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-   -   Whats a good MOD to play? (http://forum.shrapnelgames.com/showthread.php?t=7743)

cshank2 November 2nd, 2002 08:20 PM

Whats a good MOD to play?
 
OKay, I tried P&N its good except it needs some work... TDM is just race styles. TGE is a lil wierd for me.... I just need a good one also the b5 mod seems good but theres a lot of errors in it...

TerranC November 2nd, 2002 08:25 PM

Re: Whats a good MOD to play?
 
TDM is just race styles.

Have you played it or just looked at it? If you just look, there is nothing special. But if you play, the enhanced, overhauled, and upgraded AI will give you a challenge.

TGE is a lil wierd for me....

TGE=The Great Experiment? That's for a pbw game. It's not something special.

b5 mod seems good but theres a lot of errors in it...

It's NOT finished yet. Have patience.

But If you don't like those mods, I suggest you try, Proportions and Devnull mod with Fyron's Quadrant mod.

cshank2 November 2nd, 2002 08:26 PM

Re: Whats a good MOD to play?
 
ya proportions is ogod that was the first MOD I played and I know B5 isnt finished I'm just saying I started it up and it gave me a blue screen... 5 times...

Rollo November 2nd, 2002 08:42 PM

Re: Whats a good MOD to play?
 
Okay, since you asked for it...
*shameless plug time* http://forum.shrapnelgames.com/images/icons/icon10.gif
Try Devnull Mod. Many authors, better than average AI, and ofc the infamous space monsters http://forum.shrapnelgames.com/images/icons/shock.gif .

You can dl it from my sig.

Rollo

Fyron November 2nd, 2002 09:07 PM

Re: Whats a good MOD to play?
 
What sort of work does P&N need?

cshank2 November 3rd, 2002 03:06 AM

Re: Whats a good MOD to play?
 
Quote:

Originally posted by Imperator Fyron:
What sort of work does P&N need?
<font size="2" face="Verdana, Helvetica, sans-serif">O dunno I just find it lacking for somereason

Skulky November 3rd, 2002 03:25 AM

Re: Whats a good MOD to play?
 
Its nice to have specifics, also i suggest you try the Junkyard Mod. Its a total about face from normal strategy. I really enjoy it, although the AI doesn't know how to play it at all. You can end up using some really odd weapons as your primary weapons because of the way research works. I gtg now or i'd explain that.

Fyron November 3rd, 2002 04:04 AM

Re: Whats a good MOD to play?
 
Quote:

Originally posted by cshank2:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
What sort of work does P&N need?

<font size="2" face="Verdana, Helvetica, sans-serif">O dunno I just find it lacking for somereason</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Did you try playing as a Pirate or a Nomad?

cshank2 November 3rd, 2002 06:58 AM

Re: Whats a good MOD to play?
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by cshank2:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Imperator Fyron:
What sort of work does P&N need?

<font size="2" face="Verdana, Helvetica, sans-serif">O dunno I just find it lacking for somereason</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Did you try playing as a Pirate or a Nomad?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yes I did and I think one bug is Nomads have swashbuckler pods for there fighters instead of salvager pods and the Pirates should auto get slave camp things

Suicide Junkie November 3rd, 2002 07:20 AM

Re: Whats a good MOD to play?
 
First:
Fighters can't capture anyways. Since that ability dosen't seem likely to be in a patch anytime soon, I might as well remove the component.

Second:
The facilities added to the homeworld are hardcoded to be added by ability. There is currently no possible way to include the slave facilities on the homeworld for turn 1.

To compensate, I increased the minimum income, so you're still getting quite a lot of money, plus extra research centers to boot!

PS:
If you have problems, or find bugs, you have to speak up; I can't fix what I don't know about!


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