Mod/Extension Posted
I posted Version 1.00 of my compiled mods/extension in the "Scenario/Archive" message board. I provided two methods of using the mods: (1) full replace over all files and use all the modification or (2) a "text insert file" with very detailed instructions so you can pick and choose what mods you want and insert them into your own Version of SEIV. Here is a list of the changes:
(1) new subdued menu sounds
(2) new sound for point defense weapons (kind of sounded like someone spitting before)
(3) Added new theoretical science called "Defensive Theory"
(4) Added new applied science called "Planetary Defense" with five levels - each providing an increased level of planetary defense facilities:
- Planetary Shield (200 through 1000 shield points for planet)
- Defense Bunker Complex (+20% through +100% ground defense against troops and bombardment)
- Communications Network (+20% through +100% bonus to fleets defending the area)
(5) Modified AI research files to accommodate new Theoretical and Applied Science projects described above
(6) Modified AI facilities construction que to build the facilities described above
(7) Modified the Main "Settings" file:
- Increased retrofit setting to allow cost difference up to 75% (was 50%)
- Increased damage to kill population to 20 (was 10)
- Decreased starting maintenance cost to 20% (was 25%)
(8) Modified the "Happiness" file to make the neutral race have a few more "positive events" (I thought their population was entirely too hard to keep happy)
- Increase happiness if win battles
- Increase happiness slightly if have ships in area
- Increase happiness slightly if construct new ships/facilities
- Neutral effect if new colonies created
(9) Created a new component enhancement for seekers called "High Yield" which basically doubles the damage but at double the price and a slightly reduced range
(10) Heavily modified the AI vehicle construction and fleet files so that the AI should do the following:
- Build up % of attack ships in fleets
- Use mines and mine sweepers more often
- Build up % of fighters and troops
- Use troop transports more often
- Use boarding ships more often
- Entrench more on the defense with the new defensive facilities described above
(11) Created an AI design for "Defense Ship" (this was never created in the game by the way - possible bug) which includes a new AI strategy for defense of the fleet against seekers. This design is basically an AA platform with repair components (another AI flaw I noticed). The AI construction files already included a call to build the defense ship, but the design was never there.
(12) Modified the AI design for "Troop Ship" to include armor.
(13) Created an additional level for "Cargo" applied science and created additional facilities for each of the resource storage areas (max was level 3 at 40k, now level 4 is the max at 50k). Also added planetary storage facility level 4 - store 4k.
(14) Added an additional ability to Medical Bay Components so that they provide a small amount of research points at each level (on the theory that the vessel containing the component is serving as a research ship type concept - since they are providing medical assistance to different species around the galaxy)
(15) Added an additional ability to 5 types of sensors so that they provide a small amount of intelligence points at each level (on the theory that they are actually providing real-time intel) including: Tachyon, Hyper, Psychic, Temporal and Gravitic)
Many thanks to Aaron and the rest of his team for this game. I have not spent this many hours on a 4x space game since the MOO days and even then there were only a handful of patches and very little interaction with the programmers! Anyway - have fun and please provide feedback!
__________________
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
|