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

New SE:IV Mod Concept

Submitted by CP1985 on Tue, 2008-03-04 20:41. SE:V MODs

Hi guys I wanted to get some feedback on a new project I started with SE IV. I'm making a number of changes to various aspects of the game such as vehicle sizes, armor, shields, and mostly missiles. Missiles now have a seeking speed equal to their range and a fire rate of 2. Crystalline, Organic, Stealth, and Scattering Armor reduced down to 20kT. Emissive Armor changed to 10kT. I then added the Gamma Pulse Torpedo from SE V. Minerals, Organics and Radioactives extraction now starts at 2000 instead of 800. Bridge, Life Suppot, and Crew Quarters now moved to a starting tech called Vehicle Systems. I completely deleted the vehicle size baseship from the game. So far, the AI is doing a lot better with their ship designs. Changed the Main/Secondary weapon pick for the Amon'krie AI design file. Now their ships are designed with sensors.

I was just wondering if anyone has any other Ideas about how to improve SE IV? Specifically in reguards to the AI, and general component balance.

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Mod Designer

Re: New SE:IV Mod Concept

Submitted by Fyron on Wed, 2008-03-05 15:24.

Is this for SE4 or SE5? The title says SE4, but its in the SEV Mods forum.


SpaceEmpires.net | Space Empires Wiki

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Mod Designer

Re: New SE:IV Mod Concept

Submitted by SuicideJunkie on Wed, 2008-03-05 15:33.

That missile scheme will give a HUGE advantage to whomever is being pursued in combat. Their missiles will never hit, and yours will.

I suggest you make the missiles slow, but give them infinite range. (Add a 21st damage-at-range value; the missiles will never fizzle, and everywhere beyond range 20, they will deal the 21st damage amount)

You could even have some of both missile types if you like.

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Mod Designer

Re: New SE:IV Mod Concept

Submitted by CP1985 on Thu, 2008-03-06 14:08.

To Fyron: This is for Space Empires IV. I know a lot still play it so I posted this here. The SE IV forums seem kind of dead to me. Even though people still play it.

To SJ: Thats a great point! I'll have to test that and get back to you on that. I seem to recall that missiles didn't always disappear when they exceeded their range in SE V. Maybe I can do something like that here?

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