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  #251  
Old July 11th, 2003, 12:33 AM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #252  
Old July 11th, 2003, 05:02 AM

tesco samoa tesco samoa is offline
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Default Re: Space Empires IV: Data/Sound/Graphic

New Sweet mod Version 1.5

1057895784.zip

[ July 11, 2003, 04:56: Message edited by: tesco samoa ]
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #253  
Old July 16th, 2003, 02:55 AM
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Default Re: Space Empires IV: Data/Sound/Graphic

This isn't really an SE4 mod, more of nostalgia for SE3, but it is "data/sound/graphic"...

I went ahead and made a MIDI of the Malfador theme music from SE3... I know, it needs work (the percussion is too loud and sounds like the Klackon battle music from MOO3 ) but it's a start... maybe if I can get this sounding good enough we can even convince Aaron to put it into SE5 and/or Starfury???

Malfador Theme.zip (384 bytes, by the time you read this it will be downloaded )
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  #254  
Old July 17th, 2003, 12:48 AM

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Default Re: Space Empires IV: Data/Sound/Graphic

How To Make Engineering Component.

1. Make engineering component for ship.

2. Make engineering component for base.

3. Add the two engineering components to data file. Replace life support with the ship engineering component and replaces auxiliary control with the base engineering component.

4. Delete master computer component.

5. Set life support requirement in vehicle size data file to one.

The AI will use the engineering component to fill its requirement for life support. It is possible to add more abilities to the component but only if the abilities are not targeted by the design creation data files. New abilities could be supply storage and shield regeneration.

Ship and Base Engineering Component Provided.

1058395439.txt

[ July 16, 2003, 23:49: Message edited by: TNZ ]
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  #255  
Old July 17th, 2003, 01:45 AM
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Default Re: Space Empires IV: Data/Sound/Graphic

1058484052.gif
1058398134.gif
1058475112.gif
1058403635.gif
1058398147.gif
1058487280.gif
1058487424.gif

These modified images from David Gervais' originals for the Play by Committee game:
These are to be intermediate ranks for the military between existing ranks.

[ July 18, 2003, 01:18: Message edited by: Suicide Junkie ]
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  #256  
Old July 17th, 2003, 08:43 AM

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Default Re: Space Empires IV: Data/Sound/Graphic

Leaking Armor

I don’t see any way to get the AI to use leaking armor. Why not just simulate leaking armor by making components stronger and using weapon mounts for any race difference in component strength.

Examples of weapon mounts which increase component strength.
1058424171.txt
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  #257  
Old July 18th, 2003, 03:13 AM
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Default Re: Space Empires IV: Data/Sound/Graphic

Here are the latest images I have for the Image Mod Components.

The Read-me and Components.bmp are up to date with the new information and images.

Components
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  #258  
Old July 18th, 2003, 04:13 AM

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Default Re: Space Empires IV: Data/Sound/Graphic

It seems a cargo bay component must have the most cargo storage ability or the AI might use a Drone Launcher instead. See Example for possible solution. If example is use in vehicle size data file set requirement pct cargo to 25.

Example.
1058494325.txt
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  #259  
Old July 19th, 2003, 03:31 AM
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Default Re: Space Empires IV: Data/Sound/Graphic

More Committee Images:

1058578085.gif

1058578110.gif

1058578134.gif

1058732157.gif

[ July 20, 2003, 21:17: Message edited by: Suicide Junkie ]
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  #260  
Old July 20th, 2003, 06:00 PM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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