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  #51  
Old May 29th, 2006, 11:25 PM
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Default Re: Masters Mod v1.6: One Small Step for Masters

What a shame... when you first announced the mod I thought it was going to be a MOO-based mod just based on the name of it!
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  #52  
Old May 30th, 2006, 03:03 AM
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Default Re: Masters Mod v1.6: One Small Step for Masters

Any hint of new "Master" categories???

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  #53  
Old May 31st, 2006, 11:59 PM
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Default Masters Mod v1.7 ( May the Masters be with you )

Download: 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.

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

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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  #54  
Old June 6th, 2006, 07:12 PM
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Default Re: Masters Mod v1.7 ( May the Masters be with you

Hey, DarkAnt has an idea for another masters trait...
drumroll please...
UrQuan Masters!!!
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  #55  
Old June 7th, 2006, 01:04 AM
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Default Re: Masters Mod v1.7 ( May the Masters be with you

...
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  #56  
Old June 7th, 2006, 03:02 PM
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Default Re: Masters Mod v1.7 ( May the Masters be with you

I'd be willing to do UrQuan Masters if anyone knows of a reference website that describes their technology.

It seems as if the Masters Mod is gradually turning into a sci-fi crossover mod. It's not what I originally intended, but it certainly is fun to play. What would you guys say if I dispersed the X-over techs into more Masters-style traits instead of SW and Trek traits?
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  #57  
Old June 7th, 2006, 03:14 PM
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Default Re: Masters Mod v1.7 ( May the Masters be with you

http://starcontrol.classicgaming.gamespy.com/
Everything you ever wanted to know about Star Control
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  #58  
Old June 7th, 2006, 07:56 PM
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Default Re: Masters Mod v1.7 ( May the Masters be with you

Just tossing out some ideas:

Time Masters - users of temporal sciences to alter and affect the universe

Artifact Masters - Builders of great artifacts throughout space
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  #59  
Old June 7th, 2006, 11:29 PM
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Default Re: Masters Mod v1.7 ( May the Masters be with you

Intel Masters - gets to use more, fancier intel projects!
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  #60  
Old June 8th, 2006, 01:32 AM
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Default Re: Masters Mod v1.7 ( May the Masters be with you

Now THAT sounds like a winner !
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