View Full Version : Masters Mod v1.7 ( May the Masters be with You )
Urendi Maleldil
December 18th, 2005, 06:43 PM
Download v1.0 here (http://www.shrapnelcommunity.com/threads/download.php?Number=397210)
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
Urendi Maleldil
December 18th, 2005, 07:14 PM
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.
Ed Kolis
December 18th, 2005, 07:59 PM
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! http://forum.shrapnelgames.com/images/smilies/wink.gif
Captain Kwok
December 18th, 2005, 10:31 PM
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?
Ed Kolis
December 18th, 2005, 11:16 PM
Nah... we need NO MORE He-Man vs. Skeletor! http://forum.shrapnelgames.com/images/smilies/tongue.gif
Urendi Maleldil
December 18th, 2005, 11:56 PM
...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.
...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.
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.
Captain Kwok
December 19th, 2005, 12:16 AM
I was thinking in terms of movement or supply penalties etc. that players could choose in order to grab a few more masters traits...
Ed Kolis
December 19th, 2005, 12:56 AM
Hey, weren't you the one who made the Pointer Mod, Urendi? I loved that mod... what ever happened to it? http://forum.shrapnelgames.com/images/smilies/frown.gif
Urendi Maleldil
December 19th, 2005, 01:31 AM
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.
narf poit chez BOOM
December 19th, 2005, 05:26 AM
Ed Kolis said:
Nah... we need NO MORE He-Man vs. Skeletor! http://forum.shrapnelgames.com/images/smilies/tongue.gif
By The Power Of Grayskull!
Urendi Maleldil
January 6th, 2006, 03:04 PM
Download v1.1 (http://www.shrapnelcommunity.com/threads/download.php?Number=399599)
Just two tweaks:
added defensive bonus to Drone Master drones
added supply storage ability to Strategic Drones
but they greatly improve Drone Master performance
wilhil
January 7th, 2006, 12:27 PM
I tried to load the mod, but it keeps saying music files missing and then when I click Close, I only have the credits and quit game button.
what can I do :S ?
Ed Kolis
January 7th, 2006, 02:36 PM
It works for me... are you running SE4 Deluxe? Did you for some reason delete anything out of your Music directory?
wilhil
January 8th, 2006, 02:21 PM
I never performed the update, I am still playing gold, I got it working by setting all the music values to 0 and the trues to false, anyway, all working now and I will do the update later.
I also thing I have found a bug for this mod, I am playing with 5k empire points, and have got quite a few diffrent bonuses that this mod gives, I have got a Battlemoon (10MT ship), and placed 1 warp engine on it, it gives the correct movement points, but then when I put a structural integrity field on board, it drops the movement points instead of giving plus 1.
I can not remember off by heart as I have a few diffrent components that give movement, but I think it is engine + dampner + solar said = 15, but when I also add the structural field, it drops to 9,
anyway, this mod is really nice! thanks!
Fyron
January 8th, 2006, 04:23 PM
That sounds like either going over 255 standard movement points and returning to 0, or adding two different components with different levels of bonus movement ability, thus getting the lower bonus. The former is a workaround for the small size of the int used for the ability and just has to be dealt with, the latter is not a bug but how bonus movement is intended to work (making it a bad idea to combine engine types in stock).
Urendi Maleldil
January 9th, 2006, 02:55 AM
I think I've located the movement problem:
The Structural Integrity Field uses the Movement Bonus ability, which is the same one the engines have. I think SE4 is dropping the bonus because all components that have the Movement Bonus ability are not of the same type.
It's a simple fix. I'll just change Movement Bonus to Extra Movement Generation. I'll release it with the next version.
To update it manually,
*open components.txt
*search for the Structural Integrity Field entries
*change where it says "Movement Bonus" to "Extra Movement Generation"
*leave the 1st number alone (it should be 1)
*change the 2nd number (which should be 0) to any number other than 0,1,or 3 (the second number is a unique id number for that component [0=afterburners; 1=solar sail; 3=inertial dampener])
*save and re-start the game. It shouldn't interfere with any saved games.
Fyron
January 9th, 2006, 03:43 AM
Its not so much dropping the bonus because of being different types as using the lowest one from all components with the ability. Prevents cheesy designs with 1 quantum engine and 5 ion engines for the same speed but less cost if it were the case that the best was used.
Urendi Maleldil
January 10th, 2006, 09:38 PM
Masters Mod v1.2: Foundation and Masters (http://www.shrapnelcommunity.com/threads/download.php?Number=400104)
I always wanted to do a Foundation mod. Here's a little bit of Foundation flavor for your Masters Mod games. Don't use it for games in-progress. It will break your v1.0 and v1.1 saved games.
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, 02:37 AM
I'm trying to think of what race out of the gagillions that are out there would make a good Psych Masters race. All the races out there seem to be very combat-focused.
Any suggestions?
Urendi Maleldil
January 12th, 2006, 01:13 PM
Download: Masters Mod v1.3: Foundation and Masters update (http://www.shrapnelcommunity.com/threads/download.php?Number=400335)
I fixed a nasty little typo that prevented the mod from loading. It works fine now.
I also added the Mind-Static Shield facility to the Psych Masters. I meant to add it before, but I had forgotten.
1.3
added Mind Static Shield facility to Psych Masters
fixed bug with Psychological Defenses that prevented the mod from loading
leo1434
January 12th, 2006, 09:28 PM
May be it is because I liked so much all the Foundation Books, but I think this name is one of the most beautiful which have been used to name a mod!!!
Besides it contains some very interesting concepts!
Good work!
PsychoTechFreak
February 11th, 2006, 01:27 PM
A great mod it is.
Urendi Maleldil said:
The AI is based on AI from the TDM Modpack.
I'd like to see all of the TDM races "mastered". What has to be done to accomplish this? Is it just AI general that has to be tweaked for the races? NM.
Some of the costs seem to be too high. Psy masters for example, I would always prefer the traditional Psycho trait if there are 1500 pts. to spend. Psy masters don't have any new components as far as I can see; This is more a 500 pt. trait I think. Not yet sure about the rest, but there should be a balance between the racial trait that reflects advantages in components/facilities and others. Otherwise it would not be a chosen trait.
Urendi Maleldil
March 9th, 2006, 05:47 PM
Coming Soon:
Masters Mod v1.5: Where No Master Has Gone Before
It contains about a million bug fixes and enhancements, a few new races, plus one new racial trait. I'll leave it to you guys to try and figure out what it is.
Just a few minor tweaks left. I'll try and upload it tomorrow.
Urendi Maleldil
March 10th, 2006, 05:03 PM
Download: Masters Mod v1.5: Where No Master Has Gone Before (http://www.shrapnelcommunity.com/threads/download.php?Number=410512)
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)
Ed Kolis
March 10th, 2006, 06:17 PM
Trek Masters? Man, this mod is quickly going downhill... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
(wait a second, leaky shields are an *advantage*? I guess when mixed with solid shields they are, since they're basically crystalline armor with shield generation to back them up, but still... http://forum.shrapnelgames.com/images/smilies/tongue.gif)
Suicide Junkie
March 11th, 2006, 02:08 AM
Leaky shields are completely useless until all solid shields have been depleted.
Mixing the two is inefficient, not beneficial.
Urendi Maleldil
March 13th, 2006, 01:08 PM
Well, they're not much different from standard shields right now, if that's what you mean.
I'm actually not that happy with the Trek shields; I was really working to push 1.5 out the door, and just haven't had time to really play around with and tweak them yet. They're not different enough from standard shields.
I might reduce the number of shield points they generate, and increase the crystal armor ability. But then it will also be a bear to get the AI to use them instead of standard shield generators, even with AI tags.
Suicide Junkie
March 13th, 2006, 02:39 PM
Can you not just call for SGFD ability instead of shield generation?
Urendi Maleldil
March 13th, 2006, 03:13 PM
I could, but I was hoping to be able to use the AI Designcreation's built-in shield perameter. The way I understand it is that it will only use the components with the greatest number of shield points.
Urendi Maleldil
March 13th, 2006, 03:31 PM
Other notable additions:
Travel Masters get Hot Rodded hull sizes - normal hulls that let you add more than the normal number of engines
Megascale Masters get Highliner hull sizes - they're not true highliners (like in the Highliners Mod), but they're large starbase-sized hulls that are available very early in the game.
Urendi Maleldil
March 19th, 2006, 08:58 PM
Download Masters Mod v1.51 update (http://www.shrapnelcommunity.com/threads/download.php?Number=412541)
Torpedos were way overpowered. This update reduces torpedo range and adds -20% penalty to Assimilation Torpedo.
Wolfman77
March 20th, 2006, 12:06 PM
I found a small bug in the magascale masters facilities where the Space Elevator I doesn't upgrade to II. Probably just need to adjust the family number.
Urendi Maleldil
March 22nd, 2006, 03:02 AM
Thanks, I'll check it out.
Wolfman77
March 22nd, 2006, 11:07 AM
I was looking at the data file the other night, it seems it was the roman numeral was set to 0 on all three of them, same with the arcology-orbital tower-orbital ring. I'm not sure if you meant those to be upgradable.
I had a small issue with the image for the mega space yard, not sure if it was some bad images in my facility pack or not but it would give an error in the game if I tried to look at the facility, worked ok when I changed the image number. I'm going to update/reinstall my image pack to see if that fixes it, I'll let you knowif it was on my end.
I attacked an AI battlemoon last night that had 162 CSM V's and no multiplex tracking. I don't know if he isn't using it or hasn't reaserched it yet, but at this point in the game he should have it. I believe it was Cue Cappa but I forgot to wright it down, I'll check tonight.
I think there was one other thing, but I can't recal what it was. I should know by now I won't remember things if I don't write them down. I'll let you know tomorrow If I get to play tonight.
Urendi Maleldil
March 22nd, 2006, 04:33 PM
I forgot to note that the v1.51 update contains working Klingon and Romulan Trek Masters AI
Urendi Maleldil
March 22nd, 2006, 04:36 PM
Oh, the Space Elevator facilities were actually upgrading, but I accidentally set all their roman numerals to "II." So they're actually different, even though they look the same.
They'll be fixed in v1.52. I'll also check the Cue Cappa AI to see if they're adding multiplex or not.
I think the image errors you're getting might be related to the Image Modpack. I get the same errors with the Psych Masters facilities. I think some of the .bmp's in the Image Modpack are encoded strangely. I might have to put together a small patch to fix it.
Urendi Maleldil
March 23rd, 2006, 01:02 AM
I re-uploaded the file. Everything's cool.
Wolfman77
March 23rd, 2006, 03:34 PM
I checked last night a few things. I got the image to work by saving as a tiff then sving back to a bmp so it must just be a funny bmp coding. The multiplex problem was with the Sergetti. I also noticed in the facilities text that the gaia facilities atmosphere chage description says 20,19,and 18 turns but the value is at 20,15,and 10. I also noticed the Core mount that fits 10mT ships and bases has the same supply usage as the massive mount, seems really low to me.
Urendi Maleldil
March 31st, 2006, 11:59 AM
Hey, thanks for the info. I've added the corrections to the next version.
Other than releasing a copy of the Image Mod alongside the Masters Mod, I'm not sure what I could do about the wacky images, since it's a problem just with the Image Mod. That would increase the file size substantially. Not something I want to happen. I'm sure I'll think of something.
Suggestions?
Urendi Maleldil
March 31st, 2006, 12:04 PM
In the next version I've updated the Trek Masters leaky shields so they generate fewer shield points than normal shields, but offer more shield generation from damage.
As Suicide Junkie suggested, I modified the AI by using the SGFD ability to call for the shields instead of the normal Shields entry, which would just use the components with the greatest number of shield points. It wasn't nearly as painful a conversion as I thought it would be.
Wolfman77
March 31st, 2006, 01:18 PM
Aside from going through the mod pack and resaving the images there isn't much you could do. I don't think including the mod packs pictures with you mod is a good way to go. At least if someone asks about the proble you know how they can fix it, maybe with the next mod pack the images can be fixed. If someone has a program that can automaticaly save them as a different file type, then resave them back to BMP's it would be the best way. It does NOT work to load the BMP then "save as" to a BMP. They have to be converted to another type, then back. I used corel paint but I don't know how to do the scripting in it to load and save multiple files.
Urendi Maleldil
April 6th, 2006, 01:27 PM
Download v1.6: One Small Step for Masters here (http://www.shrapnelcommunity.com/threads/download.php?Number=416831)
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
Wolfman77
April 7th, 2006, 10:04 AM
I tried the assimilation masters last night. Kinda fun taking other ships with the nanites, but they seemed very powerful. once you get LC's the mount gives the nanites 100% chance to convert if they hit, and at range 2 they tend to hit alot. I was up against a race that used missiles alot, but even with the range advantage I could still take 3 ships very quickly. As soon as they start using MC's the nanites should become useless however. Also you may want to restrict them from Weapon Platforms, or make a different one that goes on them, the WP mounts make these very dangerous.
The special Life Support component that gives 5% reduction to maintenance stacks. A Space Station with 1 bridge 2 Crew Quarters and then filled with These Life Supports will net about 7000 each turn in minerals from negative maintenance. They also stack with the 100kT SY's 40%. You could limit them to 10 per ship in the restrictions line for the comp, the only ones who have acces to ships that need more than that are the Megascale. If you want people to be able to take more than one master trait for some reason you could make a second comp right below it without the restriction and having both master traits required.
Urendi Maleldil
April 8th, 2006, 05:29 PM
Oh, I hadn't noticed the maintenance thing. I'll have to fix that right away.
henk brouwer
April 8th, 2006, 07:11 PM
I just downloaded the mod and started a new game, I'm having a lot of fun so far. I picked the Defense masters for my first game. The borg started two systems away from me, and I've had quite some trouble with them http://forum.shrapnelgames.com/images/smilies/happy.gif. Anyhow, I managed to research computers early on, which has given me a big advantage, and they just surrendered to me a turn ago.
Just one remark so far: With the defense masters trait, you can install navigational shield systems and structural integrity fields on weapon platforms and satellites (which gives your weapon platforms +1 movement), this seems a bit odd, it's only a small cosmetic thing but I thought I should mention it. Other than that I can't find any errors, It would be nice to have a few more of the AI's use the new masters traits though. Anyhow, great mod so far, I'm looking forward to any updates.
Urendi Maleldil
April 9th, 2006, 02:49 PM
Hey, thanks for the complements. I've had a lot of fun building the mod, and I have a lot more things to add to it.
So far I haven't added Masters traits to any of the races that already use stock racial traits, but that will change in the future.
Wolfman77
April 10th, 2006, 02:17 PM
I noticed the trek masters warp drive has 2 components that have the same abilities except the newer version is more expensive. It's either 4 and 5 or 5 and 6 can't remember which.
Urendi Maleldil
May 29th, 2006, 10:35 AM
I'm going to release the Masters mod v1.7 in the next day or so. What are some of the bugs and balance issues you guys have noticed in v1.6? I want to polish up the latest release before I put it out.
Ed Kolis
May 29th, 2006, 02:48 PM
What's new in 1.7? Perhaps Orion Masters, with MOO technology? http://forum.shrapnelgames.com/images/smilies/wink.gif
Urendi Maleldil
May 29th, 2006, 11:01 PM
Sorry, I've never played MOO, so I don't know how the technology worked.
Ed Kolis
May 29th, 2006, 11:25 PM
What a shame... when you first announced the mod I thought it was going to be a MOO-based mod just based on the name of it! http://forum.shrapnelgames.com/images/smilies/wink.gif
Black_Knyght
May 30th, 2006, 03:03 AM
Any hint of new "Master" categories???
http://forum.shrapnelgames.com/images/smilies/wink.gif
Urendi Maleldil
May 31st, 2006, 11:59 PM
Download: Masters Mod v1.7: May the Masters be with you (http://www.shrapnelcommunity.com/threads/download.php?Number=427020)
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 & 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.
-------------------------------------------------------
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
Ed Kolis
June 6th, 2006, 07:12 PM
Hey, DarkAnt has an idea for another masters trait...
drumroll please...
UrQuan Masters!!! http://forum.shrapnelgames.com/images/smilies/laugh.gif
narf poit chez BOOM
June 7th, 2006, 01:04 AM
...
Urendi Maleldil
June 7th, 2006, 03:02 PM
I'd be willing to do UrQuan Masters if anyone knows of a reference website that describes their technology.
It seems as if the Masters Mod is gradually turning into a sci-fi crossover mod. It's not what I originally intended, but it certainly is fun to play. What would you guys say if I dispersed the X-over techs into more Masters-style traits instead of SW and Trek traits?
Ed Kolis
June 7th, 2006, 03:14 PM
http://starcontrol.classicgaming.gamespy.com/
Everything you ever wanted to know about Star Control http://forum.shrapnelgames.com/images/smilies/laugh.gif
Black_Knyght
June 7th, 2006, 07:56 PM
Just tossing out some ideas:
Time Masters - users of temporal sciences to alter and affect the universe
Artifact Masters - Builders of great artifacts throughout space
Ed Kolis
June 7th, 2006, 11:29 PM
Intel Masters - gets to use more, fancier intel projects!
Black_Knyght
June 8th, 2006, 01:32 AM
Now THAT sounds like a winner !
Urendi Maleldil
June 8th, 2006, 06:52 PM
Intel Masters - Believe it or not, but I've actually been tossing this one around as another possible Master trait.
Time Masters - This would probably be better as simply an addition to the standard Temporal Knowledge rasial trait.
Artifact Masters - Isn't this the Megascale Masters?
Ed Kolis
June 8th, 2006, 07:05 PM
For the intel masters, maybe they could get some intel that only normally occurs as events??? http://forum.shrapnelgames.com/images/smilies/wink.gif
narf poit chez BOOM
June 8th, 2006, 09:02 PM
Artifacts sounds more like wierd stuff to me.
Ed Kolis
June 14th, 2006, 03:11 PM
How about this?
Demolition Masters - Race is adept at blowing things up. They get advanced mine hulls (such as Mini Mines which carry only 1 warhead but are available very early on and Space Demolition Packs which can carry lots of warheads), warheads (for ships, fighters, mines, and drones, and of a variety of damage types!), and resource recycler facilities (perhaps a starting 50% scrap rate facility, and mobile scrap yard components when Resource Manipulation is researched?)
Urendi Maleldil
June 14th, 2006, 03:59 PM
Ahh! There's another one I already have notes for. Do you guys have the psychic racial trait?
Demolition Masters should get planet and star destroyers faster too. Boom!
gregebowman
June 26th, 2006, 07:40 PM
How is this mod? It sounds interesting, but I can't play it anyway until I get my computer fixed. But I can sure download it. Maybe I'll d/l it anyway, as soon as I can get a cd formatted.
Black_Knyght
June 26th, 2006, 10:02 PM
This mod is one of my favorites. I've played it several times and never had a dull moment. The Masters traits really make it original.
Urendi Maleldil
June 27th, 2006, 01:28 AM
Well, I think it's pretty cool http://forum.shrapnelgames.com/images/smilies/happy.gif
gregebowman
June 28th, 2006, 08:08 PM
Can't wait to play it.
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