.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 v1.7 ( May the Masters be with You ) (http://forum.shrapnelgames.com/showthread.php?t=27062)

Urendi Maleldil December 18th, 2005 06:43 PM

Masters Mod v1.7 ( May the Masters be with You )
 
Download v1.0 here

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

(Updated. Fixed error in racialtraits.txt)

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 & 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 & 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 (& 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

Urendi Maleldil December 18th, 2005 07:14 PM

Re: Masters Mod v1.0 released
 
There was a space after each racial description that prevented the mod from loading. It's fixed now, and everything should run fine. If the mod didn't work for you before, try downloading and running it again.

Ed Kolis December 18th, 2005 07:59 PM

Re: Masters Mod v1.0 released
 
Haven't looked at the mod itself yet yet, but I'd be interested in joining a PBW game should you set one up; also, the different traits seem quite inspired by Stars! http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok December 18th, 2005 10:31 PM

Re: Masters Mod v1.0 released
 
Perhaps you can call the mod the "Masters of the Universe" mod.

Have you thought about adding traits for races that are the opposite of masters?

Ed Kolis December 18th, 2005 11:16 PM

Re: Masters Mod v1.0 released
 
Nah... we need NO MORE He-Man vs. Skeletor! http://forum.shrapnelgames.com/image...ies/tongue.gif

Urendi Maleldil December 18th, 2005 11:56 PM

Re: Masters Mod v1.0 released
 
Quote:

...I'd be interested in joining a PBW game should you set one up...

Unfortunately, I don't play much over PBW. (Hence the AI friendliness of this mod.) Don't let that stop you from setting up your own game though. There are some techs, like the Rocket Boosters, Hyperdrive, Smoke Screen Generator, and Small & Medium Ringworlds that can only be used by humans. And only a human player will be able to use the Drones and Fighters to their maximum effectiveness.
Quote:

...the different traits seem quite inspired by Stars!

I liked Stars!, and I took a little bit of inspiration from there, but these traits are all SE4. Too bad you can't mod in Alternate Reality, Mineral Packets, Stargates, and Stars!-style mine fields.
Quote:

Have you thought about adding traits for races that are the opposite of masters?

I don't think it's possible, since there's no way to make a racial trait remove stock techs. I'm going to add more Master traits in version 2, and I'm also toying with the idea of adding in things like "Star Wars" Master traits.

Captain Kwok December 19th, 2005 12:16 AM

Re: Masters Mod v1.0 released
 
I was thinking in terms of movement or supply penalties etc. that players could choose in order to grab a few more masters traits...

Ed Kolis December 19th, 2005 12:56 AM

Re: Masters Mod v1.0 released
 
Hey, weren't you the one who made the Pointer Mod, Urendi? I loved that mod... what ever happened to it? http://forum.shrapnelgames.com/images/smilies/frown.gif

Urendi Maleldil December 19th, 2005 01:31 AM

Re: Masters Mod v1.0 released
 
Pointer Mod's still sitting on my hard drive. I can re-post it again if you want a copy. It was too much of a beast to keep developing.

I wanted to write AI for it, since all I play is single player, but I'd have to write all new AI research files from scratch, since the tech tree had been completely re-written. The Masters mod incorporates a few ideas from the Pointer Mod.

narf poit chez BOOM December 19th, 2005 05:26 AM

Re: Masters Mod v1.0 released
 
Quote:

Ed Kolis said:
Nah... we need NO MORE He-Man vs. Skeletor! http://forum.shrapnelgames.com/image...ies/tongue.gif

By The Power Of Grayskull!

Urendi Maleldil January 6th, 2006 03:04 PM

Re: Masters Mod v1.1 update released
 
Download v1.1

Just two tweaks:
added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones

but they greatly improve Drone Master performance

wilhil January 7th, 2006 12:27 PM

Re: Masters Mod v1.1 update released
 
I tried to load the mod, but it keeps saying music files missing and then when I click Close, I only have the credits and quit game button.

what can I do :S ?

Ed Kolis January 7th, 2006 02:36 PM

Re: Masters Mod v1.1 update released
 
It works for me... are you running SE4 Deluxe? Did you for some reason delete anything out of your Music directory?

wilhil January 8th, 2006 02:21 PM

Re: Masters Mod v1.1 update released
 
I never performed the update, I am still playing gold, I got it working by setting all the music values to 0 and the trues to false, anyway, all working now and I will do the update later.

I also thing I have found a bug for this mod, I am playing with 5k empire points, and have got quite a few diffrent bonuses that this mod gives, I have got a Battlemoon (10MT ship), and placed 1 warp engine on it, it gives the correct movement points, but then when I put a structural integrity field on board, it drops the movement points instead of giving plus 1.

I can not remember off by heart as I have a few diffrent components that give movement, but I think it is engine + dampner + solar said = 15, but when I also add the structural field, it drops to 9,

anyway, this mod is really nice! thanks!

Fyron January 8th, 2006 04:23 PM

Re: Masters Mod v1.1 update released
 
That sounds like either going over 255 standard movement points and returning to 0, or adding two different components with different levels of bonus movement ability, thus getting the lower bonus. The former is a workaround for the small size of the int used for the ability and just has to be dealt with, the latter is not a bug but how bonus movement is intended to work (making it a bad idea to combine engine types in stock).

Urendi Maleldil January 9th, 2006 02:55 AM

Re: Masters Mod v1.1 update released
 
I think I've located the movement problem:

The Structural Integrity Field uses the Movement Bonus ability, which is the same one the engines have. I think SE4 is dropping the bonus because all components that have the Movement Bonus ability are not of the same type.

It's a simple fix. I'll just change Movement Bonus to Extra Movement Generation. I'll release it with the next version.

To update it manually,
*open components.txt
*search for the Structural Integrity Field entries
*change where it says "Movement Bonus" to "Extra Movement Generation"
*leave the 1st number alone (it should be 1)
*change the 2nd number (which should be 0) to any number other than 0,1,or 3 (the second number is a unique id number for that component [0=afterburners; 1=solar sail; 3=inertial dampener])
*save and re-start the game. It shouldn't interfere with any saved games.

Fyron January 9th, 2006 03:43 AM

Re: Masters Mod v1.1 update released
 
Its not so much dropping the bonus because of being different types as using the lowest one from all components with the ability. Prevents cheesy designs with 1 quantum engine and 5 ion engines for the same speed but less cost if it were the case that the best was used.

Urendi Maleldil January 10th, 2006 09:38 PM

Masters Mod v1.2: Foundation and Masters
 
Masters Mod v1.2: Foundation and Masters

I always wanted to do a Foundation mod. Here's a little bit of Foundation flavor for your Masters Mod games. Don't use it for games in-progress. It will break your v1.0 and v1.1 saved games.

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 02:37 AM

Re: Masters Mod v1.2: Foundation and Masters
 
I'm trying to think of what race out of the gagillions that are out there would make a good Psych Masters race. All the races out there seem to be very combat-focused.

Any suggestions?

Urendi Maleldil January 12th, 2006 01:13 PM

Re: Masters Mod v1.2: Foundation and Masters
 
Download: Masters Mod v1.3: Foundation and Masters update

I fixed a nasty little typo that prevented the mod from loading. It works fine now.

I also added the Mind-Static Shield facility to the Psych Masters. I meant to add it before, but I had forgotten.

1.3
added Mind Static Shield facility to Psych Masters
fixed bug with Psychological Defenses that prevented the mod from loading

leo1434 January 12th, 2006 09:28 PM

Masters Mod: Foundation and Masters
 
May be it is because I liked so much all the Foundation Books, but I think this name is one of the most beautiful which have been used to name a mod!!!
Besides it contains some very interesting concepts!

Good work!

PsychoTechFreak February 11th, 2006 01:27 PM

Re: Masters Mod v1.3: Foundation and Masters updat
 
A great mod it is.

Quote:

Urendi Maleldil said:
The AI is based on AI from the TDM Modpack.

I'd like to see all of the TDM races "mastered". What has to be done to accomplish this? Is it just AI general that has to be tweaked for the races? NM.

Some of the costs seem to be too high. Psy masters for example, I would always prefer the traditional Psycho trait if there are 1500 pts. to spend. Psy masters don't have any new components as far as I can see; This is more a 500 pt. trait I think. Not yet sure about the rest, but there should be a balance between the racial trait that reflects advantages in components/facilities and others. Otherwise it would not be a chosen trait.

Urendi Maleldil March 9th, 2006 05:47 PM

Re: Masters Mod v1.3: Foundation and Masters updat
 
Coming Soon:

Masters Mod v1.5: Where No Master Has Gone Before

It contains about a million bug fixes and enhancements, a few new races, plus one new racial trait. I'll leave it to you guys to try and figure out what it is.

Just a few minor tweaks left. I'll try and upload it tomorrow.

Urendi Maleldil March 10th, 2006 05:03 PM

Masters Mod v1.5: Where No Master Has Gone Before
 
Download: 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)

Ed Kolis March 10th, 2006 06:17 PM

Re: Masters Mod v1.5: Where No Master Has Gone Bef
 
Trek Masters? Man, this mod is quickly going downhill... http://forum.shrapnelgames.com/image...s/rolleyes.gif
(wait a second, leaky shields are an *advantage*? I guess when mixed with solid shields they are, since they're basically crystalline armor with shield generation to back them up, but still... http://forum.shrapnelgames.com/image...ies/tongue.gif)

Suicide Junkie March 11th, 2006 02:08 AM

Re: Masters Mod v1.5: Where No Master Has Gone Bef
 
Leaky shields are completely useless until all solid shields have been depleted.

Mixing the two is inefficient, not beneficial.

Urendi Maleldil March 13th, 2006 01:08 PM

Re: Masters Mod v1.5: Where No Master Has Gone Bef
 
Well, they're not much different from standard shields right now, if that's what you mean.

I'm actually not that happy with the Trek shields; I was really working to push 1.5 out the door, and just haven't had time to really play around with and tweak them yet. They're not different enough from standard shields.

I might reduce the number of shield points they generate, and increase the crystal armor ability. But then it will also be a bear to get the AI to use them instead of standard shield generators, even with AI tags.

Suicide Junkie March 13th, 2006 02:39 PM

Re: Masters Mod v1.5: Where No Master Has Gone Bef
 
Can you not just call for SGFD ability instead of shield generation?

Urendi Maleldil March 13th, 2006 03:13 PM

Re: Masters Mod v1.5: Where No Master Has Gone Bef
 
I could, but I was hoping to be able to use the AI Designcreation's built-in shield perameter. The way I understand it is that it will only use the components with the greatest number of shield points.

Urendi Maleldil March 13th, 2006 03:31 PM

Re: Masters Mod v1.5: Where No Master Has Gone Bef
 
Other notable additions:

Travel Masters get Hot Rodded hull sizes - normal hulls that let you add more than the normal number of engines

Megascale Masters get Highliner hull sizes - they're not true highliners (like in the Highliners Mod), but they're large starbase-sized hulls that are available very early in the game.

Urendi Maleldil March 19th, 2006 08:58 PM

Re: Masters Mod v1.51 update released
 
Download Masters Mod v1.51 update

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

Wolfman77 March 20th, 2006 12:06 PM

Re: Masters Mod v1.51 update released
 
I found a small bug in the magascale masters facilities where the Space Elevator I doesn't upgrade to II. Probably just need to adjust the family number.

Urendi Maleldil March 22nd, 2006 03:02 AM

Re: Masters Mod v1.51 update released
 
Thanks, I'll check it out.

Wolfman77 March 22nd, 2006 11:07 AM

Re: Masters Mod v1.51 update released
 
I was looking at the data file the other night, it seems it was the roman numeral was set to 0 on all three of them, same with the arcology-orbital tower-orbital ring. I'm not sure if you meant those to be upgradable.

I had a small issue with the image for the mega space yard, not sure if it was some bad images in my facility pack or not but it would give an error in the game if I tried to look at the facility, worked ok when I changed the image number. I'm going to update/reinstall my image pack to see if that fixes it, I'll let you knowif it was on my end.

I attacked an AI battlemoon last night that had 162 CSM V's and no multiplex tracking. I don't know if he isn't using it or hasn't reaserched it yet, but at this point in the game he should have it. I believe it was Cue Cappa but I forgot to wright it down, I'll check tonight.

I think there was one other thing, but I can't recal what it was. I should know by now I won't remember things if I don't write them down. I'll let you know tomorrow If I get to play tonight.

Urendi Maleldil March 22nd, 2006 04:33 PM

Re: Masters Mod v1.51 update released
 
I forgot to note that the v1.51 update contains working Klingon and Romulan Trek Masters AI

Urendi Maleldil March 22nd, 2006 04:36 PM

Re: Masters Mod v1.51 update released
 
Oh, the Space Elevator facilities were actually upgrading, but I accidentally set all their roman numerals to "II." So they're actually different, even though they look the same.

They'll be fixed in v1.52. I'll also check the Cue Cappa AI to see if they're adding multiplex or not.

I think the image errors you're getting might be related to the Image Modpack. I get the same errors with the Psych Masters facilities. I think some of the .bmp's in the Image Modpack are encoded strangely. I might have to put together a small patch to fix it.

Urendi Maleldil March 23rd, 2006 01:02 AM

Re: Masters Mod v1.3: Foundation and Masters updat
 
I re-uploaded the file. Everything's cool.

Wolfman77 March 23rd, 2006 03:34 PM

Re: Masters Mod v1.3: Foundation and Masters updat
 
I checked last night a few things. I got the image to work by saving as a tiff then sving back to a bmp so it must just be a funny bmp coding. The multiplex problem was with the Sergetti. I also noticed in the facilities text that the gaia facilities atmosphere chage description says 20,19,and 18 turns but the value is at 20,15,and 10. I also noticed the Core mount that fits 10mT ships and bases has the same supply usage as the massive mount, seems really low to me.

Urendi Maleldil March 31st, 2006 11:59 AM

Re: Masters Mod v1.51
 
Hey, thanks for the info. I've added the corrections to the next version.

Other than releasing a copy of the Image Mod alongside the Masters Mod, I'm not sure what I could do about the wacky images, since it's a problem just with the Image Mod. That would increase the file size substantially. Not something I want to happen. I'm sure I'll think of something.

Suggestions?

Urendi Maleldil March 31st, 2006 12:04 PM

Leaky shields
 
In the next version I've updated the Trek Masters leaky shields so they generate fewer shield points than normal shields, but offer more shield generation from damage.

As Suicide Junkie suggested, I modified the AI by using the SGFD ability to call for the shields instead of the normal Shields entry, which would just use the components with the greatest number of shield points. It wasn't nearly as painful a conversion as I thought it would be.

Wolfman77 March 31st, 2006 01:18 PM

Re: Leaky shields
 
Aside from going through the mod pack and resaving the images there isn't much you could do. I don't think including the mod packs pictures with you mod is a good way to go. At least if someone asks about the proble you know how they can fix it, maybe with the next mod pack the images can be fixed. If someone has a program that can automaticaly save them as a different file type, then resave them back to BMP's it would be the best way. It does NOT work to load the BMP then "save as" to a BMP. They have to be converted to another type, then back. I used corel paint but I don't know how to do the scripting in it to load and save multiple files.

Urendi Maleldil April 6th, 2006 01:27 PM

Masters Mod v1.6: One Small Step for Masters
 
Download v1.6: One Small Step for Masters here

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

Wolfman77 April 7th, 2006 10:04 AM

Re: Masters Mod v1.6: One Small Step for Masters
 
I tried the assimilation masters last night. Kinda fun taking other ships with the nanites, but they seemed very powerful. once you get LC's the mount gives the nanites 100% chance to convert if they hit, and at range 2 they tend to hit alot. I was up against a race that used missiles alot, but even with the range advantage I could still take 3 ships very quickly. As soon as they start using MC's the nanites should become useless however. Also you may want to restrict them from Weapon Platforms, or make a different one that goes on them, the WP mounts make these very dangerous.

The special Life Support component that gives 5% reduction to maintenance stacks. A Space Station with 1 bridge 2 Crew Quarters and then filled with These Life Supports will net about 7000 each turn in minerals from negative maintenance. They also stack with the 100kT SY's 40%. You could limit them to 10 per ship in the restrictions line for the comp, the only ones who have acces to ships that need more than that are the Megascale. If you want people to be able to take more than one master trait for some reason you could make a second comp right below it without the restriction and having both master traits required.

Urendi Maleldil April 8th, 2006 05:29 PM

Re: Masters Mod v1.6: One Small Step for Masters
 
Oh, I hadn't noticed the maintenance thing. I'll have to fix that right away.

henk brouwer April 8th, 2006 07:11 PM

Re: Masters Mod v1.6: One Small Step for Masters
 
I just downloaded the mod and started a new game, I'm having a lot of fun so far. I picked the Defense masters for my first game. The borg started two systems away from me, and I've had quite some trouble with them http://forum.shrapnelgames.com/images/smilies/happy.gif. Anyhow, I managed to research computers early on, which has given me a big advantage, and they just surrendered to me a turn ago.

Just one remark so far: With the defense masters trait, you can install navigational shield systems and structural integrity fields on weapon platforms and satellites (which gives your weapon platforms +1 movement), this seems a bit odd, it's only a small cosmetic thing but I thought I should mention it. Other than that I can't find any errors, It would be nice to have a few more of the AI's use the new masters traits though. Anyhow, great mod so far, I'm looking forward to any updates.

Urendi Maleldil April 9th, 2006 02:49 PM

Re: Masters Mod v1.6: One Small Step for Masters
 
Hey, thanks for the complements. I've had a lot of fun building the mod, and I have a lot more things to add to it.

So far I haven't added Masters traits to any of the races that already use stock racial traits, but that will change in the future.

Wolfman77 April 10th, 2006 02:17 PM

Re: Masters Mod v1.6: One Small Step for Masters
 
I noticed the trek masters warp drive has 2 components that have the same abilities except the newer version is more expensive. It's either 4 and 5 or 5 and 6 can't remember which.

Urendi Maleldil May 29th, 2006 10:35 AM

Re: Masters Mod v1.6: One Small Step for Masters
 
I'm going to release the Masters mod v1.7 in the next day or so. What are some of the bugs and balance issues you guys have noticed in v1.6? I want to polish up the latest release before I put it out.

Ed Kolis May 29th, 2006 02:48 PM

Re: Masters Mod v1.6: One Small Step for Masters
 
What's new in 1.7? Perhaps Orion Masters, with MOO technology? http://forum.shrapnelgames.com/images/smilies/wink.gif

Urendi Maleldil May 29th, 2006 11:01 PM

Re: Masters Mod v1.6: One Small Step for Masters
 
Sorry, I've never played MOO, so I don't know how the technology worked.


All times are GMT -4. The time now is 01:46 AM.

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