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Atrocities
July 11th, 2003, 12:33 AM
Post deleted by Mephisto

tesco samoa
July 11th, 2003, 05:02 AM
New Sweet mod Version 1.5

1057895784.zip (http://forum.shrapnelgames.com/newuploads/1057895784.zip)

[ July 11, 2003, 04:56: Message edited by: tesco samoa ]

Ed Kolis
July 16th, 2003, 02:55 AM
This isn't really an SE4 mod, more of nostalgia for SE3, but it is "data/sound/graphic"... http://forum.shrapnelgames.com/images/icons/icon10.gif

I went ahead and made a MIDI of the Malfador theme music from SE3... I know, it needs work (the percussion is too loud and sounds like the Klackon battle music from MOO3 http://forum.shrapnelgames.com/images/smilies/rolleyes.gif ) but it's a start... maybe if I can get this sounding good enough we can even convince Aaron to put it into SE5 and/or Starfury??? http://forum.shrapnelgames.com/images/icons/icon6.gif

Malfador Theme.zip (384 bytes, by the time you read this it will be downloaded http://forum.shrapnelgames.com/images/icons/icon10.gif ) (http://forum.shrapnelgames.com/newuploads/1058316890.zip)

TNZ
July 17th, 2003, 12:48 AM
How To Make Engineering Component.

1. Make engineering component for ship.

2. Make engineering component for base.

3. Add the two engineering components to data file. Replace life support with the ship engineering component and replaces auxiliary control with the base engineering component.

4. Delete master computer component.

5. Set life support requirement in vehicle size data file to one.

The AI will use the engineering component to fill its requirement for life support. It is possible to add more abilities to the component but only if the abilities are not targeted by the design creation data files. New abilities could be supply storage and shield regeneration.

Ship and Base Engineering Component Provided.

1058395439.txt (http://forum.shrapnelgames.com/newuploads/1058395439.txt)

[ July 16, 2003, 23:49: Message edited by: TNZ ]

Suicide Junkie
July 17th, 2003, 01:45 AM
http://forum.shrapnelgames.com/newuploads/1058484052.gif 1058484052.gif (http://forum.shrapnelgames.com/newuploads/1058484052.gif)
http://forum.shrapnelgames.com/newuploads/1058398005.bmp1058398134.gif (http://forum.shrapnelgames.com/newuploads/1058398134.gif)
http://forum.shrapnelgames.com/newuploads/1058475112.gif 1058475112.gif (http://forum.shrapnelgames.com/newuploads/1058475112.gif)
http://forum.shrapnelgames.com/newuploads/1058403635.gif 1058403635.gif (http://forum.shrapnelgames.com/newuploads/1058403635.gif)
http://forum.shrapnelgames.com/newuploads/1058398017.bmp1058398147.gif (http://forum.shrapnelgames.com/newuploads/1058398147.gif)
http://forum.shrapnelgames.com/newuploads/1058487280.gif 1058487280.gif (http://forum.shrapnelgames.com/newuploads/1058487280.gif)
http://forum.shrapnelgames.com/newuploads/1058487424.gif 1058487424.gif (http://forum.shrapnelgames.com/newuploads/1058487424.gif)

These modified images from David Gervais' originals for the Play by Committee game:
These are to be intermediate ranks for the military between existing ranks.

[ July 18, 2003, 01:18: Message edited by: Suicide Junkie ]

TNZ
July 17th, 2003, 08:43 AM
Leaking Armor

I don’t see any way to get the AI to use leaking armor. Why not just simulate leaking armor by making components stronger and using weapon mounts for any race difference in component strength.

Examples of weapon mounts which increase component strength.
1058424171.txt (http://forum.shrapnelgames.com/newuploads/1058424171.txt)

Atrocities
July 18th, 2003, 03:13 AM
Here are the latest images I have for the Image Mod Components.

The Read-me and Components.bmp are up to date with the new information and images.

Components (http://www.astmod.com/zips/Components.zip)

TNZ
July 18th, 2003, 04:13 AM
It seems a cargo bay component must have the most cargo storage ability or the AI might use a Drone Launcher instead. See Example for possible solution. If example is use in vehicle size data file set requirement pct cargo to 25.

Example.
1058494325.txt (http://forum.shrapnelgames.com/newuploads/1058494325.txt)

Suicide Junkie
July 19th, 2003, 03:31 AM
More Committee Images:

http://forum.shrapnelgames.com/newuploads/1058578085.gif 1058578085.gif (http://forum.shrapnelgames.com/newuploads/1058578085.gif)

http://forum.shrapnelgames.com/newuploads/1058578110.gif 1058578110.gif (http://forum.shrapnelgames.com/newuploads/1058578110.gif)

http://forum.shrapnelgames.com/newuploads/1058578134.gif 1058578134.gif (http://forum.shrapnelgames.com/newuploads/1058578134.gif)

http://forum.shrapnelgames.com/newuploads/1058732157.gif 1058732157.gif (http://forum.shrapnelgames.com/newuploads/1058732157.gif)

[ July 20, 2003, 21:17: Message edited by: Suicide Junkie ]

mottlee
July 20th, 2003, 06:00 PM
Post deleted by Mephisto

TNZ
July 23rd, 2003, 01:17 AM
Post deleted by Mephisto

Atrocities
July 23rd, 2003, 09:28 AM
Post deleted by Mephisto

AGoetz
July 26th, 2003, 01:37 AM
Hyperspace graphics for Babylon 5 Mod.

1059133002.zip (http://forum.shrapnelgames.com/newuploads/1059133002.zip)

Pax
July 28th, 2003, 12:32 AM
Post deleted by Mephisto

KnidVermicious
July 29th, 2003, 05:02 PM
Post deleted by Mephisto

Pax
August 1st, 2003, 01:31 AM
Small Ships mod, v0.1b Beta 2

1059693977.zip (http://forum.shrapnelgames.com/newuploads/1059693977.zip)

Corrected VehicleSizes.txt problems (colony ship, missing blank line)

Ed Kolis
August 2nd, 2003, 03:10 AM
Economies of Scale Mod v1.1.0 (http://forum.shrapnelgames.com/newuploads/1059947021.zip)

This mod is inspired by an idea posted by Erax and expanded on by Suicide Junkie on the Shrapnel forums that he suggested to improve realism in SE4 and balance out smaller vs. larger ships. The idea was this: ship strength stays fairly linear in proportion to size, but cost increases as the square of the size, representing the infrastructure necessary to construct large vessels, while maintenance increases as the square root of the size.

Major update in v1.1.0: Build costs now increase with 1.5 power of the hull size, not the square, to keep large ships practical

[ August 03, 2003, 22:47: Message edited by: Ed Kolis ]

KnidVermicious
August 11th, 2003, 10:21 PM
Post deleted by Mephisto

Atrocities
August 15th, 2003, 02:50 AM
Here is the link to the Star Trek Mod in it's current Version:
http://www.astmod.com/startrek/stm.htm

TNZ
August 18th, 2003, 07:28 AM
Post deleted by Mephisto

KnidVermicious
August 18th, 2003, 04:48 PM
Bio-Psych Mod v1.16

Added Death Ray weapons and more Psych facilities.
Updated to use Image Modpack.

My attempt to bring some life to the Biology and Psychology tech areas. Mostly just new components.

Text 1061818343.txt (http://forum.shrapnelgames.com/newuploads/1061818343.txt)

Data 1061818302.zip (http://forum.shrapnelgames.com/newuploads/1061818302.zip)

Atrocities
September 15th, 2003, 09:18 PM
New Components for the Star Trek Mod. (9-16-2003)

Installation - Unzip the file to your SE IV directory pictures folder / components folder.

The zip will over write older STM images, 1177 thru 1231 This is ok. It will also add the newer images 1256 through 1296 and replace the Component.bmp

Comp 1256 - 1296 (http://forum.shrapnelgames.com/newuploads/1063677443.zip)

[ September 16, 2003, 03:01: Message edited by: Atrocities ]

Wydraz
September 18th, 2003, 11:02 PM
The Mizendar Galaxy

Preview link of the Intro screen (http://forum.shrapnelgames.com/newuploads/1063861679.jpg)

Preview link some of the races (http://forum.shrapnelgames.com/newuploads/1063863996.gif)

This mod is an original setting in a galaxy of my own creation (with heavy influences from many sources). It allows your race to harness the Aether in space to drive your ships. You can take the Racial Trait: 'AetherSense' and research Astronomy to gain access to Aetherdrive technology. This tech may be essential in a galaxy left low on resources after emerging from a dark age following a massive galactic war.

Part 1 (http://forum.shrapnelgames.com/newuploads/1063918573.zip) 9MB

Part 2 (http://forum.shrapnelgames.com/newuploads/1063918222.zip) 28MB

Note that this mod is mostly a graphic overhaul. There is some additional technology, new race pictures, and new quadrant types. Thanks to all the other modders out there, and the SEIV board members, without who's help this mod would not have been done.

[ September 18, 2003, 23:18: Message edited by: Wydraz ]

Wydraz
September 30th, 2003, 05:06 AM
.091 patch for mizendar

includes minor AI and text fixes

mizendar091patch.zip (http://forum.shrapnelgames.com/newuploads/1064894708.zip)

Fyron
October 3rd, 2003, 12:55 AM
These were on SE.net... I have uploaded them for your convenience. Not all were uploadable for some reason though.

To trick the Shrapnel uploading script, I have just put my self-extracting rar .exe files into zips.

FQM Standard 1.19.zip (http://forum.shrapnelgames.com/newuploads/1065139143.zip) - 1,241 KB

FQM Deluxe 2.05 JPEG.zip (http://forum.shrapnelgames.com/newuploads/1065139489.zip) - 4,048 KB *** Remember you have some JPG to BMP converting to do.

FQM Deluxe 2.05 Patch.zip (http://forum.shrapnelgames.com/newuploads/1065138457.zip) - 457 KB *** Make sure to get this first if you want the 2.06 patch, as I only included 2 data files in the 2.06 patch.

FQM Deluxe 2.06 Patch.zip (http://forum.shrapnelgames.com/newuploads/1065138370.zip) - 39 KB *** requires that you get *this file* (http://forum.shrapnelgames.com/newuploads/1065116837.zip) and rename these files as follows:
2003-10-b-full_jpg.bmp -> nova2.bmp
2003-10-c-full_jpg.bmp -> nova3.bmp
2003-10-d-full_jpg.bmp -> nova4.bmp
2003-10-e-full_jpg.bmp -> nova5.bmp

Extract the zip into the FQM Deluxe folder, and it should place the images into the FyronsQuadrantModDeluxe\Pictures\Systems folder. You will need to rename all 3 copies of these images, in the Systems folder and both of its subfolders. I am having trouble with the uploading form to Shrapnel, and can't seem to upload the whole file where I have renamed them already. Savegames should work fine, as all that is changed are files that are used only when the map is generated.

If someone wants to combine these two files with the appropriate file structure and appropriate names and all (and upload it), that would be appreciated. Otherwise, it will have to wait a while.

Monolith
October 4th, 2003, 01:47 AM
http://home.mindspring.com/~jdtaylor/sitebuildercontent/sitebuilderfiles/monolithsseivraceportraitsbanner.jpg

I posted in the ships/AI forum first, but I believe I should have posted here instead. I am new to SEIV, but I love the modifiability of it! I have created a small site with some new race portraits for use with SEIV. Each one is downloadable with 128x128, 36x36 and 20x20 sizes for race_portrait, pop_portait and pop_mini respectively. Here's the link btw:

http://home.mindspring.com/~jdtaylor/

Maybe I will get motivated and make some ship sets sometime http://forum.shrapnelgames.com/images/icons/icon12.gif

Monolith

[ October 14, 2003, 12:55: Message edited by: Monolith ]

Fyron
October 16th, 2003, 11:32 PM
Adamant Mod Patch 0.13.10.zip (http://forum.shrapnelgames.com/newuploads/1066343494.zip)

civ2buf
October 31st, 2003, 05:30 AM
Simplicity mod Alpha 0.99 (http://home.ricochet.com/simulationist/Simplicity.zip)

Simplicity mod tries to cut out a lot of the complicated stuff, while also balancing resource usage, increasing the importance of ship and fleet experience and hopefully making it easy to write very good AI for the mod.

Tampa_Gamer
March 31st, 2004, 02:43 AM
Tampa_Gamer Sound Mod 1.50 Lite Version (http://www.spaceempires.net/home/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=391&ttitle=Tampa_Gamer_Sound_Mod#dldetailshttp://www.spaceempires.net/home/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=391&ttitle=Tampa_Gamer_Sound_Mod#dldetails)
Tampa_Gamer Sound Mod 1.50 Full Version (http://s94941683.Onlinehome.us/shrapnel/Tampa_Gamer%20%20Sound%20Mod%20-%20Full.zip)

Space Empires IV Gold Version 1.91
March 26, 2004

* Special thanks to Imperator Fyron and Phoenix-D for hosting the mods!

INFORMATION:
This sound mod will replace almost all of your 60 original sound files. I have gone through the new Gold sounds and merged the ones I liked with my previous sound mod as well as new ones over the past 2-3 years. Some of the the racial-specific weapon sounds (like the acid globule, enveloping acid, etc.) are from the mod posted by Tenryu and were created by C. Schaefer for Cyber Warrior and used with the permission of CyberWarrior, Inc.

HISTORY:
1.50 Eighth release Version (replaced around 50% of the previous Version 1.40 sounds with new ones)

NOTES:
(1) This mod is fine to use with the TDM-ModPack, simply place the sounds (wav. files) in the the "TDM-ModPack\Sounds\New" subdirectory (create a subdirectory if one does not exist).

(2) The only thing the full Version has that the lite Version does not, is around 100+ sounds that were discarded over the past several years as my sound mod evolved. They all have the words "notused_" as a precursor to the name.

Have Fun!
-Tampa_Game

[ April 10, 2004, 11:18: Message edited by: Tampa_Gamer ]

David E. Gervais
August 10th, 2004, 07:50 PM
This is a temp avatar upload message..

TNZ
August 12th, 2004, 09:15 AM
New Beams And Torps Displays

Ed Kolis
August 12th, 2004, 03:43 PM
New components: 3 sizes of cargo bays (for use with Proportions, P&N, or Adamant, hint hint http://forum.shrapnelgames.com/images/smilies/wink.gif), 3 sizes of supply batteries, and Samus's Morph Ball! http://forum.shrapnelgames.com/images/smilies/laugh.gif

David E. Gervais
August 12th, 2004, 07:35 PM
Curious to see the icons I made?...

http://69.56.133.54:81/threads/uploads/284937-ForumIcons01.gif

..first peek,.. some are allready installed on the forums..

Cheers! http://forum.shrapnelgames.com/images/smilies/laugh.gif

TNZ
August 13th, 2004, 08:50 AM
Readme for New Beams And Torps Displays

David E. Gervais
August 13th, 2004, 07:55 PM
I'm going to send another batch to richard.. here's an updated pic of what I've done so far..
http://69.56.133.54:81/threads/uploads/285273-ForumIcons02.gif

Cheers! http://forum.shrapnelgames.com/images/smilies/laugh.gif

TNZ
August 15th, 2004, 07:37 AM
New RightFiller

David E. Gervais
August 15th, 2004, 08:57 AM
Compare if you dare..

Raging Deadstar
August 15th, 2004, 01:19 PM
Possible new Planets for Imagemod

David E. Gervais
August 15th, 2004, 04:12 PM
Lunarcell UI pic..

David E. Gervais
August 15th, 2004, 07:56 PM
LunarCell and Bryce Comparison..

David E. Gervais
August 15th, 2004, 10:32 PM
Planet Texture Map made with LunarCell..

David E. Gervais
August 16th, 2004, 11:33 AM
My encounter with a UFO..

Fyron
August 17th, 2004, 02:11 AM
FQM SectType.txt balance attached.

TerranC
August 17th, 2004, 08:12 PM
Picture for David E. Gervais.

David E. Gervais
August 19th, 2004, 08:29 AM
SE:IV Intro screen in spectacular 16 color EGA..

David E. Gervais
August 23rd, 2004, 09:48 AM
Post deleted by David E. Gervais

Lord Kodos
August 24th, 2004, 03:23 AM
A piece of Jonol related art, more teasers for the upcoming Jonol Shadow shipset.

Lord Kodos
August 24th, 2004, 03:26 AM
Post deleted by Mephisto

Lord Kodos
August 24th, 2004, 03:30 AM
And a final one.

Lord Kodos
August 24th, 2004, 07:08 AM
The Last of the Jonol Character Images.

TerranC
August 26th, 2004, 08:28 PM
Picture 1 for texture comparison replaced with new small transport

TerranC
August 26th, 2004, 08:28 PM
Post deleted by TerranC

David E. Gervais
August 27th, 2004, 10:22 AM
Post deleted by Mephisto

David E. Gervais
August 27th, 2004, 10:37 AM
I had to do it, I made an avatar of TC's ship..

David E. Gervais
August 27th, 2004, 10:45 AM
Grrrrrrrrrr, http://forum.shrapnelgames.com/images/smilies/rant.gif Richard did you know that when a post here is deleted the 'attached' file/pic also gets deleted? So musc for 'cleaning up this upload forum' Looks like if I want the pics to remain 'viewable' I'll have to leave these Posts here.

TC Render upload take 2... Grrrrr.

Ed Kolis
August 27th, 2004, 11:50 AM
STmod data files for the QConflict PBW game

TerranC
August 27th, 2004, 11:52 PM
Post deleted by TerranC

Ed Kolis
August 28th, 2004, 12:17 PM
Doga parts for making 3d models

David E. Gervais
August 30th, 2004, 06:46 AM
Avatar Tutorial..

David E. Gervais
August 30th, 2004, 10:17 AM
When I doodle Things get Oogly..

David E. Gervais
September 1st, 2004, 07:21 AM
Where oh where did my new Graemlins go, where oh where can they be?...

TerranC
September 8th, 2004, 07:22 PM
Sevfix.zip Contains 2 image files for the Sev Set original release.

David E. Gervais
September 25th, 2004, 08:16 AM
Lunarcell tutorial..

David E. Gervais
September 28th, 2004, 04:09 PM
"Balst" Avatar sample image..

David E. Gervais
September 28th, 2004, 04:31 PM
Animated BLast Avatar...

Ed Kolis
October 8th, 2004, 09:20 PM
Antares Mod Preview 0.0.1

David E. Gervais
October 18th, 2004, 09:51 PM
Avatar for DarkAnt..

Suicide Junkie
October 22nd, 2004, 07:31 PM
The Space Empires 4 Board Game!

To be attached;
Rules (http://www.shrapnelcommunity.com/threads/download.php?Number=305565) (PDF - Zipped 'cause shrap dosen't like .PDF)
Game Map (http://www.shrapnelcommunity.com/threads/download.php?Number=305563) (BMP - RARed)
General Game Cards #1 (http://www.shrapnelcommunity.com/threads/download.php?Number=305581) (BMPs - ZIPped)
General Game Cards #2 (http://www.shrapnelcommunity.com/threads/download.php?Number=305582) (BMPs - ZIPped)
Race Card Set - Amonkrie (http://www.shrapnelcommunity.com/threads/download.php?Number=305568) (BMPs - ZIPped)
Race Card Set - Eee (http://www.shrapnelcommunity.com/threads/download.php?Number=305572) (BMPs - ZIPped)
Race Card Set - Jreanar (http://www.shrapnelcommunity.com/threads/download.php?Number=305573) (BMPs - ZIPped)
Race Card Set - Phong (http://www.shrapnelcommunity.com/threads/download.php?Number=305574) (BMPs - ZIPped)
Race Card Set - Xiati (http://www.shrapnelcommunity.com/threads/download.php?Number=305575) (BMPs - ZIPped)

Suicide Junkie
October 22nd, 2004, 07:45 PM
more attachments for previous post

Suicide Junkie
October 22nd, 2004, 07:49 PM
Yet another file

Suicide Junkie
October 22nd, 2004, 07:56 PM
More attachments

Suicide Junkie
October 22nd, 2004, 07:57 PM
more

Suicide Junkie
October 22nd, 2004, 08:00 PM
second Last race

Suicide Junkie
October 22nd, 2004, 08:02 PM
Last race set

Suicide Junkie
October 22nd, 2004, 08:14 PM
hopefully the Last file

Suicide Junkie
October 22nd, 2004, 08:16 PM
Last

Suicide Junkie
November 5th, 2004, 04:19 PM
Map Stats Output for Smod

Suicide Junkie
November 5th, 2004, 06:24 PM
SMod light part 1

Suicide Junkie
November 5th, 2004, 07:19 PM
part 2

Atrocities
November 12th, 2004, 06:03 PM
The Star Trek Mod STM v 1.9.0.0 (http://www.shrapnelcommunity.com/threads/download.php?Number=310653)

Atrocities
November 14th, 2004, 09:14 AM
Star Trek Mod Patch 1.9.0.1 With Intro 2.5 megs (http://www.shrapnelcommunity.com/threads/download.php?Number=311154)
Star Trek Mod 1.9.0.1 Without Intro 400k (http://www.shrapnelcommunity.com/threads/download.php?Number=311055)

Atrocities
November 14th, 2004, 09:20 AM
for above post

Atrocities
November 14th, 2004, 06:33 PM
replacing bad upload

Atrocities
November 15th, 2004, 03:25 PM
Part 1 of 4 STM 1.9.0.0

Atrocities
November 15th, 2004, 03:27 PM
Part 2 of 4 STM 1.9.0.0

Atrocities
November 15th, 2004, 03:28 PM
Part 3 of 4 STM 1.9.0.0

Atrocities
November 15th, 2004, 03:34 PM
Part 4 of 4 STM 1.9.0.0

Atrocities
November 17th, 2004, 08:52 PM
The Star Jackals

A Neo - Standard Ship set.

CovertJaguar
November 20th, 2004, 09:50 PM
Magic Paradigm Component Images for Fyron's Adamant Mod.

Atrocities
November 23rd, 2004, 12:16 AM
Star Trek Mod Patch 1.9.0.2 with Intro.

Atrocities
November 23rd, 2004, 12:17 AM
STM 1902 without intro

TNZ
November 28th, 2004, 07:23 AM
Atrocities, try this out it appear to workhttp://forum.shrapnelgames.com/images/smilies/smile.gif

TNZ
November 28th, 2004, 08:52 PM
Phoenix Mod Version 0.1

TNZ
November 29th, 2004, 05:25 AM
New Data files for Phoenix Mod.

Atrocities
November 29th, 2004, 09:38 AM
Beta Test of STM v1.9.0.3 (http://www.shrapnelcommunity.com/threads/download.php?Number=314122) With Graphics (4.8 Megs)

Beta Test of STM v1.9.0.3 (http://www.shrapnelcommunity.com/threads/download.php?Number=314123) Without Graphics (600k)

Atrocities
November 29th, 2004, 09:41 AM
For the Above Post

Atrocities
December 5th, 2004, 04:37 AM
The Aikenian ZIP FILE (http://www.shrapnelcommunity.com/threads/download.php?Number=315324)

sachmo
December 8th, 2004, 12:40 AM
Ever dreamed of naming your ships after New York towns? Well, here's your chance!!

TNZ
December 28th, 2004, 04:18 AM
Just an idea I had on how the armour system in the B5 mod could be made to work.

Atrocities
February 28th, 2005, 08:47 PM
Post deleted by Mephisto

Atrocities
February 28th, 2005, 09:47 PM
Star Trek Mod version 1.9.1.2 Patch
www.astempire.net (http://www.astempire.net)

geoschmo
March 2nd, 2005, 04:05 PM
Ultra Quadrant Mod version 0.5 beta




Ultra Quadrant mod introduces a new highly condensed system type, the Ultra system. Each ultra system is equivalent to 9 regular star systems.

Ultra Quadrant Mod also allows for 255 systems, for some really immense quadrants. Up to 2295 Stellar sub-systems with 18360 planets!

Caution: Ultra Quadrant Mod may cause your system to run slow. The authors of Ultra Quadrant Mod are not responsible for any damage to your system from running Ultra Quadrant Mod. http://forum.shrapnelgames.com/images/smilies/wink.gif

Atrocities
March 11th, 2005, 07:25 AM
Star Trek Mod 1.9.1.2 Full Version

Atrocities
June 20th, 2005, 05:07 AM
STAR TREK MOD
Version 1.9.2.2 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=360168) 4 Megs
Released 6/20/2005
www.astempire.net (http://www.astempire.net)
Please Report Bugs To: startrekmod@astempire.net

New STM v 1.9.2.2 Component Images. (http://www.shrapnelcommunity.com/threads/download.php?Number=360186)

<font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later.



STAR TREK MOD *UPDATE*

June 20th, 2005
startrekmod@astempire.net

Star Trek Mod version 1.9.2.2 UPDATE PATCH

INSTRUCTIONS
1. You must have version 1.9.1.2 installed. (This version does NOT update versions prior to 1.9.1.2)
2. Make a copy of your current Star Trek Mod folder.
3. Rename the copy after the version such as "STM 1912" without the "" of course.
4. Unzip the Star Trek Mod up date into your Space Empires IV directory.

NOTE: You will be asked to over write things, accept.

Be sure to update the IMAGE MOD Component Pack to latest version before you play. (AND CHECK OFTEN FOR UPDATES) Image Mod (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/)

PREVIOUS SAVE GAMES will not work with this version so BACK UP YOUR GAME AS INSTRUCTED prior to installation of the update.

Atrocities
June 20th, 2005, 05:35 AM
STAR TREK MOD - (Edit = replaced spash screen with current one 6-28-2005)
Version 1.9.2.2 Full Mod (http://www.shrapnelcommunity.com/threads/download.php?Number=360170) (29 megs)
Released 6/20/2005
www.astempire.net (http://www.astempire.net)
Please Report Bugs To: startrekmod@astempire.net

Updated 1.9.2.2 Splash Screen (http://www.shrapnelcommunity.com/threads/download.php?Number=362395) for Full Version of Mod only.

New STM v 1.9.2.2 Component Images. (http://www.shrapnelcommunity.com/threads/download.php?Number=360186)

<font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later.

Atrocities
June 20th, 2005, 09:24 AM
New STM v 1.9.2.2 Component Images. (http://www.shrapnelcommunity.com/threads/download.php?Number=360186)

<font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later.

Atrocities
June 28th, 2005, 03:06 AM
Updated Splash Screens for full version

Rodokai
June 29th, 2005, 08:24 PM
Post deleted by Mephisto

JamesL
July 12th, 2005, 09:16 AM
Post deleted by Atrocities

Fyron
July 12th, 2005, 02:58 PM
This sub-forum is meant only for posting custom files. Please direct all support questions to the main forum, here:

http://forum.shrapnelgames.com/forumdisplay.php?f=22

I have responded to your post in this thread:

http://www.shrapnelcommunity.com/threads/showflat.php?Number=366352

Atrocities
August 12th, 2005, 07:39 PM
The Space Empires IV Expanded Mod (http://www.shrapnelcommunity.com/threads/download.php?Number=373285) Version 1.0 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005

Expanded Mod Patch 1 (http://www.shrapnelcommunity.com/threads/download.php?Number=374452)Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1)

Atrocities
August 18th, 2005, 05:46 PM
For Above Post Expanded Mod Patch 1 version 1.1

Atrocities
August 30th, 2005, 01:34 AM
Star Trek Mod Patch Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376407) (9-1-05) 5 Megs UPDATED to version 1.9.2.4.1 (Fix) 9-3-05
Star Trek Mod Full Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376442) (9-1-05) 29.5 Megs UPDATED to version 1.9.2.4.1 (Fix) 9-3-05
Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (http://www.shrapnelcommunity.com/threads/download.php?Number=376443) (9-1-05) UPDATED to version 1.9.2.4.1 (Fix) 9-3-05 3.0 Megs

f you downloaded the mod prior to 9/3/05 please download and install the 1.9.2.4. Fix Patch. Download HERE (http://www.shrapnelcommunity.com/threads/download.php?Number=377357) )

Atrocities
August 30th, 2005, 06:38 AM
STM Full v1924 - UPDATED to v1.9.2.4 Fix 9-3-05

Atrocities
August 30th, 2005, 06:45 AM
STM Data / AI Files

Atrocities
September 3rd, 2005, 04:44 AM
STM v1.9.2.4 Fix

Atrocities
December 18th, 2005, 04:58 AM
STAR TREK MOD
Version 1.9.2.6 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=397150) 6.4 Megs **All In Patch** (Read Below)
Version 1.9.2.6 Patch (http://www.shrapnelcommunity.com/threads/download.php?Number=397154) 4.5 Megs - Updates from version 1.9.2.4 only.
Version 1.9.2.6 Full Mod (http://www.shrapnelcommunity.com/threads/download.php?Number=397155) 30.0 Megs.
Version 1.9.2.6 Data and AI files only (http://www.shrapnelcommunity.com/threads/download.php?Number=397153). No Images. 3.5 Megs

www.astempire.net (http://www.astempire.net)
Please Report Bugs To: Address listed in the Readme file.


STAR TREK MOD **All In Patch**

December 17th, 2005
There is an email address in the readme files to contact me if you want to report any bugs.

INSTRUCTIONS
1. You must have a full version of 1.9.1.2 or later installed. (This version does NOT update versions prior to 1.9.1.2)
2. Make a copy of your current Star Trek Mod folder.
3. Rename the copy after the version such as "STM 1912" without the "" of course.
4. Unzip the Star Trek Mod up date into your Space Empires IV directory.

NOTE: You will be asked to over write things, accept.

Be sure to update the IMAGE MOD Component Pack to the latest version before you play. (AND CHECK OFTEN FOR UPDATES) Image Mod (http://imagemodserver.mine.nu/other/MM/SE4/imagemod/)

PREVIOUS SAVE GAMES may not work well with this version so BACK UP YOUR GAME AS INSTRUCTED prior to installation of the update.

Atrocities
December 18th, 2005, 05:21 AM
STM v1926 files.

Atrocities
December 18th, 2005, 05:34 AM
STM v1926 files

Atrocities
December 18th, 2005, 05:46 AM
STM v1926 Full

Urendi Maleldil
December 18th, 2005, 06:37 PM
Masters Mod v1.0 Released

(Updated. Fixed error in racialtraits.txt)

This is a mod for the turn-based space strategy game Space Empires IV, developed by Malfador Machinations, and published by Strategy 1st.

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

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 &amp; 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 &amp; 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 (&amp; 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

Atrocities
January 1st, 2006, 04:07 AM
The Space Empires IV
Expanded Mod (http://www.shrapnelcommunity.com/threads/download.php?Number=398905) Version 1.3 Released 1-1-2006

Expanded Mod Patch 2 (http://www.shrapnelcommunity.com/threads/download.php?Number=398906)Version 1.3 Released 1-1-2006 (Will update from version 1.0 &amp; 1.1 to 1.3)

Older Versions

The Space Empires IV Expanded Mod (http://www.shrapnelcommunity.com/threads/download.php?Number=373285) Version 1.0 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005

Expanded Mod Patch 1 (http://www.shrapnelcommunity.com/threads/download.php?Number=374452)Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1)

Atrocities
January 1st, 2006, 04:18 AM
The Expanded Mod patch v1.3

Urendi Maleldil
January 6th, 2006, 03:00 PM
Masters Mod v1.1

Some slight updates.

added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones

Urendi Maleldil
January 10th, 2006, 09:32 PM
Masters Mod v1.2: Foundation and Masters

1.2
added Psych Masters racial trait
fixed Structural Integrity Field bug



Psych Masters
Your race has mastered the science of psychology. Your race's acute knowledge of the psyche gives you an early happines bonus. You'll also have access to techs that can demoralize your opponent, or persuade them to do things for you. Later research will uncover the science of Psychohistory, which lets you tweak galactic events to suit you.

Government Center
Legislative Center
Great Monument - just for fun
Immigration Center
Advanced Psychology
Psychology Cell
Encyclopedia Foundation
Mentalist Enclave
Gaia Facility
Psychological Interpretation Intel
Emotional Influence Intel
Psychological Defenses

Urendi Maleldil
January 12th, 2006, 01:09 PM
1.3
added Mind Static Shield facility to Psych Masters
fixed bug with Psychological Defenses that prevented the mod from loading

malthaussen
February 22nd, 2006, 12:37 PM
This little mod provides a baker's dozen mugshots of pretty girls to replace the alien image graphics provided with the game. No ships, no AIs, just portraits, already formatted
in 128X128, 20X20, and 36X36 pixel size. No models violate community standards for obscenity. i.e., if you're hoping for nekkid wimmin, you're out of luck. Models were chosen not for popularity or notoriety, but because I happen to like their looks.:) Yeah, it's puerile (or adolescent, anyway), but it sure beats looking at a bunch of BEMs.

-- Mal

Urendi Maleldil
March 10th, 2006, 04:58 PM
Masters Mod v1.5: Where No Master Has Gone Before

Numerous additions and bugfixes. The biggest additions are the new Trek Masters trait and the Federation, Borg, Klingon and Romulan races by Atrocities. See the Masters Mod readme for the complete changes.

Only the Federation and Borg are optimized to use the Trek Masters trait right now (Testing AI takes a looooong time), but I plan to modify the Klingon and Romulan AI's in the next release.

Trek Masters
Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields.

* Warp Engine
* Laser Cannon
* Phaser
* Disruptor Cannon
* Warp Core
* Photon Torpedo
* Quantum Torpedo
* Trek Shield Generator (leaky)
* Multiphasic Shields (leaky)

Urendi Maleldil
March 19th, 2006, 08:27 PM
Masters Mod v1.51 update

Torpedos were way overpowered. This update reduces torpedo range and adds -20% penalty to Assimilation Torpedo.

shinigami
April 4th, 2006, 10:40 PM
Corewolrds and Outposts Mod v0.1

Urendi Maleldil
April 6th, 2006, 01:23 PM
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

Suicide Junkie
April 17th, 2006, 10:17 PM
Spoon's Fantasy Empires mod

Suicide Junkie
April 18th, 2006, 01:32 AM
Ed Kolis' Encounter at Virumque (Medium quality version; 18/36megs)

Suicide Junkie
April 18th, 2006, 02:04 AM
Imagemod ComponentPack v29

Suicide Junkie
April 18th, 2006, 02:50 AM
Latest imagemod facility pack (v17)

Suicide Junkie
April 20th, 2006, 12:19 AM
Latest planetpack

Urendi Maleldil
May 31st, 2006, 11:55 PM
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 &amp; 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

Azatol
June 23rd, 2006, 12:30 PM
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.

Azatol
June 29th, 2006, 04:39 PM
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.

Suicide Junkie
August 20th, 2006, 09:28 PM
This is for really new players who don't know about the imagemod packs.
(28 megs)

Urendi Maleldil
September 12th, 2006, 10:30 PM
This is the first preview release of the Ages of Space Empires mod. I'm releasing the Space Age Preview to show off and test Space Age gameplay.

No AI has been written yet.

Weapons start off relatively weak. Ships with gun batteries perform better in fleets. Ramming should become a significant tactic once you research Armor, and boarding should be come another significant tactic once you research Troops.

I need your opinions on:
- Weapon balance (gun batteries and missiles should be balanced on the low end, while boarding and ramming should be much more effective)
- Resource Production (should be rather low, with remote mining being more effective than ground facilities)
- Colonial Expansion (should be slow and difficult to establish large off-world colonies)
- Ship Construction Rates (Orbital Space Yards should be more effective than ground-based ones)
- Troop Invasions (It should be more effective to invade homeworlds and large colonies than to glass them with bombs)

Atrocities
September 21st, 2006, 08:20 PM
The Star Trek Mod Version 1.9.4.2 Deluxe
(29 megs)

The year is 2400.00 and the galaxy awaits exploration. Who could have ever imagine the wonders and horrors to come. Where peaceful exploration and diplomacy fail, conquest begins. Immerse yourself in the role of leader of a Star Trek Race. Explore the technology, build ships, and colonize the galaxy as you battle against other star trek races for absolute power.

1. This mod is designed for long term play therefore do not expect a fast paced game by turn 30 as the AI is designed to expand and research at a moderate pace.
2. The Star Trek Mod must follow the rules and physics of Space Empires IV. Therefore do not expect the mod to be pure Star Trek in any form. Although we have tried to make the mod as star trek as possible, some things such as warp drive and what not will not be like they are in the Star Trek universe.
3. Read the INSTALLATION and Before You Play documents before you play the mod. They Contains a helpful information.

Atrocities
September 23rd, 2006, 06:19 AM
Star Trek Mod Version 1.9.4.2.1 - The Federation Fix.

This update will address both the quick start Federation error and the error when the Federation is randomly generated by the AI.

If you haven't downloaded the full 29 meg version before Sept 23, 3am, then no worries. Go ahead and download it, it won't need to be updated.

If you have already downloaded it prior to this date and time, then simply download the Federation Fix and install it as directed above.

Atrocities
October 2nd, 2006, 06:51 AM
Star Trek Mod UPDATE
Version 1.9.4.2.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=450960)

Please install as directed

This version will update Star Trek Mod v1.9.4.2 to the Star Trek Mod v1.9.4.2.2

NOTE - Use this version if you wish to continue playing your saved games. This version should not affect saved games.


====================
INSTALLATION Version 1.9.4.2.2
====================

1. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
2. - Click YES or OK when asked to over write any files.
3. - Use the Mod Launcher program to start the mod.


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

Star Trek Mod UPDATE
Version 1.9.5 (http://www.shrapnelcommunity.com/threads/download.php?Number=450964)

(This version WILL effect saved games and should be installed as directed below!)

This version will update Star Trek Mod v1.9.4.2 and later, to Star Trek Mod v1.9.5

NOTE This version WILL effect saved games!


====================
INSTALLATION Version 1.9.5
====================

1. - Make a copy of your Star Trek Mod 1942 folder
2. - Change the name of the copy to Star Trek Mod 195
3. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod.
4. - Click YES or OK when asked to over write any files.
5. - Use the Mod Launcher program to start the mod.

Atrocities
October 2nd, 2006, 07:20 AM
For Above post. (version 1.9.5 patch)

Atrocities
October 4th, 2006, 05:15 PM
Star Trek Mod version 1.9.5.1 - 0.35 megs.

Note: When Updating please apply the 1.9.5 update prior to this update as this update doesn't contain any updates prior to 1.9.5. - Thanks.

STM v1.9.5.1 (http://www.shrapnelcommunity.com/threads/download.php?Number=452362)

This update fixes a few minor bugs.

Star Trek Mod v1.9.5.1

1. - Fixed - Remote Mining Mount now works correctly for Large Remote Mining ship.
2. - Fixed - War Base now has access to Shield Mounts.
3. - Fixed - Spacing error in IntelProject file. All races now have access to intel projects.

Atrocities
October 6th, 2006, 02:06 AM
Version 1.9.5.1 Full - 29 megs

This is the full version of the mod. Please read installation instructions before installing. Please read Before you Play and other documents before you play.

Atrocities
October 8th, 2006, 08:20 PM
Star Trek Mod version 1.9.5.2 Update Patch - 2.5 megs

Star Trek Mod v1.9.5.2 (http://www.shrapnelcommunity.com/threads/download.php?Number=454347)

1. - Fixed - Space Yard Mount should now correctly scale the Space Yard component.
2. - Fixed - Resource Gathering Mount will no longer show up as a stock mount
3. - Fixed - Family numbers for Remote Mining mount for Bases are now correct
4. - Fixed - Description spelling error for System Control Complex
5. - Fixed - Description spelling error for many of the Assualt Troop Components.

CosmoLizard
October 12th, 2006, 03:27 PM
hello to all, my first post in this forum, im also new in SE4, and im impressed how such "old" game is soo cool http://forum.shrapnelgames.com/images/smilies/smile.gif, anyway i want to ask a question , "Damage Points To Kill One Population " variable dont affect the ground combat and the invasions??, i want to increase it to a value of arround 700-1000 to make more desirable the invasions instead of bombings (and also because bombings in real live arent so effective against population), of course some weapons should be increased in damage (like neutron bombs)

BTW im planning a SE4 mod based on Master of Orion 3, but also changing some gameplay features, i just hope i will finish it someday http://forum.shrapnelgames.com/images/smilies/smirk.gif

regards to all

Captain Kwok
October 12th, 2006, 03:33 PM
Welcome to the forums.

No it doesn't affect ground combat so you can increase it as you wanted.

The main forum is generally the place to post modding questions etc., as this forum is reserved for uploading files etc. http://forum.shrapnelgames.com/images/smilies/tongue.gif

Urendi Maleldil
November 11th, 2007, 03:39 PM
Advanced Quadrants BETA

This is the first component of the Space Empires IV Advanced mod. I've integrated FQM, Kwok's Galaxy Mod, and Krsqk's System Mod with some new planets and customized quadrants.

There are now a total of 421 system types and hundreds of new stellar objects. I've paired down the quadrant types to a total of 10, but each one should have its own distinct flavor and present its own strategic challenge.

Download here:
Advanced Quadrants (http://www.kenvsthecity.com/archives/Advanced%20Quadrants.zip)

--

The quadrant types are:

Standard - like the stock Mid-Life quadrant, this contains a healthy mix of all the system types.

Balanced - like FQM's Balanced quadrant, this has a higher percentage of systems geared toward races of a particular atmosphere type. Warp points are more distributed, reducing the number of choke points. Also contains no "bad" systems like nebulae or black holes. Ideal for tournament play.

Cluster - like the stock Cluster, systems here are arranged in clumps connected to each other by only a few warp points. This makes for a very defensive game, since each clump can be protected by defending only a small number of warp points.

Grid - just like the stock Grid, except with the Advanced system types. It offers more room to move ships around, since warp points are evenly distributed.

Network - similar to FQM's warp heavy quadrants. Extreme numbers of warp points here give tons of ways to attack a system. Reduces the utility of warp point openers because there are already the max number (10) of warp points open in each system.

Newborn - similar to the Standard quadrant, except it contains a much higher percentage of multi star systems and nebulae. The high number of stars gives a distinct range advantage to ships equipped with solar supply generators.

Labyrinth - similar to FQM's Maze quadrant. Because systems are only connected to each other by only a few warp points, there is often only one path to get from one system to another. During a war, this will lead to an easily definable 'front,' since most players will reach a point where they have to smash through enemy systems in order to continue expanding.

Ancient - large numbers of ruins here makes research go fairly quickly, and a high percentage of asteroid systems makes remote resource gathering highly effective. However there are fewer habitable planets available.

Chaotic - most systems here are exposed to rifts in the space time continuum, which makes getting from one place to another more difficult. (haven't yet fleshed out the abilities of Chaotic systems)

Desert - contains a higher percentage of empty and useless systems, requiring ships to carry more supplies with them, and making resource gathering, research, and other planet-based activities slower and more valuable.

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VOLUNTEERS WANTED

This is only a BETA release. Work to be done:

Add special abilities to Chaotic systems
Revamp graphics (which are based on the Image Mod's planet pack)
- make sure all images are masked in 0,0,0 black
- make sure all images are aligned
- make all .bmp images SE4 compatible
- replace sucky images (FQM Nebulae...ugh)
Add descriptions (some are missing)
Revamp Infested systems
Add Infested stellar ability type
Check spelling, style, and grammar
Create readme

I'll be occupied with the next components of Space Empires IV Advanced, but if you can help out with any of the above needs, please let me know.

Black_Knyght
May 1st, 2008, 02:47 PM
Thought I'd pop in and add a couple of Design Name files - Mycenaean, Etruscan, Babylonian (Akkadian)