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  #11  
Old December 9th, 2001, 08:08 PM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #12  
Old December 13th, 2001, 10:28 PM
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Default Re: Space Empires IV: Data/Sound/Graphic

1008275189.zip

This is the neomod. Numerous changes, including my new mounts, full replacement of fighter equipment, new movement system, various other new items. Also adds space monsters as a racial trait, note: Very powerfull.
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  #13  
Old December 14th, 2001, 08:41 PM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #14  
Old December 24th, 2001, 12:34 AM
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Default Re: Space Empires IV: Data/Sound/Graphic

some new facility pictures:

1009146803.zip
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  #15  
Old December 25th, 2001, 12:29 AM

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Default Re: Space Empires IV: Data/Sound/Graphic

::Begin Tired Mumbling:: Yello. It's me, the Green Stars guy from a long time ago. I know it was a crappy add-on, but I wanna repost it. I know Hadrian and the others were looking for who the author of the Green Stars was, so I could get credit in UM. I'm here, now. I haven't done much with SE4 for about a year, but I dug up some other odd star files. I have odd, probably unworkable ideas for what could be done with artifically making asteroids colonizable, as I don't think there's a value for it in the game or anything. What you do is make a new planet entry in SectType, let's say Tiny. You put the graphic for a small asteroid field on it, and set it for Rock, no athmosphere. To distinguish it from normal, uncolonizable asteroids, you put the little colonizable graphic used to show population on a ship right next to the asteroids. It might work, but the problem is that if you colonized that 'asteriod', and changed the athmosphere, it would become a planet of another type. There might be a way around this, but I don't know. Another idea that I had was making small, free-floating dome colonies. I know in the UM there are these old machine planets, but these would be smaller and buildable. They would have the same problem as the asteriod idea, though. If there was a way to make new planet types (other than rock, ice, or gas), you could make a Metal planet, which would work for such things. If it is possible, the only roadblocks would be designing the graphics for ship components. To go off in another tangent again, you could make a class of ship like that, specifically a large baseship that holds population. If it has a construction yard and could build facilities, would it be a movable planet? I don't know all of the features in the UM, as I DLed a few days ago. Sorry for my rambling; I'm just really tired right now, so that is why I'm not making much sense. ::End Tired Mumbling::

1009232376.zip The Green Stars - I made this about 11 months ago, using photoshop. It ain't that good, and the SectType file is quite old. It's in the UM.

1009232921.zip Other stupid looking cyan and purple stars - I made these about the same day, but never did much with them. Just the graphics are here; Untouched (parts of stars not filled in) Versions and Normal (parts filled in) Versions.

-Loknar

[ 24 December 2001: Message edited by: Loknar ]

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  #16  
Old January 6th, 2002, 10:31 PM

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Default Re: Space Empires IV: Data/Sound/Graphic

Zippy's SE IV Mod

Update: My life has gone in another direction so I will not be updating my mod until further notice. You can download the latest Version from 1030060922.zip

You can also download my web page (which contains some additional info about my mod) from 1030061098.zip
Just unzip and view Home.htm

I hope you enjoy!

ORIGINAL MESSAGE:
I want to invite everybody to try out my mod. Please visit the ZippyMod Home Page to download the latest Version and/or visit the ZippyMod Readme for additional information about my mod.

Zippy's SE IV Mod spans many aspects of SE IV, making additions and improvements to each of these areas. The mod also includes a program that allows you to quickly and safely adjust the difficulty of my mod. There are too many changes to list individually, but some of the more significant changes include:

1. Improved AI text files
2. 25 new types of components (most have between 3-20 levels of improvement, new pictures, new sounds, and fighter Versions)
3. 36 additional tech areas (13 additional unique tech areas)
4. Many modifications to the original components and research areas
5. Sensors and ECM now add to vehicle modifiers 6. A new racial trait (called Energy Race) with its own ships and a hybrid of shields and armor
7. Eight unique AI’s that are compatible with the new and modified components and the new tech areas. Each AI has unique and highly optimized Research and DesignCreation files.
8. New CompEnhancements, Cultures, and Facilities
9. Improved game balance
10. A few new beam and torp pictures
11. 31 new combat sound files

My Components.txt file is around 800k while the Components.txt file that comes with v1.49 is only around 485k. Using these numbers as a rough estimate says that my mod has over 50% more components than the original Version!

There is more, but if this isn’t enough to make you want to try my Mod, then I’m afraid that I’ve failed.

If you are looking for something new and challenging, then I think you'll enjoy!

[ August 23, 2002, 01:06: Message edited by: zippy ]
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  #17  
Old January 14th, 2002, 07:02 PM
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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #18  
Old January 29th, 2002, 12:29 AM

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Default Re: Space Empires IV: Data/Sound/Graphic

The _fixed_ Version of New Color Stars/Cyan/Mangeta/Thingie.

1012256940.zip]Here it is. ::Embarassed look::
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  #19  
Old January 29th, 2002, 02:50 AM

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Default Re: Space Empires IV: Data/Sound/Graphic *DELETED*

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  #20  
Old January 31st, 2002, 12:21 PM
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Default Re: Space Empires IV: Data/Sound/Graphic

I got bored one night and changed somethings around. I altered the color of all the planets that came with the game. Here is a collection of those modified works.

Atrocities Planet Zip New

[ 04 February 2002: Message edited by: Atrocities ]

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