![]() |
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.
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)
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.
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.
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)
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.
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.
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.
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.
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.
|
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.
|
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
|
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? |
Re: Masters Mod v1.0 released
Nah... we need NO MORE He-Man vs. Skeletor! http://forum.shrapnelgames.com/image...ies/tongue.gif
|
Re: Masters Mod v1.0 released
Quote:
Quote:
Quote:
|
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...
|
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
|
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. |
Re: Masters Mod v1.0 released
Quote:
|
All times are GMT -4. The time now is 12:38 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.