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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

DJAS Mod v11

arthurtuxedo's picture
Submitted by arthurtuxedo on Thu, 2007-07-26 20:26. SE:V MODs

DJAS Mod v11

This mod is built from Captain Kwok's excellent Balance Mod, and makes a number of changes.

1. Ships are split into destroyers, cruisers, and battleships. All are available from the beginning of the game, and all get bigger as Large Scale Construction is researched. Destroyers are good fighter-killers and missile ships, cruisers are good anti-ship and all around, and battleships can crack planets and starbases and make good carriers, supply ships, etc. Fighters, drones, and other units have much the same uses as they do in BM.

2. There are 4 types of weapons: Missiles, beams, pulses, and guns. Each can be researched up to level 100, and so can shields and armor. There are 3 tiers of technology, unlocked by researching a "breakthrough" tech that unlocks advanced theoretical sciences. The higher tiered tech starts at level 1 again, but quickly eclipses the older tech. It becomes a balancing act. Go for the higher tier too soon and an enemy may be able to defeat you by leveling existing tech, but wait too long and you won't stand a chance.

There are lots of smaller changes, but those are the main two. Racial and specialized weapons have been left in, but may or may not be useful. They have not been tested against the new weapons and will eventually be replaced. Racial tech other than weapons, armor and shields has the same usefulness as in BM. This mod is currently multiplayer only. Singleplayer will start, but the AI players do nothing.

Install by unzipping to SE5\GameTypes.

‹ Introducing the Advanced Gameplay Mod D2k's Battleworthy Mod ›
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Romulus68's picture
Mod Designer

Re: DJAS Mod v11

Submitted by Romulus68 on Wed, 2007-08-29 08:07.

Can you scale the Racial weapons to be similar to the new weapons?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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arthurtuxedo's picture

Re: DJAS Mod v11

Submitted by arthurtuxedo on Wed, 2007-08-29 09:59.

That's the next item on the agenda. I'm working on other things right now, though, so it may be a while. Anyway, the racial techs have been priced according to utility, and some of them are still quite useful even with the standard weapons because of the facilities and other components they give. The point is, don't think you have to wait for the next version to enjoy the mod. Just be aware that racial and specialized weapons haven't been updated yet.

I also want to have sensors that degrade with distance so that a stealthy ship might be spotted at 2 hexes, but not at 10.

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