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Mod List
With all the mods out, I think we need to have a complete list availible for easy access by new players. If you want, would you please post your completed mods and mods in progress links here with a brief discription. Thanks
AST Mod Site Atrocities Star Trek Mod AST Mod v 1.5. This mod is a star trek conVersion for Space Empires IV that uses SEIV technology and systems in conjunction with custom technology. There are 20 main Star Trek Races, and 20 Neutral Star Trek Races. The mod also uses several other mods including the Fyron Q-mod, Image Mod, Mount Mod, and parts of other mods. [ February 02, 2003, 18:14: Message edited by: Atrocities ] |
Re: Mod List
Fyron's Quadrant Mod (Standard)
This mod makes alterations to the system types in SEIV. It adds many more moons in orbit of planets, and many of these moons will have random atmospheres. Also, solar systems now generally have an asteroid belt in them, which is more realistic. To use the new systems, simply create a quadrant. The basic quadrants are also included for convenience. They are labeled as "Classic" quadrants. The files modified in this mod are only used when the map or savegame is created. So, the game host of a PBEM or PBW game could create a map using it, and the players would not have to have the mod installed. http://galileo.spaceports.com/~kazharii/fqm/ Fyron's Quadrant Mod Deluxe This mod makes alterations to the system types in SEIV. It adds many more moons in orbit of planets, and many of these moons will have random atmospheres. Also, solar systems now generally have an asteroid belt in them, which is more realistic. There are many new planets, stars, etc. that have been added from the Image Mod. The Image Mod is required to play this mod. http://galileo.spaceports.com/~kazharii/fqm/ Ultimate Strategies Mod This mod makes alterations to the strategies and formations in SEIV Gold. The goal is to expand upon the strategic choices available to the player. Because formations are controlled by a data file and not changeable from within the game, this mod will allow PBW and PBEM Users to play otherwise normal games with custom formations. This mod also modifies the DefaultColonyTypes and DefaultDesignTypes files, to create more variety in the default selections. http://galileo.spaceports.com/~kazharii/usm/ Adamant Mod Mod under development. The basic premis of the mod is that you can choose to be one of three major types of races: Physical, Organic, Magical. Physical races are just like normal SE4 races. They research and employ technologies, such as Shields, Anti-Proton Beams and Master Computers. Their defenses are balanced between shields and armor. Organic races depend upon genetic manipulation and forced evolution. There ships are living, crew-less entities. Their armor is stronger than their shielding. Magical races research and use magical spells instead of normal technologies. They exist at quasi-medieval level of technology. They use magicaly enchanted ships that can travel through the Astral Plane (outer space) to get to other worlds. Their shields are stronger than their armor. http://galileo.spaceports.com/~kazharii/adamant/ |
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Quote:
http://www.invirtuo.cc/phpwiki/index.php/AST http://www.invirtuo.cc/phpwiki/index.php/FQM (I'm working on the others) |
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The Art of War mod is in the early stages of development. Geo put it best in the modinfo.txt file:
"The Art of War mod was inspired by a Shrapnel games forum discussion about whether it was more important in SEIV to master the science of what techs to use, or the Art of War and strategy aspects of the game. "I am attempting to do three things with this mod. First I want to lessen the impact of the various racial traits, and techs that modify combat to hit and avoid getting hit. In the stock game slight imbalances between opponents in these areas can result in hugely disproportionate combat results. "Secondly, I want to try to extend the life of some of the weapons and other tech (Including smaller ship hulls) that become obsolete too early in the game in my opinion. "Finally I want to try and introduce more "Guns or Butter" choices in the game. Areas where decisions need to be made between military and economic strength. "One decision I made early on that will make this mod somewhat unique is that I will not allow myself to become limited by what the AI can or cannot handle. I will make no effort myself to optimize the AI for use in this mod. Others are free to do so if they wish, but I will not even attempt it. This may result in the mod being only useable for multiplayer SEIV. If that is the case, I can live with that." Check out these threads for more info: The AoW mod discussion thread The AoW Alpha tester thread |
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Hypermaze
A map mod by capnq which adds hyperspace systems. A Hypermaze quadrant has fewer colonizable systems than normal, and most of the non-colonizable systems are hyperspace zones. Space-time is less stable in hyperspace, causing random ship movement and occasional damage, and visibility is obscured in the same way as in nebulae. Hypermaze is a good mod to use if you enjoy exploring the map. Supply usage becomes more important, because you cannot predict exactly how long it will take to cross hyperspace systems. AI empires handle this mod better than capnq expected them to, performing about as well as they do in a standard Ancient quadrant. The "full" Version of the mod includes custom backgrounds for hyperspace; there is also a "lite" Version without the custom graphics. Both Versions include instructions for making your own hyperspace backgrounds. The Gold Versions of Hypermaze and HypermazeLite are in the Extras folder of the Gold CD. The pre-Gold Version of HypermazeLite is available in Shrapnel's New Scenario/Mod Forum in the SE IV Classic Mods (pre-Gold) thread {link}. The pre-Gold Version of Hypermaze is available in the Space Empires IV Data/Sound/Graphic thread (see December 3, 2001) {link}. |
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Devnull Mod Gold
The Devnull Mod is a collection and amalgamation of many mods and ideas from various authors. It is a comprehensive mod with changes to almost all data files. Originally compiled by Devnullicus, it was revived for SE4 Gold by Geoschmo and Rollo. some of the many features include:</font>
Have fun, Rollo [ January 21, 2003, 23:59: Message edited by: Rollo ] |
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MountMod-AJC v5.1 for SE4 Gold Version 1.84
updated 02/05/2003 (actually I didnt have to make changes, it works in the latest Version just fine)... http://forum.shrapnelgames.com/newup...1031531970.zip HISTORY-- v5.1 1. Added intro screen v5 1. Fixed description of computer mounts to remove old antivirus description. 2. Added colony module. (Idea is that nanobots allow colonies to leave with less equipment and supplies which reduces the size and cost of the colony module). General Mod Information: MountMod-AJC.zip- Is for new games started in Version 1.78. Whats in this Mod: Mount Modification for Base game. No technology changes. However technology will have to be researched to discover the new mounts. Ships become much tougher in this mod. I compensated by incorporating miniturization into all of the advanced weapon mounts and increasing the damage dealt. To look at the mod look at the CompEnhancement.txt file. This file can be found in: Space Empires IV\MountMod-AJC\Data\CompEnhancement.txt Note: Shield Generator mounts come in two types, the first level will only require you to research level 3 shields before the 1st generation shield mounts come into play for bases, 400+ KT ships and 200+ KT weapon platforms. Each mount type has unique tech requirements. The technology requirements for the new mounts are spread throughout the tech tree. Here is a breakdown of the tech levels that are required to activate the various stages of the new mounts. TECH & TECH LEVELS -Advanced Military Science -1,2,3,4,5,6 -Physics -2,3 -Computers -2,3,4,5,6 -Applied Research -2,3 -Propulsion -6 -Stellar Harnessing -5 -Shields -3,6 -Armor -6 -Point Defense -5 -Colonization -1 (Gs,Ic & Rk) List of New Mounts: 2 x Shield mounts, Armor mount, improved weapon mounts, Point Def Mount, Engine/Solar Sail Mounts, seeker mount, Hardened Computers, miniturization of components, improved basic weapons (using mounts), colony module. [ February 06, 2003, 00:20: Message edited by: AJC ] |
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Pirates And Nomads
See: http://www.shrapnelgames.com/cgi-bin...&f=23&t=001696 As the title hints at, this mod introduces two new economic models to the game, The Pirate, and The Nomadic. Both of the new models do not include planet colonization tech, and are focused on space-based infrastructure. They are given tiny spaceyards which can fit on escort sized ships, and boarding parties as starting technologies. - Pirate races are geared towards stealth and ship capture. Able to hide in plain sight as Civilians, they can move through your lines undetected to strike any lightly defended targets. Income is gained by the use or scrapping of captured ships, facilities and bases, plus the occasional slave labour camp. Another reccommended source of income is to negotiate a trade alliance with a regular race, and do some privateering for them in exchange for the resources. - Nomadic races are given maintenance reducing components and two bonus levels in fighter tech, so that they are capable of supporting hundreds of ships on a budget of only a few thousand resources per turn. Reccommended sources of income are piracy, merchandising, and alliances. There are additional, minor features to explore on your own. The other major features of this mod were designed to increase the flexibility and variation of designs. - QNP Quasi-Newtonian Propulsion first appeared in P&N, and allows players to add as many engines to their designs as they see fit. Larger hulls need more engines, since Speed = Thrust / Mass (True newtonian would be Acceleration = Thrust / Mass, but QNP is closer than standard SE4's Speed = Thrust system) Adding more engines means you sacrifice weapons, defenses and auxiliary abilities. Thus, at some point, unique to the design's job, the player's tech level and mood, and possibly the enemy's designs will all factor into the final speed of the ship. For example, scouts can be given close to 30 speed, while military interceptors get 10, and siege warships move only 5. - Supplies as a resource Supplies are a rare commodity in this PBW Version of P&N. Resupply Depots and Quantum reactors have been removed from the game, so the construction and maintenance of Solar Power Stations will be critical to your success. Bases have been modified, and now have finite supplies as well they will either need to have a solar panel and a star, or timely visits by a supply ship. Laying siege to a base is possible, now, and a fleet with specialized orders could potentially induce the base to expend all of its munitions over the course of a few feints, thus leaving it defenseless for the final assault. Supplies in this case are modelled as physical supplies. Energy supplies are modelled as radioactives cost instead. Thus, lasers and other pure-energy weapons will be very expensive to maintain, but can be fired continuously without consequences. Shells, Torpedoes, and Missiles are all super-heavy supply point sappers. Nuclear Bombardment missiles can cost you up to 400 supplies per shot. This is balanced by the fact that very little energy is required, and thus they are dirt cheap to add and maintain. Gunboats can be expected in much greater numbers than Beamers, but will be forced to stay close to their resupply points. - Defenses Defense balancing and widening. Shields and Armor now have their own unique advantages and disadvantages, and which is best depends on the situation at hand. Armor wins out for Hitpoints per KT, and build cost in an isolated slugging match, but comes in a distant second for maintenance and during campaigns. This can be seen in the fact that the best armor comes in 1kt components, and thus can consume horrific amounts of time and money in the repair yard afterwards as repair bays struggle with hundreds of components worth of damage. Shields, on the other hand, recover instantly after battle, and the ships can continue to press an advantage. In addition, phased shields are mixed in with the regular shields instead of being researched completely afterwards. Phased shields are slightly weaker that normal shields per research point spent, but phased weapons have been altered accordingly. Options are widened with specialty defenses for everything from ion cannons to null space. Includes armored engines, Buckytube Gel, and Tachyon Dampers. - Weapons Weapons have been prodded and tweaked to improve the range of useful types. APBs are slightly weaker, Torpedoes are given a homing ability to make up for their lack of raw firepower (+15% to +25% accuracy), and Graviton Hellbores skip armor. Phased Polaron Beams have been completely reworked, and Phased weapon research now gives you alternate Versions of the beams, torpedoes and missiles already researched with shield skipping ability and reduced damage. - Units Units no longer have specialized weapons and shields available for them. Instead, they use "small" through "micro" mounted ship weapons. More abilities are opened up to units, and tech availability is smoother. Researching smaller weapons and troop weapons will provide the mounts, rather than the weapons. - Racial Traits and Techs A sixth major racial trait has been added; Gravitic Manipulation, which gives more powerful engines, faster missile upgrades, and various other components. A number of minor racial traits have been added as well; Tiny Race, Expanded Automation, Living Ships, PackRats, and Gun Nuts. All of the Major racial techs also have crossover advantages. Things such as BioCrystal Armor, Temporal Cloning Vats, Spirit Crew Quarters, and more. There are a few racial disadvantages available as well; naturalists reduces the facility space available on your planets, and endemic wastefulness increases the supply use of all ships. - Settings.txt The classic 700kb of Population Modifiers have been brought back to P&N for this PBW Version. With it, all population modifiers are smooth, and rates change in 1% increments as population grows. Planets start with 10% of their normal production rate, and add 1% for every 25M people on the planet. Resource production follows a sine curve from 1% to 225%, rapidly rising to the maximum value as population approaches about 500M people. It then slowly falls off to 100% as the population rises to 2 billion. Ground combat is reduced to 1 round per turn, allowing large, entrenched forces grind away for potentially years on homeworld class worlds, while reinforcements have time to arrive from both sides of the conflict, for troop-vs-troop action! Militia will be seen in much greater numbers, and although their attack power is greatly reduced, they are tough to finish off due to their numbers and defensive tactics. A number of changes to characteristics costs have been made; those most commonly used traits are increased in cost, while the unpopular ones are reduced. Maintenance reduction has been corrected, so that purchasing "+20% maintenance reduction" means you pay 20% less, for 80% of normal, rather than subtracting 20 from the base maintenance of 25, giving a total cost per turn of only 20% normal. - Other Changes For this PBW Version, the mine system has been reworked. There is no longer any such thing as a minesweeper component. The only way to clear mines is to grit your teeth and take the hits. Mine damage and per-sector limits have been reduced accordingly, although with tech, the damage can be dramatically increased for an even more dramatic increase in cost. Training Facilities have also been removed. Instead there are training components, so that you must pay maintenance on them each turn. Costs rise faster than the training amount Squared, so planning ahead and budgeting for training is important. Players are expected to use retroseries in order to build training facilities within a reasonable amount of time. [ January 23, 2003, 04:50: Message edited by: Suicide Junkie ] |
Re: Mod List
The TDM-ModPack
This "Mod" pack does not contain any modified tech trees, new components or facilities, just a major overhaul to the AI files to get the most of the current Version of SE4. It also adds a lot of new shipsets complete with the latest AIs. TDM-ModPack Site |
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A working link for AJC's mount mod: Click me! Click me!
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Re: Mod List
[Although this Mod is also in the Mod Download section, I figured I would "stick" it here as well since I recently received some e-mails asking for it.]
Tampa_Gamer Sound Mod 1.40 Space Empires IV Gold Version 1.xx (Compatable with all future Versions) March 6, 2002 (verified February 1, 2003) Tampa_Gamer Sounds Mod 1.40 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. This mod was created primarily with new sounds but also incorporates some of the sounds from two "sound mods" posted previously here (one by Tenryu and the other by ?). Some of the racial-specific weapon sounds (like the acid globule, enveloping acid, etc.) from the mod posted by Tenryu were created by C. Schaefer for Cyber Warrior and used with the permission of CyberWarrior, Inc. Link Tampa_Gamer Sounds Mod 1.40 Note - 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 one if not there). Have Fun! -Tampa_Gamer [ February 01, 2003, 17:42: Message edited by: Tampa_Gamer ] |
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Proportions
Proportions makes large changes to the proportions of economy and development in Space Empires IV. The scale of several aspects of play have been made more realistic, along with various other changes. A lengthy description of the original design and the long Version history is available from the Proportions mod web page. [ February 11, 2003, 20:11: Message edited by: PvK ] |
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DEVNULL MOD GOLD
A complete description is maintained here: http://www.jeffleggett.com/devnull.html Binford |
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Re: Mod List
Spawned by a discussion on game balance theory, where Rock-Paper-Scissors was used as an example for both "no ultimate weapons" and "completely pointless", this mod goes to show that you can have your cake and eat it too.
With only three possible ship designs, and each one corresponding to Rock Paper or scissors, the mod is perfectly balanced in a "by definition" way. The outcome of the game is also non-trivial and non-random, since you are allowed to have more than one ship at a time, and can manouever them around the map, setting up ambushes and decoys while building specifically to counter the ships you know your enemy has built. http://www.shrapnelgames.com/cgi-bin...;f=23;t=008609 The Rock-Paper-Scissors mod (complete) RPS mod files.zip Blue and Yellow Bonus RPS shipsets.zip [ August 15, 2003, 10:13: Message edited by: Mephisto ] |
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Imagemod mod (instant action).zip (90kb)
(Extract to your SE4 folder, and its ready to play) Sets up unmodded game weapons to use all kinds of animations from the imagemod combatpack. Most weapons have a unique animation for every 1 or 2 tech levels! Also, many facility images changed to use facilitypack images. See your scientists go from a dusty old university, to a shiny tower, to a futuristic lab, and more. [ April 11, 2003, 16:19: Message edited by: Suicide Junkie ] |
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AI CAMPAIGN v2.90 UPGRADE ~now available for download~ ===================== Conceptual: NEW* Commercial Income Value assigned on some facilities with AIC Finite Module. NEW* Organics are abundant and Radioactives are more rare in the AIC Universe. However all Industrial Space yards always receive priority of all goods. Improved* Finite Friendly (Dual plus) Race Class CCs~ DESdinova Lowered some AI's income in the AI Balance Module . Revised some Imperial Trade Income Values for AIC Finite Economics Module. Some revisions in AIC Tactical Fighter Module. Lowered Some AI Mine Sweeping Abilities in AIC AI Balance Module. Adjusted AI (theoretical AI intertraded) Colonizer Modules in AIC AI Balance Module. Lowered AI Open Warp distance in AI Balance Mod. Human Player Evolution rate increased about 10-20% overall. Added AIC General Trait-Tie Racial Construction to Settlements. Facilities: NEW* Racial class Settlements. NEW* Planet Lore for the Organic Race. NEW* Religious Culture Center for the Human Player. Revised Urban Family Progressions and costs. Added another Nature Shrine Level for Religious Races. Added more Abilities to all Culture Centers. Increased level 2 and 3 Research Facilities about 25%. Lowered Construction cost of Resupply Depot 20% It is also faster to build a Space Port also about 25%. Components: NEW* Repair Base Station Component's ~ Des and PTF NEW* Miniaturized Life Support replacing HLS ~ PTF NEW* Fighter Solar Collector ~ LAN NEW* Engineering Section ~ Krsqk NEW* Sick Bay. NEW* Basic Crew Quarters. Added two new early Warp Open Components for Human Players. Extra levels for the Combat Bridge ~ GLV Revised some Fighter Weapons and Tech Requirements ~ GLV Added Fighter shield level with all revised sizes ~ Oleg Added Fighter Armor ~ Oleg Revised SYS Component Repair ~ PTF Revised Some Structure KT Sizes ~ PTF Gestation Vat Fix ~ PTF Medium Tech Starts Fix ~ Des ECM VII fix ~Des Lowered Supplemental Colonizer Module size. Drone Launcher cargo increased. Lowered cost and time to build for Ring and Sphere World as well as most productive SM Components. Revised Robo-Mining Base and Ship Mining Vessels; More Profitable. Interface: House Keeping near Finished now with most Components and Facilities Organized. When you scroll thru the design menu, it has a much neater and professional look. Thanks SJ, for the suggestions. AI Files: Slight Randomization of a few AI personalities. I normally do not post any AI specific changes, as not to spoil some surprises. Changed a few Political accept system AI entries~Sundevil Notes: No Warp style games optimized: Reduced Sizes and Costs on some Stellar Manipulation Components. Planetary Engineering back to se4 default tech tree. The added research 25% expedites research time some what faster for No warp or isolated games . Revised some AI Stellar Manipulation techniques. Tweaked AI Research and Const Vehicle Files. (Most races are staggered, they all do not open warps at or near the same time actually some are very late openers now) Two new Warp Open Components starting at SM Tech ONE. Opens you up to all the Systems with in your Home Cluster (6-12 systems) when Playing either Galaxies map. SM 3 will get you to the next Cluster. Note: AI initially warps its original home Cluster as well. ~~ Lowered Infantry structure in the attempt to give Troop vehicles a prominent role in combat and to increase the effectiveness of standard orbital bombardment in AIC. Cheap Militia type Infantry now die or FLEE quicker and Troop Vehicles with Armor Stand their Ground far more valiantly. Balance tips and suggestions are much welcomed here. ~~ I would like to thank {PTF}PsychoTechFreak for the many hours of Play Testing and Suggestion with all AIC and especially No Warp Style optimization for AIC. ---------------- DOWNLOADS Please download AI Campaign v2.90 Complete if you never recieved your copy. ~~~ AIC Version 2.90 Upgrade files only . (size; only 347kb) Updates ALL AIC Versions. (Will break existing pre2.90 savegames) |
Re: Mod List
STARTING YOUR FIRST FEW AIC v3.0+ GAMES
Neutrals for the most part are always good After they become warm to you. Offer a trade of 50k of resources a Comm Link even your Colonizer Tech - any one; should trade for their Colonizer Tech http://forum.shrapnelgames.com/images/icons/icon6.gif Neutrals also offer the Human Player large monthly dividends through Trade and Research Treaties. Refueling rights, not to mention somebody to pick when the time suits you http://forum.shrapnelgames.com/images/icons/icon12.gif ~ Small Quadrants with many AI. The AI will soon be crowded and all but the most Serine may decide for the expansion fight. You will end up on the AI hit list in this style game. (Not recomended fore new AIC Players) ~ For your first AIC v3.0+ game: Play a Standard default Setup. You may want a Medium or Large Default top Map at first. With Low to Medium AI Player Count. Low to Medium AI Difficulty selection. Absolutly NONE in Computer BONUS. In the Advanced Traits when you Edit your Race, you are Required to choose the *top HUMAN Trait* and then please take the FREE options of 1 and 2 as well as any other choices you may want. Please, further take any or ALL the FREE MP Handicapping choices to help you build the Empire you are comfortable with. (All 3 MP) would be a bonus of 1000 Points to you - The AI does not mind, so don't you http://forum.shrapnelgames.com/images/icons/icon7.gif For 3000 Points - AI Campaign has a lot to offer the Dual Racial Trait Human Player . Any Combination is very good. Please check out each of your Population Centers on your Home World, when your game starts http://forum.shrapnelgames.com/images/icons/icon12.gif ~~~~~ PLEASE NOTE: The ending AI Traits are reserved for the AI, and will break your game if you choose any inadvertently. ~~~~~ Start building a Scout or two, a few Base Ship Yards, Colonizers etc. You will need many star liners. If you find you are neighbors with an Aggressive race, be prepared http://forum.shrapnelgames.com/images/icons/icon12.gif Important starting researches are, Ship Construction 2 and 3. Military Science for Point Defence. Construction so the Colonies will build with further designs. Propulsion 2 is good for the Scouts to install efficient engines. Ship Yard Techs for faster build rates if you are not Temporal Race. Any research path is fine, above are just a few absolutely needed base line Techs, in AIC. In regards to the Best overall Race Package in AIC, the choice may arguably be the Crystallurgy Racial Trait then the Temporal Race. If you like Intel Projects, the Psychic Racial Trait may be for you. Organics as expected, will give you a fine war footing. Also, there are abondent organic resource in AIC for the even the most rapacious of the Organic Species http://forum.shrapnelgames.com/images/icons/icon10.gif You may also find that the AI in AIC to be very interactive http://forum.shrapnelgames.com/images/icons/icon7.gif ================================================= Suggested AI Computer Bonus Levels in AIC: None: All first time Players. MP Handicap per your se4 Experience. Low: With good AIC Economics and you start beating the AI Regularly. Also opens more options for the AI in No Warp Games. Remember to reset your MP Handicapping, the AI is tougher. Medium: Very Competitive in No Warp Games in other games the AI is Extremely Tough with this setting. Good for most Multiplayer LAN or PBEM Games, with many Human Players. High: Only a few Multiplayer games may require this setting. The AI curb does and will increase, as the game Years tick by. Each Bonus Level also will increase this AI Curb. (The during game AI Curb advance is different then the In Game Strating Bonus, and is fully Programable in AIC. To start and to End. Even to reverse itself for Finite) ================================================= The best way to start with Centurion rich Systems is to generate one to your liking from the in game Quadrant menu with the Centurion Ruins map (AIC v3.01+). You may generate one to a few hundred Systems from this map… In addition, it is great for a one on one game as well. http://forum.shrapnelgames.com/images/icons/icon12.gif I recommend you set the AI player count, relative to the Systems that you generate, for a balanced game, the less AI the better; for you that is. It may be best to keep the AI players down (1 per 8-12 Systems), and not to play with any AI bonus in this style game of AIC. Remember, the AI likes those artifacts too. ================================================= If there are any Questions or Players that may desire a few tips in playing AIC. Please refer to AI Campaigns Discussion link below: >>> AIC Thread <<< [ June 09, 2003, 12:47: Message edited by: JLS ] |
Re: Mod List
New mod called Sweet Ancients
Same as the other sweet mods.. Except Intel is 10 levels Talisman is a mount No Ruin Tech. Many mounts If your playing this mod without the Ring worlds above stars then adjust the colony tech costs down or leave it for high cost and adjust the rock colony cost to match the others. This Version was set up for all players starting with rock.... Ice and Gas cost alot !!! Sweet-Mod [ August 15, 2003, 10:04: Message edited by: Mephisto ] |
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Re: Mod List
You can find a great list of available MODs at this site:
SE4 Offical Mod Page Go check it out! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Mod List
Hello All,
Just got back from overseas so I have been out of the loop for a while. Can anyone tell me what mods are based off of the AI's in the TDM Mod-Pack? I love the MODS that more realistically model Economics and the Propulsion etc...(AI, P&N etc) but it takes so long to get into the game and I just never have enough time to keep one going that long, so I like the speed of the stock economics and propulsion etc...Another Reason I ask is I really enjoy the races that build troops and invade planets (its the Jarhead in me). There are so many Mods out there now its hard to keep up with it all. Would be great if someone in the know could not only list the mods...but give a brief evolutionary account of the AI's for the mods. Would love to have the TDM AI's able to use all the new Components etc... Any Players in the Tampa area? Good to be back in the states, Thanks [ September 18, 2003, 10:31: Message edited by: Grand Deceiver ] |
Re: Mod List
You can use a program SJ wrote to convert any AI designed for stock data files (such as TDM) to work in P&N. You can find it in the P&N section of his web site.
Also, AI Campaign is a mod based off of Proportions that is designed to maximize the strength of the AI empires. [ September 18, 2003, 18:12: Message edited by: Imperator Fyron ] |
Re: Mod List
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. Any bugs may be posted here: http://www.shrapnelgames.com/cgi-bin...;f=23;t=009982 [ September 19, 2003, 15:42: Message edited by: Wydraz ] |
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