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  #1  
Old September 2nd, 2005, 02:42 AM

I_DONT_CARE I_DONT_CARE is offline
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Default mods?

This is my first post (so if I put it in the wrong place just tell me) anyway I have a few questions about mods. First when I look for more Dramatic mods all i find are ones that aren't finished, So are there any web sites I can get some big mods from? Second any idea how I could make a mod for Massive Planetary armor (like Massive Planetary Shield Generator) there Wouldn�t Really be armor all over the planet but more in Strategic places (citys and Military stuff) anyway if you could help me out it would be great.
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Old September 2nd, 2005, 03:42 AM
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Default Re: mods?

Welcome to the forum.

Try here:
http://www.malfador.com/se4mods.html

Some of the best 'finished' mods are TDM, Star Trek, Proportions, and so on...
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Old September 2nd, 2005, 05:12 AM
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Default Re: mods?

mechanically, planetary shields work just like armor. Make a facility with the shield ability, and call it armor. It will work the same, i.e. take damage first. be sure to give it the phased shield ability, so phased weapons dont skip it.

The biggest finished mods are Pirates & Nomads, Devnullmod, Proportions, and the two Startrek Mods. There are many other derivative mods and in-progress mods. There are tons of smaller mods, many of which are better than the big ones.

There are a couple mods that are even "bigger" than the ones that I listed, but I dont think they are as well polished.

Some mods are made for single player with AI, some are multi player only (no working or good AI).

It all depends on what you want.
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Old September 2nd, 2005, 06:14 AM
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Default Re: mods?

Also visit www.spaceempires.net
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  #5  
Old September 2nd, 2005, 12:56 PM
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Default Re: mods?

Most Original Mods:
-Adamant Mod (continual work-in-progress, current version 0.15 (or o.16xx dev), but it'll work); adds Magic and Organic races, Energy and Machine races are in the works, completely redone propulsion and weapons.
-Space Food Empires; still in early beta, but it will work IIRC. Command an empire of foodstuffs bent on boiling every other type of food. No bread.

Good Add-Ons:
-TDM-Modpack; makes the AI a helluva lot better.
-Cultures & Demeanors Mod: My only finished project, adds around 30 cultures, doubles the amount of demeanors, adds a happiness type and has several other small changes.

Largest Changes:
-Eclipse Mod; massive overhaul of stock game. Viewed by most people as a great mod IIRC.
-Dark Nova Mod (DN4); adds a slew of ship and unit sizes. Good for people who like to play with large fleets with mixed hull sizes.

Sci-Fi Mods:
-Atrocities' Star Trek Mod (AST). I don't know what the other ST mod is exactly.
-Babylon 5 Mod; notorious for two things, which are A.) having the longest thread currently in existence on the forums (over 5000 posts) and B.) never having produced a well-playable version in all its years of development.
-Star Wars Mod; MIA. Intimidator's working on one, but nobody's heard from him in quite a while.
-Red Dwarf Mod; Eeeh?
(note: the Red Dwarf Mod doesn't exist)

And all the other mods mentioned here, of course.
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Old September 2nd, 2005, 01:34 PM
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Default Re: mods?

Puke said:
There are a couple mods that are even "bigger" than the ones that I listed, but I dont think they are as well polished.


If you don't think Adamant is well polished, then I say bah to you!

Really, Adamant could have been called 1.0 a long time ago, but there was just always something more around the corner, so I never bothered. The mod is quite playable in multiplayer (visit http://seiv.pbw.cc/ for multiplayer gaming galore). It also plays fine in single player, at least until you become experienced with the game and the AI inadequacies shine through... But then, the rest of SE4 is like this as well. Multiplayer is where its at!
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  #7  
Old September 2nd, 2005, 02:11 PM
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Default Re: mods?

The Space Food Empires I would say wasn't in 'early' beta, in fact, most of the game elements are in place and decently balanced. The AI is basic for a few more days and none of the custom graphics are in, so perhaps in a couple of weeks it will be better for solo play.
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  #8  
Old September 2nd, 2005, 03:38 PM

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Default Re: mods?

thanks everone
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Old September 2nd, 2005, 04:40 PM

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Default Re: mods?

puke i cant seem to get the armor to work
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Old September 2nd, 2005, 04:43 PM

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Default Re: mods?

Name := Massive Planetary armor
Description := Massive armor which protects civilian and military instillations during combat.
Facility Group := armor
Facility Family := 41
Roman Numeral := 0
Restrictions := None
Pic Num := 377
Cost Minerals := 30000
Cost Organics := 1000
Cost Radioactives := 10000
Number of Tech Req := 1
Tech Area Req 1 := Massive Planetary Shielding
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Emissive Armor
Ability 1 Descr := Constructs 3000 pts of armor for the planet during combat.
Ability 1 Val 1 := 3000
Ability 1 Val 2 := 0
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