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  #371  
Old December 18th, 2005, 06:37 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default 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
Attached Files
File Type: zip 397210-Masters Mod.zip (1.23 MB, 1513 views)
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  #372  
Old January 1st, 2006, 04:07 AM
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Default Re: Space Empires IV: Data/Sound/Graphic

The Space Empires IV
Expanded Mod Version 1.3 Released 1-1-2006

Expanded Mod Patch 2 Version 1.3 Released 1-1-2006 (Will update from version 1.0 & 1.1 to 1.3)

Older Versions

The Space Empires IV Expanded Mod Version 1.0 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005

Expanded Mod Patch 1 Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1)
Attached Files
File Type: zip 398905-Expandedv103.zip (12.51 MB, 1527 views)
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  #373  
Old January 1st, 2006, 04:18 AM
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Atrocities Atrocities is offline
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Default Re: Space Empires IV: Data/Sound/Graphic

The Expanded Mod patch v1.3
Attached Files
File Type: zip 398906-ExpandedPatch2.zip (2.02 MB, 713 views)
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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  #374  
Old January 6th, 2006, 03:00 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Space Empires IV: Data/Sound/Graphic

Masters Mod v1.1

Some slight updates.

added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones
Attached Files
File Type: zip 399599-Masters Mod 1.1.zip (1.24 MB, 307 views)
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  #375  
Old January 10th, 2006, 09:32 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Space Empires IV: Data/Sound/Graphic

Masters Mod v1.2: Foundation and Masters

1.2
added Psych Masters racial trait
fixed Structural Integrity Field bug

  • Psych Masters
    Your race has mastered the science of psychology. Your race's acute knowledge of the psyche gives you an early happines bonus. You'll also have access to techs that can demoralize your opponent, or persuade them to do things for you. Later research will uncover the science of Psychohistory, which lets you tweak galactic events to suit you.
  • Government Center
  • Legislative Center
  • Great Monument - just for fun
  • Immigration Center
  • Advanced Psychology
  • Psychology Cell
  • Encyclopedia Foundation
  • Mentalist Enclave
  • Gaia Facility
  • Psychological Interpretation Intel
  • Emotional Influence Intel
  • Psychological Defenses
Attached Files
File Type: zip 400104-Masters Mod 1.2.zip (1.24 MB, 266 views)
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  #376  
Old January 12th, 2006, 01:09 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Masters Mod v1.3: Foundation and Masters update

1.3
added Mind Static Shield facility to Psych Masters
fixed bug with Psychological Defenses that prevented the mod from loading
Attached Files
File Type: zip 400335-Masters Mod 1.3.zip (1.24 MB, 544 views)
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  #377  
Old February 22nd, 2006, 12:37 PM

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Default Alien Eye Candy Mod

This little mod provides a baker's dozen mugshots of pretty girls to replace the alien image graphics provided with the game. No ships, no AIs, just portraits, already formatted
in 128X128, 20X20, and 36X36 pixel size. No models violate community standards for obscenity. i.e., if you're hoping for nekkid wimmin, you're out of luck. Models were chosen not for popularity or notoriety, but because I happen to like their looks. Yeah, it's puerile (or adolescent, anyway), but it sure beats looking at a bunch of BEMs.

-- Mal
Attached Files
File Type: rar 407800-Mugshots.rar (368.9 KB, 234 views)
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  #378  
Old March 10th, 2006, 04:58 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Space Empires IV: Data/Sound/Graphic

Masters Mod v1.5: Where No Master Has Gone Before

Numerous additions and bugfixes. The biggest additions are the new Trek Masters trait and the Federation, Borg, Klingon and Romulan races by Atrocities. See the Masters Mod readme for the complete changes.

Only the Federation and Borg are optimized to use the Trek Masters trait right now (Testing AI takes a looooong time), but I plan to modify the Klingon and Romulan AI's in the next release.

Trek Masters
Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields.

* Warp Engine
* Laser Cannon
* Phaser
* Disruptor Cannon
* Warp Core
* Photon Torpedo
* Quantum Torpedo
* Trek Shield Generator (leaky)
* Multiphasic Shields (leaky)
Attached Files
File Type: zip 410512-Masters Mod 1.5.zip (4.47 MB, 408 views)
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  #379  
Old March 19th, 2006, 08:27 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Masters Mod v1.51 update

Masters Mod v1.51 update

Torpedos were way overpowered. This update reduces torpedo range and adds -20% penalty to Assimilation Torpedo.
Attached Files
File Type: zip 412541-Masters Mod 1.51.zip (4.65 MB, 406 views)
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  #380  
Old April 4th, 2006, 10:40 PM

shinigami shinigami is offline
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Default Re: Space Empires IV: Data/Sound/Graphic

Corewolrds and Outposts Mod v0.1
Attached Files
File Type: zip 416311-Coreworlds and Outposts.zip (86.6 KB, 222 views)
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