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January 9th, 2006, 02:55 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.1 update released
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.
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January 9th, 2006, 03:43 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Masters Mod v1.1 update released
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.
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January 10th, 2006, 09:38 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Masters Mod v1.2: Foundation and Masters
Masters Mod v1.2: Foundation and Masters
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
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January 12th, 2006, 02:37 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.2: Foundation and Masters
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?
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January 12th, 2006, 01:13 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
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Re: Masters Mod v1.2: Foundation and Masters
Download: Masters Mod v1.3: Foundation and Masters update
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
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January 12th, 2006, 09:28 PM
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Corporal
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Join Date: Jan 2003
Location: Buenos Aires, Argentina
Posts: 109
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Masters Mod: Foundation and Masters
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!
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March 19th, 2006, 08:58 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.51 update released
Download Masters Mod v1.51 update
Torpedos were way overpowered. This update reduces torpedo range and adds -20% penalty to Assimilation Torpedo.
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March 20th, 2006, 12:06 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
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Re: Masters Mod v1.51 update released
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.
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March 22nd, 2006, 03:02 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Masters Mod v1.51 update released
Thanks, I'll check it out.
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March 22nd, 2006, 11:07 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
Posts: 269
Thanks: 0
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Re: Masters Mod v1.51 update released
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.
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