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  #1  
Old December 18th, 2005, 06:43 PM
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Default Masters Mod v1.7 ( May the Masters be with You )

Download v1.0 here

The AI is based on AI from the TDM Modpack. Requires the latest version of the Imagemod.

(Updated. Fixed error in racialtraits.txt)

The mod adds the following racial traits:
Drone Masters
Megascale Masters
Stealth Masters
War Masters
Travel Masters
Troop Masters
Assimilation Masters
Fighter Masters
Defense Masters
Resource Masters

Drone Masters
Your race has mastered the art of using and constructing drone units. You start will small tactical drones that you can build in large numbers. Standard drone hulls can be made incredibly powerful due to the small size of your drone components.
  • Drone Engines
  • Drone Mini Warhead
  • Drone Submunition
  • Drone Magazine
  • Drone Control Unit
  • Tactical Drones
  • Strategic Drones
Megascale Masters
Your race has mastered the art of managing huge megascale construction projects. Your economy will get an early boost from the construction of space elevators, and larger ship hulls will help you as the game progresses. Persistent research into resource generation technologies will yield Arcologies and Orbital facilities, huge cities that generate a tremendous ammount of resources. You will also find the construction of ringworlds is actually within your reach during a long game... if you last that long. (had to nix space habitats and artificial planets due to technical probs)
  • Space Elevator
  • Arcology
  • Orbital Tower
  • Orbital Ring
  • Battlemoon
  • Megastation
  • Artificial Moon
  • Heavy Colony Ship
  • Transport Barge
  • Scrith
  • Diamond Nanocables
  • Small & Medium Ringworld Generators
Stealth Masters
Your race has mastered the art of stealth technology. The stealth scout hull will give you an early exploration advantage and allow you to form invisible wolfpacks to attack your opponent's logistical assets, while powerful cloaking devices will help your battlefleets later on.
  • Stealth Module
  • Target Scrambler
  • Holo-Scrambler
  • Blanket Cloak
  • Smoke Screen Generator
  • Planetary Cloaking Device
  • Stealth Scout
  • Stealth Fighter
War Masters
Your race has mastered the art of war. You have access to high tech tracking and defense systems that will let your fleets strike at will throughout the galaxy, and render them more effective than fleets twice their size. Seeker and torpedo hardpoints will let your ships strike first and ask questions afterwards.
  • Command and Control
  • Logistics Command
  • Data Hub
  • Orbital Academy
  • Shield Buster Missile
  • Seeker & Torpedo Hardpoints
  • Seeker Decoy
  • Chaff Dispenser
  • Flak Gun
  • Armor Piercing DUC
Travel Masters
Your race has mastered the art of interstellar travel. Rocket Boosters and external fuel tanks will let you build one-shot colony ships, giving you an early colonization advantage. Your ships are the fastest in the galaxy, and later tech levels open up new methods of transportation that are simply beyond the understanding of your galactic counterparts. (removed Light Sail due to AI conflicts)
  • Warp Engine
  • Inertial Dampener
  • Rocket Booster
  • Hyperdrive
  • Fuel Cell
  • Nuclear Reactor
  • Antimatter Reactor
  • Hyperspace Jump Gate
  • Disposable Fuel Tank
Troop Masters
Your race has mastered the art of ground warfare and space-based invasions. You can start building troop units at the very start of the game, and armored drop pod components will help your invasion forces pass through the initial barrage of defensive fire. Dedicated troop transports and mobile ground command centers will help lead your troops to victory.
  • Armored Transport Module
  • Command, Support, and Comm Relay
  • Prefabricated Fortifications
  • Theater Shield
  • Infantry
  • Armored Vehicle Unit
  • Artillery
  • Electronic Warfare Unit
  • Military Garrison
  • Small - Huge Army
Assimilation Masters
Your race has mastered the art of ship capture and assimilation. Built-in repair abilities will help you make those captured ships serviceable again. Specially designed weapons will allow you to capture enemy vessels from a distance, and assimilation facilities will help you break down and analyze captured technology.
  • Bridge Control Cluster
  • Life Support Cluster
  • Crew Quarters Node
  • Assimilation Torpedo
  • Assimilation Nanites
  • Assimilation Squad
  • Mobile Vinculum
  • Small Nanite Injector
  • Deconstruction Facility
  • Planetary Nexus
  • Planetary Assimilation Unit
  • Remote Ship Assimilation
  • Remote Planet Assimilation
Fighter Masters
Your race has mastered the art of fighter and carrier-based combat. Your tactical fighters are cheap and numerous enough to overwhelm any attackers, and the supercarrier hull can act as a mobile command center.
  • Fighter Supply Tanks
  • Launch Rail
  • Tactical Fighters
  • Strategic Fighters
  • Strategic Bombers
  • Escort Carrier
  • Supercarrier
  • Fighter Control System
  • Fighter Atmosphere Controls
  • Fighter Engines
  • Fighter Missile
  • Fighter Autocannon
Defense Masters
Your race has mastered the art of defensive thinking. Your ships are tough and use dense hull reinforcements, and the different types of shields and armor available to you will force your enemy to rethink their offensive strategy. You are also able to protect your core worlds with planetary shields.
  • Leaky Armor
  • Navigational Shield Generator
  • Structural Integrity Field
  • Stasis Field
  • Shield Receptor
  • Basic Armor
  • Planetary Shield (& Phased) Generator
  • Planetary Shield Projector
Resource Masters
Your race has mastered the art of gathering and refining resources. Special facilities will enhance your planet-based economy, while resource-generating space stations and Resource Ships let you generate resources without relying on colonization.
  • Orbital Foundry, Refinery, and Hydroponics
  • Minerals Enrichment Facility
  • Ecological Sanctuary
  • Irradiation Facility
  • Ecology Center
  • Resource Ship
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  #2  
Old December 18th, 2005, 07:14 PM
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Default Re: Masters Mod v1.0 released

There was a space after each racial description that prevented the mod from loading. It's fixed now, and everything should run fine. If the mod didn't work for you before, try downloading and running it again.
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  #3  
Old December 18th, 2005, 07:59 PM
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Default Re: Masters Mod v1.0 released

Haven't looked at the mod itself yet yet, but I'd be interested in joining a PBW game should you set one up; also, the different traits seem quite inspired by Stars!
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Old December 18th, 2005, 10:31 PM
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Default Re: Masters Mod v1.0 released

Perhaps you can call the mod the "Masters of the Universe" mod.

Have you thought about adding traits for races that are the opposite of masters?
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Old December 18th, 2005, 11:16 PM
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Default Re: Masters Mod v1.0 released

Nah... we need NO MORE He-Man vs. Skeletor!
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Old December 18th, 2005, 11:56 PM
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Default Re: Masters Mod v1.0 released

Quote:
...I'd be interested in joining a PBW game should you set one up...
Unfortunately, I don't play much over PBW. (Hence the AI friendliness of this mod.) Don't let that stop you from setting up your own game though. There are some techs, like the Rocket Boosters, Hyperdrive, Smoke Screen Generator, and Small & Medium Ringworlds that can only be used by humans. And only a human player will be able to use the Drones and Fighters to their maximum effectiveness.
Quote:
...the different traits seem quite inspired by Stars!
I liked Stars!, and I took a little bit of inspiration from there, but these traits are all SE4. Too bad you can't mod in Alternate Reality, Mineral Packets, Stargates, and Stars!-style mine fields.
Quote:
Have you thought about adding traits for races that are the opposite of masters?
I don't think it's possible, since there's no way to make a racial trait remove stock techs. I'm going to add more Master traits in version 2, and I'm also toying with the idea of adding in things like "Star Wars" Master traits.
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Old December 19th, 2005, 12:16 AM
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Default Re: Masters Mod v1.0 released

I was thinking in terms of movement or supply penalties etc. that players could choose in order to grab a few more masters traits...
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  #8  
Old December 19th, 2005, 12:56 AM
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Default Re: Masters Mod v1.0 released

Hey, weren't you the one who made the Pointer Mod, Urendi? I loved that mod... what ever happened to it?
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  #9  
Old December 19th, 2005, 01:31 AM
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Default Re: Masters Mod v1.0 released

Pointer Mod's still sitting on my hard drive. I can re-post it again if you want a copy. It was too much of a beast to keep developing.

I wanted to write AI for it, since all I play is single player, but I'd have to write all new AI research files from scratch, since the tech tree had been completely re-written. The Masters mod incorporates a few ideas from the Pointer Mod.
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Old December 19th, 2005, 05:26 AM
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Default Re: Masters Mod v1.0 released

Quote:
Ed Kolis said:
Nah... we need NO MORE He-Man vs. Skeletor!
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