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  #141  
Old January 15th, 2003, 02:31 AM
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Default Re: Space Empires IV: AI Races/Ship Sets

Due to some minor bugs in the previous Version here is the newest files in hope of this is bugfree.

Fazrah v1.3
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  #142  
Old January 15th, 2003, 11:07 PM
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Default Re: Space Empires IV: AI Races/Ship Sets

1042664799.zip

The Invisible Ship set, v 0.8. To be followed by a Version with AI.

Note, this shipset is totally invisible.
Using it in a Multiplayer/PBW game without the informed consent of the host is CHEATING!!!

[ January 15, 2003, 21:08: Message edited by: Ruatha ]
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  #143  
Old January 15th, 2003, 11:20 PM

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Default Re: Space Empires IV: AI Races/Ship Sets

Pexlerr Kingdom 2.0 Shipset with extended graphics for DevNullMod

1042665397.zip
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  #144  
Old January 16th, 2003, 03:20 AM
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Default Re: Space Empires IV: AI Races/Ship Sets

These shipsets are color variations of the original Jraenar Imperium, basing that they are red. They do not have AI files; it is just the bitmaps. The folders are named after the relevant color.
Enjoy!

Prophet

Green Lizards
1042679568.zip
Orange Lizards
1042679639.zip
Purple Lizards
1042679711.zip
Yellow Lizards
1042679750.zip
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  #145  
Old January 16th, 2003, 06:01 AM
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Default Re: Space Empires IV: AI Races/Ship Sets

Atrocities STAR TREK Mod v 1.5

1-20-2003

AST Mod Patch 5 v1.5

NOTE: Please install Patch 4 prior to Patch 5 if you upgraded from AST Mod Light.

1-16-2003

This mod is an exlusive Star Trek mod using most of the New Age Shipyards Star Trek races.

The Mod uses race specific technology and features the option to start with standard technology (Race specific only), Early, Developed, or Expanded Technology levels.

The mod uses a modified Version of Fyrons Quadrant Mod 2.0 in conjunction with many other fun mods including parts of the P&N, Eye Candy, Mount, and most Image Mod.

Click To Read

Revision History

Once you have downloaded the mod,
OPEN THE HTML VIEWER, and Click on the "Getting Started" Link at the bottom

AST Mod Full v1.4
This Version is the complete mod - Less the Image Mod
Contains all 20 main races & 20 neutrals - 19.6 megs
AST Full zip

AST Mod v1.0 Lite
Compact Version of the full mod
Comes with 8 races - 7.3 megs
AST Mod Light

AST Patch 4 (v1.4)
For use with the AST Mod v1.0 Lite
Updates the Lite Version to Full 1.4 - 6 megs
Update Patch 4 ASTmod

AST Add On Pack v1.1
For use with the AST Mod v1.0 Lite
(12 Extra Races for AST Mod) 6.9 megs
AST Mod Addon Pack 1.1

**NOTE** some Version of the AST mod may not have a PATH.txt If that is the case you can download this correct one: AST Path Text

[ January 26, 2003, 07:36: Message edited by: Atrocities ]
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  #146  
Old January 17th, 2003, 01:45 PM
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Default Re: Space Empires IV: AI Races/Ship Sets

Thumbs UP everybody;
1042803158.gif
1042803242.gif
1042803265.gif
1042803292.gif
1042803331.gif



mlmbd

[ March 11, 2003, 13:10: Message edited by: mlmbd ]
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  #147  
Old January 20th, 2003, 06:46 AM
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Default Re: Space Empires IV: AI Races/Ship Sets

The rough Dilgar ship set for B5 MOD:

1043037950.ZIP
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  #148  
Old January 20th, 2003, 10:27 PM
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Default Re: Space Empires IV: AI Races/Ship Sets

Latest Da path B5 MOD AI (pre-gold):

1043094274.ZIP

My latest fixes:

Version B5-VI-Path-C:

1: Re-did settings for "engines per move" for all ships (B5 standard) to prevent range check errors.

2: Re-did minimum/desired speeds in most ships, again to halt range check errors.

3: Changed to "resource generation - organics as ability for armor (leaky) and loaded armor into all ships/bases/wp as a misc ability.

4: Re-set maximum number engines for baseship and heavy baseship to 100 in order to prevent range check errors.

5: Took out misc. ability "solar generation" from scouts, colony ships, population transports, repair tugs to prevent 2 or more reactors from being designed into ships by the AI.

6: Changed defense base misc. ability from "solar generation" to "combat movement" to prevent reactors from being designed and to add "station keeping engines" to the designs.

7: Added scatter pulse and quad pulse weapons to Dilgar (based on same weapons used by Llort) in components.txt file.

8: Hopefully I didn't forget something I did, my notes are not the best.
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  #149  
Old January 21st, 2003, 02:46 AM
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Default Re: Space Empires IV: AI Races/Ship Sets

This corrects the EA & Gaim AI_designcreation.txt typos and a new LNAW AI_Designcreation.txt

1043109898.ZIP
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  #150  
Old January 22nd, 2003, 06:24 AM
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Default Re: Space Empires IV: AI Races/Ship Sets

This hopefully fixes the spacing errors in the B5 data/components.txt file.

1043234622.ZIP

Replaces earlier one (still had an error).

[ January 22, 2003, 11:24: Message edited by: pathfinder ]
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