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November 11th, 2005, 01:21 AM
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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
The Masters Mod will add a little more challenge and variety to SE4. It'll open up different strategic options, depending on what areas your race has "mastered."
The mod adds 10 new racial traits:
[*]Drone Masters - start with drones, and they're actually useful[*]Megascale Masters - start with slight colony ship size advantage, and ships are huge but expensive and slow near the end of the tech tree[*]Stealth Masters - start w/ minor cloaking device, & gets cloaked planets later on[*]War Masters - ships are tougher offensively, and fight better in groups[*]Travel Masters - ships go faster, and can store more supplies[*]Troop Masters - starts w/ troops, & later troops are much cheaper and easier to build (troop scheme similar to the Units Mod, and the Pointer Mod)[*]Assimilation Masters - think Borg[*]Fighter Masters - start w/ fighters, & more carrier options[*]Defense Masters - start w/ armor, gets better shield and armor comps, and eventually gets planetary shields[*]Resource Masters - booms faster, and can generate resources in space
Unlike the regular racial traits, the Master traits expand the existing tech tree, encourages you to focus on different strategies, and makes the AI tougher.
Read the full description here
All the techs are done, and I'm working on the AI now. I just finished the AI for the Drone Masters.
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November 11th, 2005, 03:21 AM
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Sergeant
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Join Date: Sep 2003
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Re: Masters Mod
I like the sound of this! read FAQ and love the sound of assimilation masters!
cant wait to play this!
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November 11th, 2005, 10:58 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: Masters Mod
Sounds like alot of fun. Can't wait to see the final product.
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November 11th, 2005, 05:09 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Masters Mod
Stars!ish...Cool.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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November 11th, 2005, 11:29 PM
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General
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Join Date: Sep 2003
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Re: Masters Mod
Looks great! Can't wait to play it.
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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November 14th, 2005, 09:35 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Masters Mod
Any idea when the AI will be ready?
I�m waiting for teh AI to be working so i can try it...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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November 14th, 2005, 10:12 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Masters Mod
I've done three AIs so far. They're not optimized, but they work.
I'l probably have the rest done in a few weeks.
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November 18th, 2005, 12:28 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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Re: Masters Mod
Drone AI, Fighter AI, and Megascale AI now done. Next up... Assimilator AI.
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November 22nd, 2005, 05:14 PM
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Corporal
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Join Date: Jan 2005
Location: near Paris, France
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Re: Masters Mod
I think this is a really good idea to make a mod enhancing the strategy potential for players.
__________________
I dream of a world where hell is another paradise.
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November 22nd, 2005, 06:10 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Masters Mod
That's what just about every mod does, increase strategic potential.
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