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-   -   hi...a couple of comments on learning and mods (http://forum.shrapnelgames.com/showthread.php?t=5819)

ttomm99 April 29th, 2002 02:09 AM

hi...a couple of comments on learning and mods
 
hi

as a fairly new player it seems easier to learn for me by keeping all the ministers off...i know most suggest turning them all on then off one at a time....

also i'd love to see a good walkthrough for a typical game, especially a really good tutorial.

can anyone suggest the best mod to download and where?

tom http://forum.shrapnelgames.com/images/icons/icon10.gif

Suicide Junkie April 29th, 2002 03:08 AM

Re: hi...a couple of comments on learning and mods
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>also i'd love to see a good walkthrough for a typical game, especially a really good tutorial.<hr></blockquote>I don't think that the game and/or AIs are predictable enough to have a game walkthrough work well.
If you were to post a savegame every ten turns, and get suggestions on how to proceed from the forum goers, that might be good.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>can anyone suggest the best mod to download and where?<hr></blockquote>Heh. Everybody will have their own opinion on this.

I like to say that the best mod is the one you've made yourself. That would be mainly because you will have tweaked it to match your vision of how the future should be.

A more appropriate question might be "Which are the biggest mods out there", or most popular, or something.

One thing I'm sure everybody can agree on is that TDM is a must.
Not a mod, per se, but since it is limited to improving and adding AIs, it is compatible with just about all the mods, and provides a great improvement in your opposition.

Pirates & Nomads is mine. Vast changes to the most important parts of SE4, and gobs of littler changes.
The biggest of the big are:
- Pirate and Nomad races, which do not require planets to survive.
- Quasi-Newtonian propulsion. No more Battleships moving at the same speed as an escort with only 6 engines. Very different, and will demolish many of your preconcieved ideas on required techs & strategies. Takes a bit of time to get used to.
- Armor vs Shields vs Phased Shields. You now have a choice! Armor becomes stronger than shields in hitpoints, but becomes progressively harder to repair. Normal shields are stronger than Phased. Is your opponent armed with Phased weapons? Do you feel lucky?
- Resource balancing. Minerals are no longer the ulitmate resource. Radioactives are just as important, and are linked to power-hungry systems like engines and shields. Organics are slightly boosted in importance as well.
- Racial tech crossovers. Like the Organic armor, but also the Crystalline? Get both! Every pair has something special.
- More Racial Techs! Living ships, Tiny race, Expanded automation, and more.


I'm sure the other members will chip in on the other major mods; I'm tired.

If you've got an idea for something you'd like, try the search function (link is right below the post new message buttons), and you're likely to find out all about it.

Taz-in-Space April 30th, 2002 05:10 AM

Re: hi...a couple of comments on learning and mods
 
I have also seen a few other mods ...

there are: Deathstalker's Mod - same guy that wrote the mounting mod that was on the Gold CD
also wrote a full Mod for the game, however I
not seen a Gold Version yet... (Deathstalker, any
word on when we will?)

Zippy's Mod - heard of this one, but have not tried it yet. Don't know if there is a Gold Version.

Proportions Mod - See topics on this forum for more on this. Did download this but havn't yet
played with it... sounded interesting.

That's all that comes to mind right now. hope this helps.

Oh yea, almost forgot one of the best... Devnull
Mod! (sorry guys!) http://forum.shrapnelgames.com/images/icons/blush.gif

[ 30 April 2002: Message edited by: Taz-in-Space ]</p>


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