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January 21st, 2003, 03:51 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Mod List
With all the mods out, I think we need to have a complete list availible for easy access by new players. If you want, would you please post your completed mods and mods in progress links here with a brief discription. Thanks
AST Mod Site
Atrocities Star Trek Mod AST Mod v 1.5.
This mod is a star trek conVersion for Space Empires IV that uses SEIV technology and systems in conjunction with custom technology. There are 20 main Star Trek Races, and 20 Neutral Star Trek Races. The mod also uses several other mods including the Fyron Q-mod, Image Mod, Mount Mod, and parts of other mods.
[ February 02, 2003, 18:14: Message edited by: Atrocities ]
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 21st, 2003, 05:31 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Mod List
Fyron's Quadrant Mod (Standard)
This mod makes alterations to the system types in SEIV. It adds many more moons in orbit of planets, and many of these moons will have random atmospheres. Also, solar systems now generally have an asteroid belt in them, which is more realistic. To use the new systems, simply create a quadrant. The basic quadrants are also included for convenience. They are labeled as "Classic" quadrants. The files modified in this mod are only used when the map or savegame is created. So, the game host of a PBEM or PBW game could create a map using it, and the players would not have to have the mod installed.
http://galileo.spaceports.com/~kazharii/fqm/
Fyron's Quadrant Mod Deluxe
This mod makes alterations to the system types in SEIV. It adds many more moons in orbit of planets, and many of these moons will have random atmospheres. Also, solar systems now generally have an asteroid belt in them, which is more realistic. There are many new planets, stars, etc. that have been added from the Image Mod. The Image Mod is required to play this mod.
http://galileo.spaceports.com/~kazharii/fqm/
Ultimate Strategies Mod
This mod makes alterations to the strategies and formations in SEIV Gold. The goal is to expand upon the strategic choices available to the player. Because formations are controlled by a data file and not changeable from within the game, this mod will allow PBW and PBEM Users to play otherwise normal games with custom formations. This mod also modifies the DefaultColonyTypes and DefaultDesignTypes files, to create more variety in the default selections.
http://galileo.spaceports.com/~kazharii/usm/
Adamant Mod
Mod under development.
The basic premis of the mod is that you can choose to be one of three major types of races: Physical, Organic, Magical.
Physical races are just like normal SE4 races. They research and employ technologies, such as Shields, Anti-Proton Beams and Master Computers. Their defenses are balanced between shields and armor.
Organic races depend upon genetic manipulation and forced evolution. There ships are living, crew-less entities. Their armor is stronger than their shielding.
Magical races research and use magical spells instead of normal technologies. They exist at quasi-medieval level of technology. They use magicaly enchanted ships that can travel through the Astral Plane (outer space) to get to other worlds. Their shields are stronger than their armor.
http://galileo.spaceports.com/~kazharii/adamant/
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January 21st, 2003, 11:59 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: Mod List
The Art of War mod is in the early stages of development. Geo put it best in the modinfo.txt file:
"The Art of War mod was inspired by a Shrapnel games forum discussion about whether it was more important in SEIV to master the science of what techs to use, or the Art of War and strategy aspects of the game.
"I am attempting to do three things with this mod. First I want to lessen the impact of the various racial traits, and techs that modify combat to hit and avoid getting hit. In the stock game slight imbalances between opponents in these areas can result in hugely disproportionate combat results.
"Secondly, I want to try to extend the life of some of the weapons and other tech (Including smaller ship hulls) that become obsolete too early in the game in my opinion.
"Finally I want to try and introduce more "Guns or Butter" choices in the game. Areas where decisions need to be made between military and economic strength.
"One decision I made early on that will make this mod somewhat unique is that I will not allow myself to become limited by what the AI can or cannot handle. I will make no effort myself to optimize the AI for use in this mod. Others are free to do so if they wish, but I will not even attempt it. This may result in the mod being only useable for multiplayer SEIV. If that is the case, I can live with that."
Check out these threads for more info:
The AoW mod discussion thread
The AoW Alpha tester thread
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January 22nd, 2003, 12:13 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
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Re: Mod List
Hypermaze
A map mod by capnq which adds hyperspace systems. A Hypermaze quadrant has fewer colonizable systems than normal, and most of the non-colonizable systems are hyperspace zones. Space-time is less stable in hyperspace, causing random ship movement and occasional damage, and visibility is obscured in the same way as in nebulae.
Hypermaze is a good mod to use if you enjoy exploring the map. Supply usage becomes more important, because you cannot predict exactly how long it will take to cross hyperspace systems. AI empires handle this mod better than capnq expected them to, performing about as well as they do in a standard Ancient quadrant.
The "full" Version of the mod includes custom backgrounds for hyperspace; there is also a "lite" Version without the custom graphics. Both Versions include instructions for making your own hyperspace backgrounds.
The Gold Versions of Hypermaze and HypermazeLite are in the Extras folder of the Gold CD. The pre-Gold Version of HypermazeLite is available in Shrapnel's New Scenario/Mod Forum in the SE IV Classic Mods (pre-Gold) thread {link}. The pre-Gold Version of Hypermaze is available in the Space Empires IV Data/Sound/Graphic thread (see December 3, 2001) {link}.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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January 22nd, 2003, 01:56 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: Mod List
Devnull Mod Gold
The Devnull Mod is a collection and amalgamation of many mods and ideas from various authors. It is a comprehensive mod with changes to almost all data files.
Originally compiled by Devnullicus, it was revived for SE4 Gold by Geoschmo and Rollo.
some of the many features include: - additional vehicle types and mounts
- lots of weapons changed and added
- PDC sweeps mines and hits only seekers
- racial crossover techs with 'classics' like the Biocrystal Armor, but also new stuff like the Chant Crystal and Hyper-Reflex Device
- extra huge planets and artifical stellar moons
- special AI race: Space Monsters
- lots and lots of more goodies...
You can find more details in the readme and also download the mod from my signature.
Have fun,
Rollo
[ January 21, 2003, 23:59: Message edited by: Rollo ]
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