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  #381  
Old April 6th, 2006, 01:23 PM
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Default 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
Attached Files
File Type: zip 416831-Masters Mod 1.6.zip (4.24 MB, 313 views)
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  #382  
Old April 17th, 2006, 10:17 PM
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Default Re: Masters Mod v1.6: One Small Step for Masters

Spoon's Fantasy Empires mod
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File Type: zip 419268-FantasyEmpiresMod.zip (26.43 MB, 1225 views)
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  #383  
Old April 18th, 2006, 01:32 AM
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Default Data, Sounds and Graphics, Oh MY!

Ed Kolis' Encounter at Virumque (Medium quality version; 18/36megs)
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File Type: zip 419295-Encounter_at_Virumque(med).zip (16.79 MB, 248 views)
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  #384  
Old April 18th, 2006, 02:04 AM
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Default Re: Data, Sounds and Graphics, Oh MY!

Imagemod ComponentPack v29
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File Type: rar 419297-componentpack29.rar (20.64 MB, 2713 views)
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  #385  
Old April 18th, 2006, 02:50 AM
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Default Re: Data, Sounds and Graphics, Oh MY!

Latest imagemod facility pack (v17)
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File Type: zip 419303-facilitypack17.zip (17.46 MB, 3016 views)
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  #386  
Old April 20th, 2006, 12:19 AM
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Default Re: Data, Sounds and Graphics, Oh MY!

Latest planetpack
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File Type: zip 419737-planetpack12a.zip (8.50 MB, 2242 views)
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  #387  
Old May 31st, 2006, 11:55 PM
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Default 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.

-------------------------------------------------------
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
--------------------------------------------------------

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
Attached Files
File Type: zip 427020-Masters Mod 1.7.zip (5.84 MB, 465 views)
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  #388  
Old June 23rd, 2006, 12:30 PM

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Default 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.
Attached Files
File Type: zip 431076-FantasyExp01.zip (1.20 MB, 198 views)
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  #389  
Old June 29th, 2006, 04:39 PM

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Default 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.
Attached Files
File Type: zip 432020-FantasyExp02.zip (3.38 MB, 207 views)
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  #390  
Old August 20th, 2006, 09:28 PM
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Default Carrier Battles - v1.5 with Images

This is for really new players who don't know about the imagemod packs.
(28 megs)
Attached Files
File Type: zip 439527-CarrierBattles1.5a_plus_Images.zip (27.71 MB, 258 views)
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