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Urendi Maleldil
November 11th, 2005, 01:21 AM
The Masters Mod will add a little more challenge and variety to SE4. It'll open up different strategic options, depending on what areas your race has "mastered."

The mod adds 10 new racial traits:

Drone Masters - start with drones, and they're actually useful
Megascale Masters - start with slight colony ship size advantage, and ships are huge but expensive and slow near the end of the tech tree
Stealth Masters - start w/ minor cloaking device, & gets cloaked planets later on
War Masters - ships are tougher offensively, and fight better in groups
Travel Masters - ships go faster, and can store more supplies
Troop Masters - starts w/ troops, & later troops are much cheaper and easier to build (troop scheme similar to the Units Mod, and the Pointer Mod)
Assimilation Masters - think Borg
Fighter Masters - start w/ fighters, & more carrier options
Defense Masters - start w/ armor, gets better shield and armor comps, and eventually gets planetary shields
Resource Masters - booms faster, and can generate resources in space

Unlike the regular racial traits, the Master traits expand the existing tech tree, encourages you to focus on different strategies, and makes the AI tougher.

Read the full description here (http://kenstatus-projects.blogspot.com/2005/10/masters-mod-mod-for-se4.html)

All the techs are done, and I'm working on the AI now. I just finished the AI for the Drone Masters.

wilhil
November 11th, 2005, 03:21 AM
I like the sound of this! read FAQ and love the sound of assimilation masters!

cant wait to play this!

Wolfman77
November 11th, 2005, 10:58 AM
Sounds like alot of fun. Can't wait to see the final product.

narf poit chez BOOM
November 11th, 2005, 05:09 PM
Stars!ish...Cool.

Renegade 13
November 11th, 2005, 11:29 PM
Looks great! Can't wait to play it. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Makinus
November 14th, 2005, 09:35 AM
Any idea when the AI will be ready?

I´m waiting for teh AI to be working so i can try it...

Urendi Maleldil
November 14th, 2005, 10:12 AM
I've done three AIs so far. They're not optimized, but they work.

I'l probably have the rest done in a few weeks.

Urendi Maleldil
November 18th, 2005, 12:28 PM
Drone AI, Fighter AI, and Megascale AI now done. Next up... Assimilator AI.

wake_of_angels
November 22nd, 2005, 05:14 PM
I think this is a really good idea to make a mod enhancing the strategy potential for players.

Fyron
November 22nd, 2005, 06:10 PM
That's what just about every mod does, increase strategic potential.

Urendi Maleldil
November 28th, 2005, 02:48 AM
Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.

Alneyan
November 28th, 2005, 06:56 AM
Imperator Fyron said:
That's what just about every mod does, increase strategic potential.



As in the Rock, Paper and Scissors mod? http://forum.shrapnelgames.com/images/smilies/wink.gif

Suicide Junkie
November 28th, 2005, 02:11 PM
Exactly.
In stock, its all APBs and max shields, berzerkers with maxxed combat skill, etc.

In the RPS mod, no design is the best, and you have to keep one step ahead with your construction strategy.

narf poit chez BOOM
November 28th, 2005, 02:19 PM
Urendi Maleldil said:
Here's a preview of the Megascale race. It's only a Destroyer, but it looks neat.


Looks big.

Urendi Maleldil
December 12th, 2005, 03:10 AM
Hokay, so the AI is pretty much done. They're not pretty, but they work. But making all new ship sets for ten new races is going to take too long. My mind is already bursting with ideas for the Masters Mod v2. So I'm going to mod some of the existing races to use the new AI instead, add in a few last-minute components, and release the Masters Mod v1 hopefully some time this week. Ooo those Travel Masters are fast.