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\"Expanded Mod\" Updated 01/06
Offical Forum
The Expanded Mod is a hybrid combination of several popular mods. The game has only been modifed slightly to accomodate some minor additions to stock game play such as the inclusion of neo-standard ships. This mod combines the FQM v1.23, USM, DNA File, and AI files from the TDM Mod with the stock game into an Expanded version of Space Empires IV. The mod also Features custom files from Captain Kwok, Atrocities, and Fyron and supports neo-standard ship sets. The Space Empires IV Expanded Mod (eX-Mod) Version 1.1 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) |
Re: \"eX Mod\" Released
Sounds good. Bit of a weird name, though - Why not 'ExpandMod'?
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Re: \"eX Mod\" Released
There is already a mod named Exmod, so you probably don't want to use that short form. SEnet is down, so I can't point it out, however...
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Re: \"eX Mod\" Released
Sounds cool skimmed the mod real quick some intresting things I noticed.
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Re: \"eX Mod\" Released
The name is Expanded. As In Space Empires IV Expanded. I chose eX-Mod because I knew Exmod or whatever it was had been taken.
EDIT: Follow up, at the time that this thread was posted I did not know about the Extra Mod, I knew of the Exmod as in that was its name, but not that it was called the ExMod as in Extra Mod. For this I apologize. The name of the Expanded mod will now just be the Expanded Mod. |
Re: \"eX Mod\" Released
ex-mod is too similar in my opinion. It may well lead to confusion.
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Re: \"eX Mod\" Released
Then it is the Expanded mod. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: \"eX Mod\" Released
ExpaMod!
Or, shuffled: SpandexMod! Ermmm..... *ducks* |
Re: \"eX Mod\" Released
* Throws rotten tomato.
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Re: \"eX Mod\" Released
*rolls a 7 and evades [Projectile:RottenTomato]. Probability dice lands on 20 and [Projectile:RottenTomato] makes a perfect curve and hits [NPC:WhiteMouse] head-on.*
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Re: \"eX Mod\" Released
Ashton plugs up an improbability drive, and the rotten tomato promptly turns into a rubber chicken.
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Re: \"eX Mod\" Released
Lets keep this on topic guys...
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Re: \"eX Mod\" Released
So your all saying the mod is a rotten tomato? Most profoundly insulted and hurt. http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: \"eX Mod\" Released
No...I was throwing it at Strategia, for the awfull joke.
Never intended it to mean anything. Sorry. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: \"eX Mod\" Released
I know. http://forum.shrapnelgames.com/images/smilies/laugh.gif Gottcha! Ha ha
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Re: \"eX Mod\" Released
Want a unique name? "DistendedMod", or "TitanMod", or "ShroomMod", or "GrowthMod", or ________Mod.
Oops, did I just start a contest? lol Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: \"eX Mod\" Released
"The ModPilation" (from "compilation")
"UltiMod" "SE:X" (as in "Space Empires: eXpanded"..... duh! http://forum.shrapnelgames.com/image...ies/tongue.gif ) "AddOn Mod" "Apple Mod" (no reason, just looking at the apple trees in front of my window) |
Re: \"eX Mod\" Released
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Re: \"eX Mod\" Released
After playing around your mod i found some bugs/features:
1. The scout hull, if you do not add a Crew Quarters component (it is not required in design screen) have only half the movement points that it should have. 2. Some warp points appear with the ability "TEST" in them. 3. The Aikenan AI have an error in the "Political Savy" characteristic, every time the game select it as a random AI it gives an error message. BTW: very good mod, i´m playing around it now andreally enjoying it! |
Re: \"eX Mod\" Released
Interesting. Forgive my ignorance, I must have missed a lot, what is "DA mod"?
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Re: \"eX Mod\" Released
He may have meant "DNA" instead of DA.
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Re: \"eX Mod\" Released
Thanks for the bug report, I will get those fixes today. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: \"eX Mod\" Released
That issue has been addressed in FQM. Check the web site.
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Re: \"eX Mod\" Released
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Re: \"eX Mod\" Released
Yeh dude, its kinda close to my 'ExMod'
And its kinda even the same idea, basicly I just put in as much as I could, or, expanded it =P ExMod Homepage But I haven't really been maintaining it lately, so if its important to you... |
Re: \"eX Mod\" Released
To be honest with you I have never heard of your mod, prior to posting the thread and Fyron enlightened me. I do apologize for the name, it just sounded cool as an aberration and it never occurred to me that it would be plagiarizing another mods name. This will make twice now that I have accidentally used another mods name and I do sincerely apologize to you over my transgression.
Expanded is the name I am going with and not ExMod (Extra Mod) as yours is named. Honestly I am not out to steal your thunder or mod name. It is just a very freak and bizarre coincidence. Your mod and this one, albeit very close in name, are really two different mods. This mod is just an enhanced version of stock utilizing the best of FQM Standard with the TDM AI and new events coupled with the ship hull sizes for Neo-standard. Your mod makes changes to the game play that alters the game significantly enough to classify it as a full-fledged mod. http://forum.shrapnelgames.com/images/smilies/happy.gif Reading your description about the ExMod peeks my curiosity as to why you did not keep it current. It really sounds like a *****en mod. Any ways I have changed the name to just Expanded. As In Space Empires Expanded, which fits the concept for this mod. I do hope that this is ok, and I will also, in the next version, incorporate a link to your site in the credits. |
Re: \"Expanded Mod\" Updated 8/18
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Well the Aikenian are kicking my butt in this test game I am playing. In the next version I will add another 10 or so neutral races to the mix so that there are not so many duplicates.
Take a look at how things are going for me. I admit I am not really concentrating on the game as well as I should. |
Re: \"Expanded Mod\" Updated 8/18
Man I cannot believe how bad the AI for the Aikenian are whipping my butt! Now they are landing troops and taking my planets. First they attacked my fleets in three systems, desimating them repeatedly.
I like the AI for the Aikenian. The Imperial AI sucks. This will need to be addressed. The Starwolf and Solops AI's are also somewhat weak and will need to be tweaked. The game is becoming interesting. The Aikenian are pressing their attack and that is good. |
Re: \"Expanded Mod\" Updated 8/18
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Click the Attachment to see one hell of a space battle. 100 Caspian ships against 125 Imperial Star Destroyers.... guess who won?
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Re: \"Expanded Mod\" Updated 8/18
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Well talk about an exciting battle. I attacked the Imperial fleet of 110 ships with my own fleet of over 160 ships. The battle last 26 or so turns with the Empire eventually decimating my fleet.
I set it to auto combat - LEARNED A VERY VALUEABLE RULE - When you click Resolve Combat, you loose your turn.... in this case it cost me the battle. http://forum.shrapnelgames.com/images/smilies/frown.gif BUG As I watched the combat unfold Monica - You Should've Told me was playing in the back ground and the beat of that song matched the combat precisely.. Very very cool. I had a combat sound track.... http://forum.shrapnelgames.com/images/smilies/happy.gif I saved the combat file so later on after the Expanded Deluxe Patch is out people can replay the combat video.... and hopefully listen to Monica in the back ground... Very cool. See this is why we need exportable video for SEIV... so we can make our own combat music videos. |
Re: \"Expanded Mod\" Updated 8/18
AT, was that song "You Should Have Told Me" by Monifah?
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Re: \"Expanded Mod\" Updated 8/18
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Re: \"Expanded Mod\" Updated 8/18
It's the same if you just turn the AI on in the middle of combat, and click end turn each turn. The AI takes over after the end of the turn it was turned on in. On the other end, if you turn off the AI in the middle of combat you won't be able to move untill the next turn. Since resolve combat just turns the AI on and ends each turn for you they behave the same way, except you can't turn off resolve combat. I never thought of it as a bug, but I suppose it kind of is. I always just thought we were missing a button to make the AI move and fire, without ending the turn.
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Re: \"Expanded Mod\" Updated 8/18
The point is, you should MAKE ALL YOUR MOVES before turning on the AI because once do, theres no going back and the AI won't do a damn thing until the next turn... resulting you loosing a turn and getting your arss kicked.
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Re: \"Expanded Mod\" Updated 8/18
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 & 1.1 to 1.3) |
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