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New cultures mod posted
FYI I have posted mod that will make AI kick your butts. It contains enhanced Versions of standard cultures that will give AI more bonuses (think of it as extra hard). All you need to do (once you install this mod) is to edit .emp files for each empire you will put in the game and change their culture to their corresponding enhanced Version. For example change 'Warriors' to 'Enh. Warriors' and save new .emp file. The race will receive better bonuses after that. Of course, use only the standard ones yourselves if you want challenging game.
It also contains 2 new cultures and happiness types: Conquerors and Protectors. These cultures give huge bonuses and should be used carefully. Usually only 1 or 2 races per game should use these. I have experience with Pyrochette from Master Belisarius that use Conquerors culture and they out produce me, out research me, out gun me, and just generally kick my arse (that is a new feeling for me, trust me http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif). You need to be carefull with AI bonuses as well using these cultures or you won't stand a chance. Don't say I didn't warn you http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. Of course, they are best used with moded races (TDM or other moded races). Installation: Just unzip to SE4 main folder or the folder of the mod you are using (like TDM Mod Pack). After that you will need to edit .emp files for each race you want to use new cultures and that is it. Kick a$$ AI in no time. Use at your own risk. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif It is compatible with practically all mods posted here since it only adds new cultures and new happines types. |
Re: New cultures mod posted
Do you mind if I also post your mod at my site as a mirror?
------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard UCP/TCO Ship Yards |
Re: New cultures mod posted
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Re: New cultures mod posted
Thanks Daynarr. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: New cultures mod posted
I am always surprised about the good ideas in this forum or at the lack of my imagination!
For a long time I thought about a possibility to make neutral AI empires more powerful and interesting. You showed me the way! I will just create a special culture for AI neutrals that gives them several important bonuses. Thank you very much! |
Re: New cultures mod posted
Daynarr do you know if there are limits for the culture modification percentages?
I used up to 50 and for reseach points this seems to function perfectly, but for the production of resources I don't get the full bonus if my calculations were right. |
Re: New cultures mod posted
I seem to remember that it was brought up during the twingalaxies tourney (v1.19) that culture modifiers for production did not do anything. It might be related to that
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Re: New cultures mod posted
Yep, I remember that bug. It seems that MM didn't fix this one yet. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
I guess we'll just have to wait for the next patch. Of course, it would be great if you guys would send a bug report to MM just in case Aaron is not aware of it. |
Re: New cultures mod posted
I know that it seem that the culture production modifier does not work but does the bonus added to production in the characteristic section work?
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Re: New cultures mod posted
I feel like Butch Cassidy and the Sundance Kid.... Who are these guys!!!!!!
If you make them with characteristic points the Enhanced Renegade would cost ~5625 points, the Protectors ~12,700 points and the Conqueror ~18,200 points. No AI bonus when trying these bad boys out!!! |
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