy, while resource-generating space stations and Resource Ships let you generate resources without relying on colonization.
  • Orbital Foundry, Refinery, and Hydroponics
  • Minerals Enrichment Facility
  • Ecological Sanctuary
  • Irradiation Facility
  • Ecology Center
  • Resource Ship

Atrocities January 1st, 2006 04:07 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
The Space Empires IV
Expanded Mod Version 1.3 Released 1-1-2006

Expanded Mod Patch 2 Version 1.3 Released 1-1-2006 (Will update from version 1.0 &amp; 1.1 to 1.3)

Older Versions

The Space Empires IV Expanded Mod Version 1.0 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005

Expanded Mod Patch 1 Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1)

Atrocities January 1st, 2006 04:18 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
The Expanded Mod patch v1.3

Urendi Maleldil January 6th, 2006 03:00 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Masters Mod v1.1

Some slight updates.

added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones

Urendi Maleldil January 10th, 2006 09:32 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Masters Mod v1.2: Foundation and Masters

1.2
added Psych Masters racial trait
fixed Structural Integrity Field bug

  • Psych Masters
    Your race has mastered the science of psychology. Your race's acute knowledge of the psyche gives you an early happines bonus. You'll also have access to techs that can demoralize your opponent, or persuade them to do things for you. Later research will uncover the science of Psychohistory, which lets you tweak galactic events to suit you.
  • Government Center
  • Legislative Center
  • Great Monument - just for fun
  • Immigration Center
  • Advanced Psychology
  • Psychology Cell
  • Encyclopedia Foundation
  • Mentalist Enclave
  • Gaia Facility
  • Psychological Interpretation Intel
  • Emotional Influence Intel
  • Psychological Defenses

Urendi Maleldil January 12th, 2006 01:09 PM

Masters Mod v1.3: Foundation and Masters update
 
1 Attachment(s)
1.3
added Mind Static Shield facility to Psych Masters
fixed bug with Psychological Defenses that prevented the mod from loading

malthaussen February 22nd, 2006 12:37 PM

Alien Eye Candy Mod
 
1 Attachment(s)
This little mod provides a baker's dozen mugshots of pretty girls to replace the alien image graphics provided with the game. No ships, no AIs, just portraits, already formatted
in 128X128, 20X20, and 36X36 pixel size. No models violate community standards for obscenity. i.e., if you're hoping for nekkid wimmin, you're out of luck. Models were chosen not for popularity or notoriety, but because I happen to like their looks.:) Yeah, it's puerile (or adolescent, anyway), but it sure beats looking at a bunch of BEMs.

-- Mal

Urendi Maleldil March 10th, 2006 04:58 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Masters Mod v1.5: Where No Master Has Gone Before

Numerous additions and bugfixes. The biggest additions are the new Trek Masters trait and the Federation, Borg, Klingon and Romulan races by Atrocities. See the Masters Mod readme for the complete changes.

Only the Federation and Borg are optimized to use the Trek Masters trait right now (Testing AI takes a looooong time), but I plan to modify the Klingon and Romulan AI's in the next release.

Trek Masters
Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields.

* Warp Engine
* Laser Cannon
* Phaser
* Disruptor Cannon
* Warp Core
* Photon Torpedo
* Quantum Torpedo
* Trek Shield Generator (leaky)
* Multiphasic Shields (leaky)

Urendi Maleldil March 19th, 2006 08:27 PM

Masters Mod v1.51 update
 
1 Attachment(s)
Masters Mod v1.51 update

Torpedos were way overpowered. This update reduces torpedo range and adds -20% penalty to Assimilation Torpedo.

shinigami April 4th, 2006 10:40 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Corewolrds and Outposts Mod v0.1

Urendi Maleldil April 6th, 2006 01:23 PM

Masters Mod v1.6: One Small Step for Masters
 
1 Attachment(s)
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

Suicide Junkie April 17th, 2006 10:17 PM

Re: Masters Mod v1.6: One Small Step for Masters
 
1 Attachment(s)
Spoon's Fantasy Empires mod

Suicide Junkie April 18th, 2006 01:32 AM

Data, Sounds and Graphics, Oh MY!
 
1 Attachment(s)
Ed Kolis' Encounter at Virumque (Medium quality version; 18/36megs)

Suicide Junkie April 18th, 2006 02:04 AM

Re: Data, Sounds and Graphics, Oh MY!
 
1 Attachment(s)
Imagemod ComponentPack v29

Suicide Junkie April 18th, 2006 02:50 AM

Re: Data, Sounds and Graphics, Oh MY!
 
1 Attachment(s)
Latest imagemod facility pack (v17)

Suicide Junkie April 20th, 2006 12:19 AM

Re: Data, Sounds and Graphics, Oh MY!
 
1 Attachment(s)
Latest planetpack

Urendi Maleldil May 31st, 2006 11:55 PM

Masters Mod v1.7 ( May the Masters be with you )
 
1 Attachment(s)
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 &amp; 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

Azatol June 23rd, 2006 12:30 PM

Fantasy Expeditions Mod
 
1 Attachment(s)
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.

Azatol June 29th, 2006 04:39 PM

Re: Fantasy Expeditions Mod
 
1 Attachment(s)
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.

Suicide Junkie August 20th, 2006 09:28 PM

Carrier Battles - v1.5 with Images
 
1 Attachment(s)
This is for really new players who don't know about the imagemod packs.
(28 megs)

Urendi Maleldil September 12th, 2006 10:30 PM

Ages of Space Empires (Space Age preview)
 
1 Attachment(s)
This is the first preview release of the Ages of Space Empires mod. I'm releasing the Space Age Preview to show off and test Space Age gameplay.

No AI has been written yet.

Weapons start off relatively weak. Ships with gun batteries perform better in fleets. Ramming should become a significant tactic once you research Armor, and boarding should be come another significant tactic once you research Troops.

I need your opinions on:
- Weapon balance (gun batteries and missiles should be balanced on the low end, while boarding and ramming should be much more effective)
- Resource Production (should be rather low, with remote mining being more effective than ground facilities)
- Colonial Expansion (should be slow and difficult to establish large off-world colonies)
- Ship Construction Rates (Orbital Space Yards should be more effective than ground-based ones)
- Troop Invasions (It should be more effective to invade homeworlds and large colonies than to glass them with bombs)

Atrocities September 21st, 2006 08:20 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
The Star Trek Mod Version 1.9.4.2 Deluxe
(29 megs)

The year is 2400.00 and the galaxy awaits exploration. Who could have ever imagine the wonders and horrors to come. Where peaceful exploration and diplomacy fail, conquest begins. Immerse yourself in the role of leader of a Star Trek Race. Explore the technology, build ships, and colonize the galaxy as you battle against other star trek races for absolute power.

1. This mod is designed for long term play therefore do not expect a fast paced game by turn 30 as the AI is designed to expand and research at a moderate pace.
2. The Star Trek Mod must follow the rules and physics of Space Empires IV. Therefore do not expect the mod to be pure Star Trek in any form. Although we have tried to make the mod as star trek as possible, some things such as warp drive and what not will not be like they are in the Star Trek universe.
3. Read the INSTALLATION and Before You Play documents before you play the mod. They Contains a helpful information.

Atrocities September 23rd, 2006 06:19 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Star Trek Mod Version 1.9.4.2.1 - The Federation Fix.

This update will address both the quick start Federation error and the error when the Federation is randomly generated by the AI.

If you haven't downloaded the full 29 meg version before Sept 23, 3am, then no worries. Go ahead and download it, it won't need to be updated.

If you have already downloaded it prior to this date and time, then simply download the Federation Fix and install it as directed above.

Atrocities October 2nd, 2006 06:51 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Star Trek Mod UPDATE
Version 1.9.4.2.2

Please install as directed

This version will update Star Trek Mod v1.9.4.2 to the Star Trek Mod v1.9.4.2.2

NOTE - Use this version if you wish to continue playing your saved games. This version should not affect saved games.


====================
INSTALLATION Version 1.9.4.2.2
====================

1. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
2. - Click YES or OK when asked to over write any files.
3. - Use the Mod Launcher program to start the mod.


------------------------------------------------------------

Star Trek Mod UPDATE
Version 1.9.5

(This version WILL effect saved games and should be installed as directed below!)

This version will update Star Trek Mod v1.9.4.2 and later, to Star Trek Mod v1.9.5

NOTE This version WILL effect saved games!


====================
INSTALLATION Version 1.9.5
====================

1. - Make a copy of your Star Trek Mod 1942 folder
2. - Change the name of the copy to Star Trek Mod 195
3. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
4. - Click YES or OK when asked to over write any files.
5. - Use the Mod Launcher program to start the mod.

Atrocities October 2nd, 2006 07:20 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
For Above post. (version 1.9.5 patch)

Atrocities October 4th, 2006 05:15 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Star Trek Mod version 1.9.5.1 - 0.35 megs.

Note: When Updating please apply the 1.9.5 update prior to this update as this update doesn't contain any updates prior to 1.9.5. - Thanks.

STM v1.9.5.1

This update fixes a few minor bugs.

Star Trek Mod v1.9.5.1

1. - Fixed - Remote Mining Mount now works correctly for Large Remote Mining ship.
2. - Fixed - War Base now has access to Shield Mounts.
3. - Fixed - Spacing error in IntelProject file. All races now have access to intel projects.

Atrocities October 6th, 2006 02:06 AM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Version 1.9.5.1 Full - 29 megs

This is the full version of the mod. Please read installation instructions before installing. Please read Before you Play and other documents before you play.

Atrocities October 8th, 2006 08:20 PM

Re: Space Empires IV: Data/Sound/Graphic
 
1 Attachment(s)
Star Trek Mod version 1.9.5.2 Update Patch - 2.5 megs

Star Trek Mod v1.9.5.2

1. - Fixed - Space Yard Mount should now correctly scale the Space Yard component.
2. - Fixed - Resource Gathering Mount will no longer show up as a stock mount
3. - Fixed - Family numbers for Remote Mining mount for Bases are now correct
4. - Fixed - Description spelling error for System Control Complex
5. - Fixed - Description spelling error for many of the Assualt Troop Components.

CosmoLizard October 12th, 2006 03:27 PM

Re: Space Empires IV: Data/Sound/Graphic
 
hello to all, my first post in this forum, im also new in SE4, and im impressed how such "old" game is soo cool http://forum.shrapnelgames.com/images/smilies/smile.gif, anyway i want to ask a question , "Damage Points To Kill One Population " variable dont affect the ground combat and the invasions??, i want to increase it to a value of arround 700-1000 to make more desirable the invasions instead of bombings (and also because bombings in real live arent so effective against population), of course some weapons should be increased in damage (like neutron bombs)

BTW im planning a SE4 mod based on Master of Orion 3, but also changing some gameplay features, i just hope i will finish it someday http://forum.shrapnelgames.com/images/smilies/smirk.gif

regards to all

Captain Kwok October 12th, 2006 03:33 PM

Re: Space Empires IV: Data/Sound/Graphic
 
Welcome to the forums.

No it doesn't affect ground combat so you can increase it as you wanted.

The main forum is generally the place to post modding questions etc., as this forum is reserved for uploading files etc. http://forum.shrapnelgames.com/image...ies/tongue.gif


All times are GMT -4. The time now is 08:02 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.