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  #1  
Old May 11th, 2002, 11:12 PM

comisar comisar is offline
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Default MOD crazy.... (which one to choose?)

I don't know how you guys do it. There are so many MODs outthere. What is the differnce. I am trying to categarize them all. It seems like I can get any race I want from different web sites. I will not call them Mods because I could probably use those races with any MOD, right?

I can see there are mods for single player(TDMModpack or Devnull)? What is the difference between the two? Both of these MODs have pretty much the same descriptions.

And one for multi-player (Proportions)?

There there are special mods(Pirates and Nomads) which really alter the game mechanics.

Do any of these mods borrow things from one another or they are all stand alone.

I want to play a single played MOOII type of game but with the Star Wars, Bab5, Star Trek races I have donwloaded. Which MOD will be the most realistic and challenging for me to try.

I am sorry, it is just all those different MODs have me all confused.

FOr other games that allow played to MOD that I play (Europa-Universalis) there is like a one ultimate MOD that everyone on the forum help to create. It makes it a lot easier for newbie. Why is there nothing similar for SEIV?
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  #2  
Old May 13th, 2002, 08:11 PM
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Mudshark Mudshark is offline
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Default Re: MOD crazy.... (which one to choose?)

the TDM mod-pak keeps the same Tech, most other mods do change the whole balance of the game, while not making the game unbalanced.

My advice would be to download some of the various Mods (to describe them would almost be like asking if you like Vanilla or Strawberry). Most of the Mods, if not all have good game play for single player. If the creators of the mods would like to pipe up and describe in detail, all of the power to them. They have put in more than a little time, and have changed the way the game is played. Let alone won

The hard coding does limit what can be done with this game, so they are all pretty much major tweaks the the SE 4 universe
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  #3  
Old May 13th, 2002, 09:42 PM
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Default Re: MOD crazy.... (which one to choose?)

Proportions isn't just for multi-player. The AI is just wanting some work to play well in the mod, which we're working on presently.

The mod is mainly about adjusting the proportions of various aspects of play, to make them more realistic, and to provide more interesting and approptiate effects (and therefore, strategies) of various differences of scale. It also makes the tech tree progress much slower in the middle and later game, and greatly deemphasizes the production and research contributions of colonization compared to the standard game. Homeworlds, on the other hand, are much more important, and remain the backbone of an empire even after many years of colonization.

Quite a few balance adjustments have been made, as well, so that although most of it looks familiar, the relative abilities of many things are quite different. For example, the Phased Poloron Beams are still there, and some of them do the same damage as before... but now they're even more expensive, and to reach those powerful levels from the original set may take you decades of research (they now go up to level XII, and you can't multiply your research rate by building a few colonies in a few years). In fact, comparing the highest levels of equipment isn't so meaningful as in the standard set, because it's a major research investment to get anywhere near the end of any tech area in Proportions, unless you start with multiple homeworlds and/or turn down research costs when you set up the game.

Ship design in Proportions has many new trade-offs and decisions to consider, which don't have a "best" answer:

* Large ships retain the great economy of scale advantages of the standard set. However, small ships are cheaper, faster, and easier to maintain, and gain substantial combat bonuses compared to larger ships.

* Armor components are cheap and strong, but don't necessarily all get destroyed first. Players can design very powerful and capable ships that are expensive and fragile, or cheaper and much more durable ships with a high proportion of armor. Or, they can research armor technology to achieve other trade-offs.

* Engines use a pseudo-Newtonian system where smaller ships are easier to move than larger ones, and engines can be designed with different levels of speed or efficiency. Speed, range, power, and cost are the trade-offs.

* Fighters are no longer PD-fodder, and can be one of the most powerful weapons in the game. They now have additional trade-offs between anti-fighter and anti-ship abilities.

And tons more. Full details are available at the Proportions web page.

PvK
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  #4  
Old May 13th, 2002, 09:48 PM
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Default Re: MOD crazy.... (which one to choose?)

Originally posted by comisar:

"I don't know how you guys do it. There are so many MODs outthere. What is the differnce. I am trying to categarize them all. It seems like I can get any race I want from different web sites. I will not call them Mods because I could probably use those races with any MOD, right?"

-You may need to adjust AI files when you move the race from one mod to another. The best way is to copy AI files from the race already tuned to this mode. Just take care to keep appropriate AI_general file.

"I can see there are mods for single player(TDMModpack or Devnull)? What is the difference between the two? Both of these MODs have pretty much the same descriptions."

- TDM is not strictly a mod. It is a collection of best AI for standard SE IV. Other modes have some (sometimes profound) changes in data files

"And one for multi-player (Proportions)?"

- There are no special modes for single-player or multiplayer. You can use any of those in any way you like. Do not be put out by PvK warning about deficient Proportion' AI. It is getting better and can find it quite chalenging on high difficulty and high AI bonus settings.

"There there are special mods(Pirates and Nomads) which really alter the game mechanics."

- Only if you play as Pirate or Nomad race. If you play as Normal, it is pretty close to Devnul mod

"Do any of these mods borrow things from one another or they are all stand alone."

- Yes, there is some cross-breeding.

"I want to play a single played MOOII type of game but with the Star Wars, Bab5, Star Trek races I have donwloaded. Which MOD will be the most realistic and challenging for me to try."

- First of all, download latest TDM-Pack. It alresdy has some Trek and Babylon races. All Trek races from NASY (Attrocities site) do not require any changes as well. If you need AI for some other race not currently in TDM, ask on this forum and in half hour you will get it. Once you get bored, try either Devnull, Proportions or P&N. Just be sure to alter AI files for your races as I mentioned above.

"I am sorry, it is just all those different MODs have me all confused."

- You are not alone !

"FOr other games that allow played to MOD that I play (Europa-Universalis) there is like a one ultimate MOD that everyone on the forum help to create. It makes it a lot easier for newbie. Why is there nothing similar for SEIV?"

- Because there is much more variety in SE IV. You can change almost everything one way or another. You can design a completely different game up to your taste. With so many people and so many variables, there will never be "ultimate mod" for SE IV. This is what makes SE IV so much fun !
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  #5  
Old May 13th, 2002, 10:08 PM
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Default Re: MOD crazy.... (which one to choose?)

Quote:
Originally posted by oleg:
With so many people and so many variables, there will never be "ultimate mod" for SE IV. This is what makes SE IV so much fun !
Hadrian won't like that remark..
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  #6  
Old May 14th, 2002, 01:10 AM
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Default Re: MOD crazy.... (which one to choose?)

My Hypermaze mod adds a new quadrant type to both solo and multiplayer. The AIs should perform at least as well as they do in an Ancient quadrant, possibly better.
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