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  #1  
Old December 14th, 2000, 06:02 PM
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Mephisto Mephisto is offline
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Default Mephisto MOD Version 1.2 Online

Hi,
I just put my most recent MOD-file on the board. Any feedback is strongly welcome!

MOD Version 1.20
14/12/00
Space Empires IV Version 1.11

This is a MOD ship design files to every race of Space Empires IV Version 1.11. It also includes a new race - the Earth Alliance.
I felt bound to honor the overall design of SE4 as it was designed by Malfador Machinations. You won't find altered tech trees, new components or new facilities in my MOD, just tweaks to get the most out of what is already there.

Please note that all this is work in progress and any feedback is welcome!

There are to folders:
1.) The backup-folder contains the original data-files of all races from Space Empires 4 Version 1.11.

2.) The Mod-folder contains the tweaked data-files. Just copy the "picture-folder" in your SE4 folder and override every old file.

3.) If you use the Earth Alliance race and downloaded the custom shipset from http://www.xmission.com/~rstulce/SE4-Index.htm, make sure you FIRST install the custom ship set and SECOND install my MOD.

LIST OF CHANGES/MODIFICATIONS:

MOD Version 1.20

1.) All AI races have been modified to use such equipment as Combat Sensors, ECM and Quantum Reactors. Generally ships have been tweaked to be more efficient.

2.) The Earth Alliance race has been added. This race has a completely new research file written from scratch, uses hundreds of fighters and should be tougher to come by in general.

That’s it. Have fun.

Contact me at HeavyLoad@Gmx.de


Addendum:

1.) You can find the most recent release of this MOD in the MOD-Section of http://www.shrapnelgames.com/cgi-bin/Ultimate.cgi

2.) The Earth Alliance shipset can be found at http://www.xmission.com/~rstulce/SE4-Index.htm

3.) This MOD can be freely distributed as long as no file are modified, added or deleted.
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Old December 14th, 2000, 11:53 PM

Talenn Talenn is offline
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Default Re: Mephisto MOD Version 1.2 Online

Mephisto:

I am using only the EarthForce AI you put out at this point as the rest would require alot of work to be compatible with my mod set.

In using the EA though, I've seen quite a few typos that crash it out. Multiple instances on the word 'Sensor' instead of 'Sensors', mispelling of 'Construction' in the Research file. Also, their 'General' file has some problems with multiple lines in the 'Number of Abilities' for Starts 2 and 3.

I've corrected them in my set but you may want to hunt them down, fix them, and re-post it for those who are less savvy with the ins and outs of the data tweaking.

I've skimmed through the EA AI and I'm really looking forward to seeing a heavy fighter-using race out there.

Talenn
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Old December 15th, 2000, 12:26 AM

Shadow99 Shadow99 is offline
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Default Re: Mephisto MOD Version 1.2 Online

Hey Mephisto, would you like to work on a more complete Bab5 mod with myself, Rambie (aka the one to put together the EA shipset), & maybe a few more people later? If so send me an email to the adress in my profile...
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Old December 15th, 2000, 12:42 AM
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Default Re: Mephisto MOD Version 1.2 Online

Thanks Talenn for the input.
I have fixed the problems you mentioned. The new file is on the board. I did not find other bugs, so where there any one you noticed and did not post here?

How is the AI performing?
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Old December 15th, 2000, 01:57 AM

Talenn Talenn is offline
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Default Re: Mephisto MOD Version 1.2 Online

Mephisto:

Well, I'm partway through one game with them out there. They have been steadily holding in the top 3 all game. The spread like the PLAGUE! My gawd. 20 Colonies early in the game!

And they have a HORDE of Fighters. I mean a HORDE! But I didnt see too many regular ships. Usually at most they had 1 or 2 at a time. This could change over time. I'll let you know.

One thing I did notice was the 'scrapping' issue again. I saw that they had 2 bases early in the game and eventualy, 2 or 3 turns later it scrapped them both.

So far so good though. I'll keep you posted.

Talenn
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Old December 15th, 2000, 02:06 AM
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Default Re: Mephisto MOD Version 1.2 Online

Ah, that's nice th hear.
I can tweak ship building a bit but this will hamper fighter production on the other hand.
I have no plan how to stop the AI from the "scrapping issue".

Later in the game the AI should research and actually use atmospheric converters. If they can colonize some planets in the later game, they will have some BIG planets.

quote:
Originally posted by Talenn:
Mephisto:

Well, I'm partway through one game with them out there. They have been steadily holding in the top 3 all game. The spread like the PLAGUE! My gawd. 20 Colonies early in the game!

And they have a HORDE of Fighters. I mean a HORDE! But I didnt see too many regular ships. Usually at most they had 1 or 2 at a time. This could change over time. I'll let you know.

One thing I did notice was the 'scrapping' issue again. I saw that they had 2 bases early in the game and eventualy, 2 or 3 turns later it scrapped them both.

So far so good though. I'll keep you posted.

Talenn



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