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  #1  
Old January 22nd, 2003, 12:13 AM
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Default 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}.
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  #2  
Old January 22nd, 2003, 01:56 AM
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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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Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
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  #3  
Old January 22nd, 2003, 10:11 PM

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MountMod-AJC v5.1 for SE4 Gold Version 1.84
updated 02/05/2003 (actually I didnt have to make changes, it works in the latest Version just fine)...

http://forum.shrapnelgames.com/newup...1031531970.zip

HISTORY--

v5.1
1. Added intro screen

v5
1. Fixed description of computer mounts to remove old antivirus description.
2. Added colony module. (Idea is that nanobots allow colonies to leave with less equipment and supplies which reduces the size and
cost of the colony module).

General Mod Information:
MountMod-AJC.zip-
Is for new games started in Version 1.78.

Whats in this Mod:

Mount Modification for Base game. No technology changes. However technology will have to be researched to discover the new
mounts.

Ships become much tougher in this mod. I compensated by incorporating miniturization into all of the advanced weapon mounts and
increasing the damage dealt. To look at the mod look at the CompEnhancement.txt file. This file can be found in:

Space Empires IV\MountMod-AJC\Data\CompEnhancement.txt

Note:
Shield Generator mounts come in two types, the first level will only require you to research level 3 shields before the 1st generation
shield mounts come into play for bases, 400+ KT ships and 200+ KT weapon platforms.

Each mount type has unique tech requirements. The technology requirements for the new mounts are spread throughout the tech
tree. Here is a breakdown of the tech levels that are required to activate the various stages of the new mounts.

TECH & TECH LEVELS
-Advanced Military Science -1,2,3,4,5,6
-Physics -2,3
-Computers -2,3,4,5,6
-Applied Research -2,3
-Propulsion -6
-Stellar Harnessing -5
-Shields -3,6
-Armor -6
-Point Defense -5
-Colonization -1 (Gs,Ic & Rk)

List of New Mounts:
2 x Shield mounts, Armor mount, improved weapon mounts, Point Def Mount,
Engine/Solar Sail Mounts, seeker mount, Hardened Computers, miniturization of
components, improved basic weapons (using mounts), colony module.

[ February 06, 2003, 00:20: Message edited by: AJC ]
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  #4  
Old January 23rd, 2003, 12:05 AM
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Default Re: Mod List

Pirates And Nomads
See:
http://www.shrapnelgames.com/cgi-bin...&f=23&t=001696

As the title hints at, this mod introduces two new economic models to the game, The Pirate, and The Nomadic.
Both of the new models do not include planet colonization tech, and are focused on space-based infrastructure. They are given tiny spaceyards which can fit on escort sized ships, and boarding parties as starting technologies.
- Pirate races are geared towards stealth and ship capture. Able to hide in plain sight as Civilians, they can move through your lines undetected to strike any lightly defended targets.
Income is gained by the use or scrapping of captured ships, facilities and bases, plus the occasional slave labour camp.
Another reccommended source of income is to negotiate a trade alliance with a regular race, and do some privateering for them in exchange for the resources.
- Nomadic races are given maintenance reducing components and two bonus levels in fighter tech, so that they are capable of supporting hundreds of ships on a budget of only a few thousand resources per turn.
Reccommended sources of income are piracy, merchandising, and alliances.
There are additional, minor features to explore on your own.

The other major features of this mod were designed to increase the flexibility and variation of designs.
- QNP
Quasi-Newtonian Propulsion first appeared in P&N, and allows players to add as many engines to their designs as they see fit. Larger hulls need more engines, since Speed = Thrust / Mass (True newtonian would be Acceleration = Thrust / Mass, but QNP is closer than standard SE4's Speed = Thrust system)
Adding more engines means you sacrifice weapons, defenses and auxiliary abilities. Thus, at some point, unique to the design's job, the player's tech level and mood, and possibly the enemy's designs will all factor into the final speed of the ship.
For example, scouts can be given close to 30 speed, while military interceptors get 10, and siege warships move only 5.
- Supplies as a resource
Supplies are a rare commodity in this PBW Version of P&N. Resupply Depots and Quantum reactors have been removed from the game, so the construction and maintenance of Solar Power Stations will be critical to your success. Bases have been modified, and now have finite supplies as well they will either need to have a solar panel and a star, or timely visits by a supply ship. Laying siege to a base is possible, now, and a fleet with specialized orders could potentially induce the base to expend all of its munitions over the course of a few feints, thus leaving it defenseless for the final assault.
Supplies in this case are modelled as physical supplies. Energy supplies are modelled as radioactives cost instead. Thus, lasers and other pure-energy weapons will be very expensive to maintain, but can be fired continuously without consequences. Shells, Torpedoes, and Missiles are all super-heavy supply point sappers. Nuclear Bombardment missiles can cost you up to 400 supplies per shot. This is balanced by the fact that very little energy is required, and thus they are dirt cheap to add and maintain. Gunboats can be expected in much greater numbers than Beamers, but will be forced to stay close to their resupply points.
- Defenses
Defense balancing and widening. Shields and Armor now have their own unique advantages and disadvantages, and which is best depends on the situation at hand. Armor wins out for Hitpoints per KT, and build cost in an isolated slugging match, but comes in a distant second for maintenance and during campaigns. This can be seen in the fact that the best armor comes in 1kt components, and thus can consume horrific amounts of time and money in the repair yard afterwards as repair bays struggle with hundreds of components worth of damage. Shields, on the other hand, recover instantly after battle, and the ships can continue to press an advantage.
In addition, phased shields are mixed in with the regular shields instead of being researched completely afterwards. Phased shields are slightly weaker that normal shields per research point spent, but phased weapons have been altered accordingly.
Options are widened with specialty defenses for everything from ion cannons to null space. Includes armored engines, Buckytube Gel, and Tachyon Dampers.
- Weapons
Weapons have been prodded and tweaked to improve the range of useful types. APBs are slightly weaker, Torpedoes are given a homing ability to make up for their lack of raw firepower (+15% to +25% accuracy), and Graviton Hellbores skip armor. Phased Polaron Beams have been completely reworked, and Phased weapon research now gives you alternate Versions of the beams, torpedoes and missiles already researched with shield skipping ability and reduced damage.
- Units
Units no longer have specialized weapons and shields available for them. Instead, they use "small" through "micro" mounted ship weapons. More abilities are opened up to units, and tech availability is smoother. Researching smaller weapons and troop weapons will provide the mounts, rather than the weapons.
- Racial Traits and Techs
A sixth major racial trait has been added; Gravitic Manipulation, which gives more powerful engines, faster missile upgrades, and various other components.
A number of minor racial traits have been added as well; Tiny Race, Expanded Automation, Living Ships, PackRats, and Gun Nuts.
All of the Major racial techs also have crossover advantages. Things such as BioCrystal Armor, Temporal Cloning Vats, Spirit Crew Quarters, and more.
There are a few racial disadvantages available as well; naturalists reduces the facility space available on your planets, and endemic wastefulness increases the supply use of all ships.
- Settings.txt
The classic 700kb of Population Modifiers have been brought back to P&N for this PBW Version. With it, all population modifiers are smooth, and rates change in 1% increments as population grows. Planets start with 10% of their normal production rate, and add 1% for every 25M people on the planet.
Resource production follows a sine curve from 1% to 225%, rapidly rising to the maximum value as population approaches about 500M people. It then slowly falls off to 100% as the population rises to 2 billion.
Ground combat is reduced to 1 round per turn, allowing large, entrenched forces grind away for potentially years on homeworld class worlds, while reinforcements have time to arrive from both sides of the conflict, for troop-vs-troop action!
Militia will be seen in much greater numbers, and although their attack power is greatly reduced, they are tough to finish off due to their numbers and defensive tactics.
A number of changes to characteristics costs have been made; those most commonly used traits are increased in cost, while the unpopular ones are reduced. Maintenance reduction has been corrected, so that purchasing "+20% maintenance reduction" means you pay 20% less, for 80% of normal, rather than subtracting 20 from the base maintenance of 25, giving a total cost per turn of only 20% normal.
- Other Changes
For this PBW Version, the mine system has been reworked. There is no longer any such thing as a minesweeper component. The only way to clear mines is to grit your teeth and take the hits.
Mine damage and per-sector limits have been reduced accordingly, although with tech, the damage can be dramatically increased for an even more dramatic increase in cost.
Training Facilities have also been removed. Instead there are training components, so that you must pay maintenance on them each turn.
Costs rise faster than the training amount Squared, so planning ahead and budgeting for training is important. Players are expected to use retroseries in order to build training facilities within a reasonable amount of time.

[ January 23, 2003, 04:50: Message edited by: Suicide Junkie ]
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  #5  
Old January 23rd, 2003, 12:07 PM
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Mephisto Mephisto is offline
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Default Re: Mod List

The TDM-ModPack
This "Mod" pack does not contain any modified tech trees, new components or facilities, just a major overhaul to the AI files to get the most of the current Version of SE4. It also adds a lot of new shipsets complete with the latest AIs.

TDM-ModPack Site
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  #6  
Old January 24th, 2003, 01:47 PM
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Default Re: Mod List

A working link for AJC's mount mod: Click me! Click me!
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  #7  
Old February 1st, 2003, 07:40 PM
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Default Re: Mod List

[Although this Mod is also in the Mod Download section, I figured I would "stick" it here as well since I recently received some e-mails asking for it.]

Tampa_Gamer Sound Mod 1.40
Space Empires IV Gold Version 1.xx (Compatable with all future Versions)
March 6, 2002 (verified February 1, 2003)
Tampa_Gamer Sounds Mod 1.40

This sound mod will replace almost all of your 60 original sound files. I have gone through the new Gold sounds and merged the ones I liked with my previous sound mod. This mod was created primarily with new sounds but also incorporates some of the sounds from two "sound mods" posted previously here (one by Tenryu and the other by ?). Some of the racial-specific weapon sounds (like the acid globule, enveloping acid, etc.) from the mod posted by Tenryu were created by C. Schaefer for Cyber Warrior and used with the permission of CyberWarrior, Inc.

Link

Tampa_Gamer Sounds Mod 1.40

Note - this mod is fine to use with the TDM-ModPack, simply place the sounds (wav. files)in the the "TDM-ModPack\Sounds\New" subdirectory (create one if not there).

Have Fun!
-Tampa_Gamer

[ February 01, 2003, 17:42: Message edited by: Tampa_Gamer ]
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