.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Masters Mod (http://forum.shrapnelgames.com/showthread.php?t=26726)

Urendi Maleldil November 11th, 2005 01:21 AM

Masters Mod
 
The Masters Mod will add a little more challenge and variety to SE4. It'll open up different strategic options, depending on what areas your race has "mastered."

The mod adds 10 new racial traits:
[*]Drone Masters - start with drones, and they're actually useful[*]Megascale Masters - start with slight colony ship size advantage, and ships are huge but expensive and slow near the end of the tech tree[*]Stealth Masters - start w/ minor cloaking device, & gets cloaked planets later on[*]War Masters - ships are tougher offensively, and fight better in groups[*]Travel Masters - ships go faster, and can store more supplies[*]Troop Masters - starts w/ troops, & later troops are much cheaper and easier to build (troop scheme similar to the Units Mod, and the Pointer Mod)[*]Assimilation Masters - think Borg[*]Fighter Masters - start w/ fighters, & more carrier options[*]Defense Masters - start w/ armor, gets better shield and armor comps, and eventually gets planetary shields[*]Resource Masters - booms faster, and can generate resources in space

Unlike the regular racial traits, the Master traits expand the existing tech tree, encourages you to focus on different strategies, and makes the AI tougher.

Read the full description here

All the techs are done, and I'm working on the AI now. I just finished the AI for the Drone Masters.

wilhil November 11th, 2005 03:21 AM

Re: Masters Mod
 
I like the sound of this! read FAQ and love the sound of assimilation masters!

cant wait to play this!

Wolfman77 November 11th, 2005 10:58 AM

Re: Masters Mod
 
Sounds like alot of fun. Can't wait to see the final product.

narf poit chez BOOM November 11th, 2005 05:09 PM

Re: Masters Mod
 
Stars!ish...Cool.

Renegade 13 November 11th, 2005 11:29 PM

Re: Masters Mod
 
Looks great! Can't wait to play it. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Makinus November 14th, 2005 09:35 AM

Re: Masters Mod
 
Any idea when the AI will be ready?

I´m waiting for teh AI to be working so i can try it...

Urendi Maleldil November 14th, 2005 10:12 AM

Re: Masters Mod
 
I've done three AIs so far. They're not optimized, but they work.

I'l probably have the rest done in a few weeks.

Urendi Maleldil November 18th, 2005 12:28 PM

Re: Masters Mod
 
Drone AI, Fighter AI, and Megascale AI now done. Next up... Assimilator AI.

wake_of_angels November 22nd, 2005 05:14 PM

Re: Masters Mod
 
I think this is a really good idea to make a mod enhancing the strategy potential for players.

Fyron November 22nd, 2005 06:10 PM

Re: Masters Mod
 
That's what just about every mod does, increase strategic potential.

Urendi Maleldil November 28th, 2005 02:48 AM

Re: Masters Mod
 
1 Attachment(s)
Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.

Alneyan November 28th, 2005 06:56 AM

Re: Masters Mod
 
Quote:

Imperator Fyron said:
That's what just about every mod does, increase strategic potential.

As in the Rock, Paper and Scissors mod? http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie November 28th, 2005 02:11 PM

Re: Masters Mod
 
Exactly.
In stock, its all APBs and max shields, berzerkers with maxxed combat skill, etc.

In the RPS mod, no design is the best, and you have to keep one step ahead with your construction strategy.

narf poit chez BOOM November 28th, 2005 02:19 PM

Re: Masters Mod
 
Quote:

Urendi Maleldil said:
Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.

Looks big.

Urendi Maleldil December 12th, 2005 03:10 AM

Re: Masters Mod
 
Hokay, so the AI is pretty much done. They're not pretty, but they work. But making all new ship sets for ten new races is going to take too long. My mind is already bursting with ideas for the Masters Mod v2. So I'm going to mod some of the existing races to use the new AI instead, add in a few last-minute components, and release the Masters Mod v1 hopefully some time this week. Ooo those Travel Masters are fast.


All times are GMT -4. The time now is 03:39 AM.

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