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February 1st, 2003, 07:40 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
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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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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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February 11th, 2003, 10:10 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
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Re: Mod List
Proportions
Proportions makes large changes to the proportions of economy and development
in Space Empires IV. The scale of several aspects of play have been made more
realistic, along with various other changes.
A lengthy description of the original design and the long Version history is available from the Proportions mod web page.
[ February 11, 2003, 20:11: Message edited by: PvK ]
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March 8th, 2003, 04:50 AM
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Corporal
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Join Date: May 2002
Posts: 67
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Re: Mod List
DEVNULL MOD GOLD
A complete description is maintained here:
http://www.jeffleggett.com/devnull.html
Binford
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SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
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March 28th, 2003, 03:43 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
Posts: 790
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Re: Mod List
Fantasy Empire Mod (beta v 0.1.0)
Kill orcs!
1048796139.zip
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April 3rd, 2003, 12:24 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Mod List
Spawned by a discussion on game balance theory, where Rock-Paper-Scissors was used as an example for both "no ultimate weapons" and "completely pointless", this mod goes to show that you can have your cake and eat it too.
With only three possible ship designs, and each one corresponding to Rock Paper or scissors, the mod is perfectly balanced in a "by definition" way.
The outcome of the game is also non-trivial and non-random, since you are allowed to have more than one ship at a time, and can manouever them around the map, setting up ambushes and decoys while building specifically to counter the ships you know your enemy has built.
http://www.shrapnelgames.com/cgi-bin...;f=23;t=008609
The Rock-Paper-Scissors mod (complete)
RPS mod files.zip
Blue and Yellow Bonus RPS shipsets.zip
[ August 15, 2003, 10:13: Message edited by: Mephisto ]
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April 9th, 2003, 10:53 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Mod List
Imagemod mod (instant action).zip (90kb)
(Extract to your SE4 folder, and its ready to play)
Sets up unmodded game weapons to use all kinds of animations from the imagemod combatpack. Most weapons have a unique animation for every 1 or 2 tech levels!
Also, many facility images changed to use facilitypack images.
See your scientists go from a dusty old university, to a shiny tower, to a futuristic lab, and more.
[ April 11, 2003, 16:19: Message edited by: Suicide Junkie ]
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May 3rd, 2003, 08:02 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: Mod List
=====================
AI CAMPAIGN v2.90 UPGRADE
~now available for download~
=====================
Conceptual:
NEW* Commercial Income Value assigned on some facilities with AIC Finite Module.
NEW* Organics are abundant and Radioactives are more rare in the AIC Universe. However all Industrial Space yards always receive priority of all goods.
Improved* Finite Friendly (Dual plus) Race Class CCs~ DESdinova
Lowered some AI's income in the AI Balance Module .
Revised some Imperial Trade Income Values for AIC Finite Economics Module.
Some revisions in AIC Tactical Fighter Module.
Lowered Some AI Mine Sweeping Abilities in AIC AI Balance Module.
Adjusted AI (theoretical AI intertraded) Colonizer Modules in AIC AI Balance Module.
Lowered AI Open Warp distance in AI Balance Mod.
Human Player Evolution rate increased about 10-20% overall.
Added AIC General Trait-Tie Racial Construction to Settlements.
Facilities:
NEW* Racial class Settlements.
NEW* Planet Lore for the Organic Race.
NEW* Religious Culture Center for the Human Player.
Revised Urban Family Progressions and costs.
Added another Nature Shrine Level for Religious Races.
Added more Abilities to all Culture Centers.
Increased level 2 and 3 Research Facilities about 25%.
Lowered Construction cost of Resupply Depot 20%
It is also faster to build a Space Port also about 25%.
Components:
NEW* Repair Base Station Component's ~ Des and PTF
NEW* Miniaturized Life Support replacing HLS ~ PTF
NEW* Fighter Solar Collector ~ LAN
NEW* Engineering Section ~ Krsqk
NEW* Sick Bay.
NEW* Basic Crew Quarters.
Added two new early Warp Open Components for Human Players.
Extra levels for the Combat Bridge ~ GLV
Revised some Fighter Weapons and Tech Requirements ~ GLV
Added Fighter shield level with all revised sizes ~ Oleg
Added Fighter Armor ~ Oleg
Revised SYS Component Repair ~ PTF
Revised Some Structure KT Sizes ~ PTF
Gestation Vat Fix ~ PTF
Medium Tech Starts Fix ~ Des
ECM VII fix ~Des
Lowered Supplemental Colonizer Module size.
Drone Launcher cargo increased.
Lowered cost and time to build for Ring and Sphere World as well as most productive SM Components.
Revised Robo-Mining Base and Ship Mining Vessels; More Profitable.
Interface:
House Keeping near Finished now with most Components and Facilities Organized.
When you scroll thru the design menu, it has a much neater and professional look. Thanks SJ, for the suggestions.
AI Files:
Slight Randomization of a few AI personalities.
I normally do not post any AI specific changes, as not to spoil some surprises.
Changed a few Political accept system AI entries~Sundevil
Notes:
No Warp style games optimized:
Reduced Sizes and Costs on some Stellar Manipulation Components.
Planetary Engineering back to se4 default tech tree.
The added research 25% expedites research time some what faster for No warp or isolated games .
Revised some AI Stellar Manipulation techniques.
Tweaked AI Research and Const Vehicle Files. (Most races are staggered, they all do not open warps at or near the same time actually some are very late openers now)
Two new Warp Open Components starting at SM Tech ONE. Opens you up to all the Systems with in your Home Cluster (6-12 systems) when Playing either Galaxies map. SM 3 will get you to the next Cluster. Note: AI initially warps its original home Cluster as well.
~~
Lowered Infantry structure in the attempt to give Troop vehicles a prominent role in combat and to increase the effectiveness of standard orbital bombardment in AIC. Cheap Militia type Infantry now die or FLEE quicker and Troop Vehicles with Armor Stand their Ground far more valiantly. Balance tips and suggestions are much welcomed here.
~~
I would like to thank {PTF}PsychoTechFreak
for the many hours of Play Testing and Suggestion with all AIC and especially No Warp Style optimization for AIC.
----------------
DOWNLOADS
Please download AI Campaign v2.90 Complete if you never recieved your copy.
~~~
AIC Version 2.90 Upgrade files only . (size; only 347kb)
Updates ALL AIC Versions.
(Will break existing pre2.90 savegames)
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