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December 7th, 2001, 12:51 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Space Empires IV: Data/Sound/Graphic
This is sort of a 'sub-mod' for P&N and for Ultimate. These two mods introduce the Racial Trait "Gravity Manipulation" for the P&N and Ultimate "Universes" respectively.
1007679226.zip
OR
1007679334.zip
The components are purposely defensive in nature (i.e. Black Hole Projectors are exclusively planet based weapons), and have been created for the sole purpose of making my wife a better SEiv player.
In both cases this is a 'proposed' tech tree only. The creators of each mod have final say in what and how they incorporate this tech tree. Furthermore, these tech trees (or any part within them) can be used by anyone for any other mod.
Havin' fun modding
-jimbob
[ 06 December 2001: Message edited by: jimbob ]
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Jimbob
The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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December 9th, 2001, 08:08 PM
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Captain
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Join Date: Feb 2001
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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December 13th, 2001, 10:28 PM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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Re: Space Empires IV: Data/Sound/Graphic
1008275189.zip
This is the neomod. Numerous changes, including my new mounts, full replacement of fighter equipment, new movement system, various other new items. Also adds space monsters as a racial trait, note: Very powerfull.
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December 14th, 2001, 08:41 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Things you want:
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December 24th, 2001, 12:34 AM
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Shrapnel Fanatic
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Re: Space Empires IV: Data/Sound/Graphic
some new facility pictures:
1009146803.zip
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December 25th, 2001, 12:29 AM
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Private
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Join Date: Jan 2001
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Re: Space Empires IV: Data/Sound/Graphic
::Begin Tired Mumbling:: Yello. It's me, the Green Stars guy from a long time ago. I know it was a crappy add-on, but I wanna repost it. I know Hadrian and the others were looking for who the author of the Green Stars was, so I could get credit in UM. I'm here, now. I haven't done much with SE4 for about a year, but I dug up some other odd star files. I have odd, probably unworkable ideas for what could be done with artifically making asteroids colonizable, as I don't think there's a value for it in the game or anything. What you do is make a new planet entry in SectType, let's say Tiny. You put the graphic for a small asteroid field on it, and set it for Rock, no athmosphere. To distinguish it from normal, uncolonizable asteroids, you put the little colonizable graphic used to show population on a ship right next to the asteroids. It might work, but the problem is that if you colonized that 'asteriod', and changed the athmosphere, it would become a planet of another type. There might be a way around this, but I don't know. Another idea that I had was making small, free-floating dome colonies. I know in the UM there are these old machine planets, but these would be smaller and buildable. They would have the same problem as the asteriod idea, though. If there was a way to make new planet types (other than rock, ice, or gas), you could make a Metal planet, which would work for such things. If it is possible, the only roadblocks would be designing the graphics for ship components. To go off in another tangent again, you could make a class of ship like that, specifically a large baseship that holds population. If it has a construction yard and could build facilities, would it be a movable planet? I don't know all of the features in the UM, as I DLed a few days ago. Sorry for my rambling; I'm just really tired right now, so that is why I'm not making much sense. ::End Tired Mumbling::
1009232376.zip The Green Stars - I made this about 11 months ago, using photoshop. It ain't that good, and the SectType file is quite old. It's in the UM.
1009232921.zip Other stupid looking cyan and purple stars - I made these about the same day, but never did much with them. Just the graphics are here; Untouched (parts of stars not filled in) Versions and Normal (parts filled in) Versions.
-Loknar
[ 24 December 2001: Message edited by: Loknar ]
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January 6th, 2002, 10:31 PM
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Private
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Re: Space Empires IV: Data/Sound/Graphic
Zippy's SE IV Mod
Update: My life has gone in another direction so I will not be updating my mod until further notice. You can download the latest Version from 1030060922.zip
You can also download my web page (which contains some additional info about my mod) from 1030061098.zip
Just unzip and view Home.htm
I hope you enjoy!
ORIGINAL MESSAGE:
I want to invite everybody to try out my mod. Please visit the ZippyMod Home Page to download the latest Version and/or visit the ZippyMod Readme for additional information about my mod.
Zippy's SE IV Mod spans many aspects of SE IV, making additions and improvements to each of these areas. The mod also includes a program that allows you to quickly and safely adjust the difficulty of my mod. There are too many changes to list individually, but some of the more significant changes include:
1. Improved AI text files
2. 25 new types of components (most have between 3-20 levels of improvement, new pictures, new sounds, and fighter Versions)
3. 36 additional tech areas (13 additional unique tech areas)
4. Many modifications to the original components and research areas
5. Sensors and ECM now add to vehicle modifiers 6. A new racial trait (called Energy Race) with its own ships and a hybrid of shields and armor
7. Eight unique AI’s that are compatible with the new and modified components and the new tech areas. Each AI has unique and highly optimized Research and DesignCreation files.
8. New CompEnhancements, Cultures, and Facilities
9. Improved game balance
10. A few new beam and torp pictures
11. 31 new combat sound files
My Components.txt file is around 800k while the Components.txt file that comes with v1.49 is only around 485k. Using these numbers as a rough estimate says that my mod has over 50% more components than the original Version!
There is more, but if this isn’t enough to make you want to try my Mod, then I’m afraid that I’ve failed.
If you are looking for something new and challenging, then I think you'll enjoy!
[ August 23, 2002, 01:06: Message edited by: zippy ]
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December 18th, 2005, 06:37 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Space Empires IV: Data/Sound/Graphic
Masters Mod v1.0 Released
(Updated. Fixed error in racialtraits.txt)
This is a mod for the turn-based space strategy game Space Empires IV, developed by Malfador Machinations, and published by Strategy 1st.
The AI is based on AI from the TDM Modpack. Requires the latest version of the Imagemod.
The mod adds the following racial traits:
Drone Masters
Megascale Masters
Stealth Masters
War Masters
Travel Masters
Troop Masters
Assimilation Masters
Fighter Masters
Defense Masters
Resource Masters
Drone Masters
Your race has mastered the art of using and constructing drone units. You start will small tactical drones that you can build in large numbers. Standard drone hulls can be made incredibly powerful due to the small size of your drone components.
- Drone Engines
- Drone Mini Warhead
- Drone Submunition
- Drone Magazine
- Drone Control Unit
- Tactical Drones
- Strategic Drones
Megascale Masters
Your race has mastered the art of managing huge megascale construction projects. Your economy will get an early boost from the construction of space elevators, and larger ship hulls will help you as the game progresses. Persistent research into resource generation technologies will yield Arcologies and Orbital facilities, huge cities that generate a tremendous ammount of resources. You will also find the construction of ringworlds is actually within your reach during a long game... if you last that long. (had to nix space habitats and artificial planets due to technical probs) - Space Elevator
- Arcology
- Orbital Tower
- Orbital Ring
- Battlemoon
- Megastation
- Artificial Moon
- Heavy Colony Ship
- Transport Barge
- Scrith
- Diamond Nanocables
- Small & Medium Ringworld Generators
Stealth Masters
Your race has mastered the art of stealth technology. The stealth scout hull will give you an early exploration advantage and allow you to form invisible wolfpacks to attack your opponent's logistical assets, while powerful cloaking devices will help your battlefleets later on. - Stealth Module
- Target Scrambler
- Holo-Scrambler
- Blanket Cloak
- Smoke Screen Generator
- Planetary Cloaking Device
- Stealth Scout
- Stealth Fighter
War Masters
Your race has mastered the art of war. You have access to high tech tracking and defense systems that will let your fleets strike at will throughout the galaxy, and render them more effective than fleets twice their size. Seeker and torpedo hardpoints will let your ships strike first and ask questions afterwards. - Command and Control
- Logistics Command
- Data Hub
- Orbital Academy
- Shield Buster Missile
- Seeker & Torpedo Hardpoints
- Seeker Decoy
- Chaff Dispenser
- Flak Gun
- Armor Piercing DUC
Travel Masters
Your race has mastered the art of interstellar travel. Rocket Boosters and external fuel tanks will let you build one-shot colony ships, giving you an early colonization advantage. Your ships are the fastest in the galaxy, and later tech levels open up new methods of transportation that are simply beyond the understanding of your galactic counterparts. (removed Light Sail due to AI conflicts) - Warp Engine
- Inertial Dampener
- Rocket Booster
- Hyperdrive
- Fuel Cell
- Nuclear Reactor
- Antimatter Reactor
- Hyperspace Jump Gate
- Disposable Fuel Tank
Troop Masters
Your race has mastered the art of ground warfare and space-based invasions. You can start building troop units at the very start of the game, and armored drop pod components will help your invasion forces pass through the initial barrage of defensive fire. Dedicated troop transports and mobile ground command centers will help lead your troops to victory. - Armored Transport Module
- Command, Support, and Comm Relay
- Prefabricated Fortifications
- Theater Shield
- Infantry
- Armored Vehicle Unit
- Artillery
- Electronic Warfare Unit
- Military Garrison
- Small - Huge Army
Assimilation Masters
Your race has mastered the art of ship capture and assimilation. Built-in repair abilities will help you make those captured ships serviceable again. Specially designed weapons will allow you to capture enemy vessels from a distance, and assimilation facilities will help you break down and analyze captured technology. - Bridge Control Cluster
- Life Support Cluster
- Crew Quarters Node
- Assimilation Torpedo
- Assimilation Nanites
- Assimilation Squad
- Mobile Vinculum
- Small Nanite Injector
- Deconstruction Facility
- Planetary Nexus
- Planetary Assimilation Unit
- Remote Ship Assimilation
- Remote Planet Assimilation
Fighter Masters
Your race has mastered the art of fighter and carrier-based combat. Your tactical fighters are cheap and numerous enough to overwhelm any attackers, and the supercarrier hull can act as a mobile command center. - Fighter Supply Tanks
- Launch Rail
- Tactical Fighters
- Strategic Fighters
- Strategic Bombers
- Escort Carrier
- Supercarrier
- Fighter Control System
- Fighter Atmosphere Controls
- Fighter Engines
- Fighter Missile
- Fighter Autocannon
Defense Masters
Your race has mastered the art of defensive thinking. Your ships are tough and use dense hull reinforcements, and the different types of shields and armor available to you will force your enemy to rethink their offensive strategy. You are also able to protect your core worlds with planetary shields. - Leaky Armor
- Navigational Shield Generator
- Structural Integrity Field
- Stasis Field
- Shield Receptor
- Basic Armor
- Planetary Shield (& Phased) Generator
- Planetary Shield Projector
Resource Masters
Your race has mastered the art of gathering and refining resources. Special facilities will enhance your planet-based economy, while resource-generating space stations and Resource Ships let you generate resources without relying on colonization. - Orbital Foundry, Refinery, and Hydroponics
- Minerals Enrichment Facility
- Ecological Sanctuary
- Irradiation Facility
- Ecology Center
- Resource Ship
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