|
|
|
 |
|

December 18th, 2005, 11:16 PM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Masters Mod v1.0 released
Nah... we need NO MORE He-Man vs. Skeletor! 
__________________
The Ed draws near! What dost thou deaux?
|

December 18th, 2005, 11:56 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Masters Mod v1.0 released
Quote:
...I'd be interested in joining a PBW game should you set one up...
|
Unfortunately, I don't play much over PBW. (Hence the AI friendliness of this mod.) Don't let that stop you from setting up your own game though. There are some techs, like the Rocket Boosters, Hyperdrive, Smoke Screen Generator, and Small & Medium Ringworlds that can only be used by humans. And only a human player will be able to use the Drones and Fighters to their maximum effectiveness.
Quote:
...the different traits seem quite inspired by Stars!
|
I liked Stars!, and I took a little bit of inspiration from there, but these traits are all SE4. Too bad you can't mod in Alternate Reality, Mineral Packets, Stargates, and Stars!-style mine fields.
Quote:
Have you thought about adding traits for races that are the opposite of masters?
|
I don't think it's possible, since there's no way to make a racial trait remove stock techs. I'm going to add more Master traits in version 2, and I'm also toying with the idea of adding in things like "Star Wars" Master traits.
|

December 19th, 2005, 12:16 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Masters Mod v1.0 released
I was thinking in terms of movement or supply penalties etc. that players could choose in order to grab a few more masters traits...
|

December 19th, 2005, 12:56 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Masters Mod v1.0 released
Hey, weren't you the one who made the Pointer Mod, Urendi? I loved that mod... what ever happened to it? 
__________________
The Ed draws near! What dost thou deaux?
|

December 19th, 2005, 01:31 AM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Masters Mod v1.0 released
Pointer Mod's still sitting on my hard drive. I can re-post it again if you want a copy. It was too much of a beast to keep developing.
I wanted to write AI for it, since all I play is single player, but I'd have to write all new AI research files from scratch, since the tech tree had been completely re-written. The Masters mod incorporates a few ideas from the Pointer Mod.
|

December 19th, 2005, 05:26 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Masters Mod v1.0 released
Quote:
Ed Kolis said:
Nah... we need NO MORE He-Man vs. Skeletor!
|
By The Power Of Grayskull!
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|

January 6th, 2006, 03:04 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Masters Mod v1.1 update released
Download v1.1
Just two tweaks:
added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones
but they greatly improve Drone Master performance
|

January 7th, 2006, 12:27 PM
|
Sergeant
|
|
Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Masters Mod v1.1 update released
I tried to load the mod, but it keeps saying music files missing and then when I click Close, I only have the credits and quit game button.
what can I do :S ?
|

January 7th, 2006, 02:36 PM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Masters Mod v1.1 update released
It works for me... are you running SE4 Deluxe? Did you for some reason delete anything out of your Music directory?
__________________
The Ed draws near! What dost thou deaux?
|

January 8th, 2006, 02:21 PM
|
Sergeant
|
|
Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Masters Mod v1.1 update released
I never performed the update, I am still playing gold, I got it working by setting all the music values to 0 and the trues to false, anyway, all working now and I will do the update later.
I also thing I have found a bug for this mod, I am playing with 5k empire points, and have got quite a few diffrent bonuses that this mod gives, I have got a Battlemoon (10MT ship), and placed 1 warp engine on it, it gives the correct movement points, but then when I put a structural integrity field on board, it drops the movement points instead of giving plus 1.
I can not remember off by heart as I have a few diffrent components that give movement, but I think it is engine + dampner + solar said = 15, but when I also add the structural field, it drops to 9,
anyway, this mod is really nice! thanks!
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|