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  #81  
Old August 17th, 2002, 08:42 AM

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  #82  
Old August 21st, 2002, 03:37 AM
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  #83  
Old August 21st, 2002, 05:19 AM

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Default Re: Space Empires IV: Data/Sound/Graphic

MountMod-AJC v5.1 for SE4 Gold Version 1.78
updated 9/8/2002

1031531970.zip

HISTORY--

v5.1
1. Added intro screen

v5
1. Fixed description of computer mounts to remove old antivirus description.
2. Added colony module. (Idea is that nanobots allow colonies to leave with less equipment and supplies which reduces the size and cost of the colony module).

General Mod Information:
MountMod-AJC.zip-
Is for new games started in Version 1.78.

Whats in this Mod:

Mount Modification for Base game. No technology changes. However technology will have to be researched to discover the new mounts.

Ships become much tougher in this mod. I compensated by incorporating miniturization into all of the advanced weapon mounts and increasing the damage dealt. To look at the mod look at the CompEnhancement.txt file. This file can be found in:

Space Empires IV\MountMod-AJC\Data\CompEnhancement.txt

Note:
Shield Generator mounts come in two types, the first level will only require you to research level 3 shields before the 1st generation shield mounts come into play for bases, 400+ KT ships and 200+ KT weapon platforms.

Each mount type has unique tech requirements. The technology requirements for the new mounts are spread throughout the tech tree. Here is a breakdown of the tech levels that are required to activate the various stages of the new mounts.

TECH & TECH LEVELS
-Advanced Military Science -1,2,3,4,5,6
-Physics -2,3
-Computers -2,3,4,5,6
-Applied Research -2,3
-Propulsion -6
-Stellar Harnessing -5
-Shields -3,6
-Armor -6
-Point Defense -5
-Colonization -1 (Gs,Ic & Rk)


List of New Mounts:
2 x Shield mounts, Armor mount, improved weapon mounts, Point Def Mount,
Engine/Solar Sail Mounts, seeker mount, Hardened Computers, miniturization of
components, improved basic weapons (using mounts), colony module.

[ September 09, 2002, 01:39: Message edited by: AJC ]
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  #84  
Old August 24th, 2002, 07:44 PM
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  #85  
Old August 27th, 2002, 05:38 AM
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  #86  
Old August 27th, 2002, 06:05 PM
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  #87  
Old September 3rd, 2002, 08:54 PM
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Default Re: Space Empires IV: Data/Sound/Graphic

Not to toot my own horn again, but...

Xeo Mod v3.0.2 released, patch from 3.0.0 or 3.0.1 available at www.geocities.com/edwardkolis
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  #88  
Old September 5th, 2002, 06:06 PM
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Default Re: Space Empires IV: Data/Sound/Graphic

New Version of Devnull Mod Gold:

Devnull Mod Gold Version 1.70 (about 4.6 MB)

patch from Version 1.63 to 1.70 (about 1.9 MB)

Note: This Version is not compatible with older savegames.

summary of changes for Version 1.70:
* two new races added (United Flora, Sonne)
* overhaul and additions to the racial combo techs
* raised mine limit per sector to 500
* all ship/fleet training is now system wide
* new planet size (extra huge) and new ruins tech
* doubled cargo for domed colonies
* added Fyron's Quadrant Mod 1.13
* updated weapon sounds to Gold
* loads of little and not so little changes and fixes (check readme)

Have fun,
Rollo
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Devnull Mod Gold:
Version 1.80
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Version 0.53e
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  #89  
Old September 16th, 2002, 08:34 PM
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Default Re: Space Empires IV: Data/Sound/Graphic

Deathstalkers Mount Mod- Alternate Version 1.0

(CryOrg Hell Version 1.0)

(HERE)

1032200975.zip

Curious yet?

Ever wished the AI sported more powerful ships? Ever ran into the AI's Dreadnought and blown it apart with a few destroyers and felt cheated somehow? Well this modd tries to correct this (a little).

I've taken the (supposidly) mega powerful racial traits of Organic and Crystalline (thus the CryOrg name) and made them more powerful...Massively so.

How you ask? Simple, by creating a Mount Mod that the AI will use and use effectively. The average Organic(or Crystalline) destroyer is roughly as tough (or tougher) as the average normal cruiser (or even battlecruiser). The mounts within the modd are clearly marked as AI/Human use. TO USE THE AI MOUNTS AS A HUMAN CLEARLY DEFEATS THE PURPOSE OF THIS MOD!!! The only reason to use the mounts as a human player would be as the 'uber-bad-guy' of a roleplay modd (think B5's Shadows). Thus you can use this modd one of two ways, either restrict Organic and Crystalline tech to AI's only (Best IMO) or just don't use the AI mounts for the tech's.

This modd will make the AI dangerous!!! I've seen a Shadow's dreadnought fire a broadside of 30 Parasite V's by itself! A Xi'Chung defense base mounts over 5000 shield points and can dish out over 6000 damage per combat turn. This is not for the faint of heart! .

Comments/suggestions are more than welcome (they are required! Please post/send them ).

I am currently working on getting this supported with the TDM-Modd and added to PBW so people can take on the AI's in a Humans vs. AI game (that should be quite memorable!)

SETUP INSTRUCTIONS: Download file and unzip/place into your data folder of se4 or the modd folder you are using (after re-naming the current 'CompEnhancement.txt' file to something else of course.). Rename the downloaded file to 'CompEnhancement.txt' (take off the CryOrg part of the filename). Start a game and load up your favorite Organic/Crystalline AI's (Phong, Y'Gath, Vong, Xi'Chung (deadly!), Ukratal, etc) and enjoy.

This modd works best with the TDM modd as it already has quite strong AI's.
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Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
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  #90  
Old October 20th, 2002, 12:37 AM
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