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April 6th, 2006, 01:23 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Masters Mod v1.6: One Small Step for Masters
Several changes, bugfixes, and one new Master trait.
The Small Ship Masters racial trait makes small ships more useful throughout the game. Different small hull sizes with additional abilities will perform specialized roles better than large generic ships. Special small ship mounts will also supplement the additional hull sizes, letting you cram a hull full of electronics, enhance weapon accuracy, and increase shielding.
Also fixed some major balance issues with the Assimilation Masters.
1.6
Romulans and Klingons now use Trek Masters trait
reduced damage ammount of Assimilation Nanites (thanks, Pax)
increased size of Assimilation Nanites to 20kT
Sergetti megascale ship designs now use multiplex tracking (thanks, Wolfman77)
decreased shield generation for Trek shields, and increased generation from damage
Borg, Federation, klingon, and Romulan AI modified to use the new trek-style shields
fixed Gaia Facility change atmosphere description (thanks, Wolfman77)
changed supply % for core mounts to 1500% (thanks, Wolfman77)
added Small Ship Masters racial trait
Small Ship Masters
Your race has mastered the development of smaller ship sizes. As your technology increases, you will gain cheaper, higher quality, more maneuverable smaller hulls that will prove to your enemies that bigger is not always better.
* Fast Escort
* Cheap Frigate
* Stabilized Frigate
* Stabilized Destroyer
* Hardened Destroyer
* Hardened Light Cruiser
* Shielded Light Cruiser
* Shielded Cruiser
* Stabilized Direct Fire Mount
* Miniaturized Electronics Mount
* Small Geometry Shield Mount
* Endurance Cruiser
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April 17th, 2006, 10:17 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Masters Mod v1.6: One Small Step for Masters
Spoon's Fantasy Empires mod
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April 18th, 2006, 01:32 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Data, Sounds and Graphics, Oh MY!
Ed Kolis' Encounter at Virumque (Medium quality version; 18/36megs)
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April 18th, 2006, 02:04 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Data, Sounds and Graphics, Oh MY!
Imagemod ComponentPack v29
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April 18th, 2006, 02:50 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Data, Sounds and Graphics, Oh MY!
Latest imagemod facility pack (v17)
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April 20th, 2006, 12:19 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Data, Sounds and Graphics, Oh MY!
Latest planetpack
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May 31st, 2006, 11:55 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Masters Mod v1.7 ( May the Masters be with you )
Here's the latest version of the Masters Mod. There have been a small handful of bug fixes, but the big news is: TWO NEW MASTERS TRAITS!
The SW Masters trait adds Star Wars tech, and the Force masters adds powerful Jedi & Sith techs, and Force powers.
I've also added Atrocities's fabulous Imperial and Rebel ship sets. Their AI has been fully customized to use the new traits.
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1.7 (May the Masters be with you)
Changed - removed Life Support Cluster from Assimilation Masters (maintenance reduction stacked-- thanks, Wolfman77)
Added - maintenance reduction to Bridge Control Cluster
Changed - reduced Vinculum maintenance reduction
Changed - re-ordered Vinculum in the Components.txt file so the AI wouldn't use it in standard space yard ship designs
Added - SW Masters racial trait
Added - Force Masters racial trait
Changed - increased range of Trek Laser Cannon
Added - Atrocities's Imperial and Rebel races, w/ customized Masters AI
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SW Masters
Your race has mastered technology found in the Star Wars universe. Early tech levels give you access to SW-style fighters and weapons. Put down any rebellion with your Star Destroyer hulls, or dominate the end-game by researching devastating superweapons.
* Turbolaser Battery
* Hyperdrive
* Laser Cannon
* Point Defense Blaster
* Light, Medium, Heavy Star Destroyer
* Light, Medium, Heavy Super Star Destroyer
* Concussion Missile
* Proton Torpedo
* Ion Cannon
* Planetary Shield Generator
* Superlaser
* Death Star
* World Devastator
* Suncrusher Torpedo
Force Masters
Your race has mastered the study and use of the Force, and energy field generated by all living things. Fill the galaxy with fear with the powers of the Dark Side, or protect the innocent with the powers of Light.
* Force Sensitive
* Force Temple
* Battle Meditation Chamber
* Jedi Sage
* Jedi Sentinel
* Jedi Guardian
* Jedi Master
* Jedi Temple
* Jedi Library
* Sith Raider
* Sith Assassin
* Sith Warrior
* Sith Lord
* Sith Temple
* Alter: Force Storm
* Control: Force Confusion
* Control: Force Conversion
* Control: Drain Skills
* Control: Affect Mind
* Sense: Sense Planets
* Sense: Sense Ships
* Alter: Destroy Environment
* Alter: Force Genocide
* Control: Affect Population
* Control: Convert Population
* Alter: Force Drain
* Alter: Force Defense
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June 23rd, 2006, 12:30 PM
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Private
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Join Date: Jul 2005
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Fantasy Expeditions Mod
Here's Alpha 0.1 of Fantasy Expeditions Mod, with Orcs and Humans racial traits implemented. AI and Shipsets have not been done yet.
Some of the components need to be touched up because they have a white background that obscures mount and quantity information, but I'll work on that as soon as I can figure out how to without messing up the images themselves.
Racial Trait - Humans
Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs.
Racial Trait - Orcs
Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors.
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June 29th, 2006, 04:39 PM
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Private
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Re: Fantasy Expeditions Mod
Alpha 0.2 of Fantasy Expeditions Mod
Change Log
0.2
Racial Trait - Elves
Elves are accurate and long ranged archers and skilled in druidic magic, but their long lifespans mean hundreds of years of training for each Elven warrior. Reflecting this and their high quality equipment, Elves are very expensive warriors to train and use. In addition, Elves are lacking in expertise in melee combat, with the Elven Fencer being their only melee unit.
Human Shipset Partially Completed --
Commonly used vehicle sizes have fantasy themed pictures now, for the Human shipset. The race portrait is still the Terran one, however, and only ships and bases have been done so far.
Heroism Made Removeable --
For a non-heroic game, Heroism is removeable which will prevent anyone from having access to the Hero, Legend, Myth and Divine mounts.
0.1
Racial Trait - Humans
Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs.
Racial Trait - Orcs
Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors.
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August 20th, 2006, 09:28 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Carrier Battles - v1.5 with Images
This is for really new players who don't know about the imagemod packs.
(28 megs)
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