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Home » news » forums » Space Empires V » Space Empires V General

Were are all the MODS at?

Submitted by psilocybe on Tue, 2006-10-24 03:24. Space Empires V General

I made a basic MOD, it currently adds 14 new Flags (12 alliance flags already in the game but not selectable) and 8 new Race portraits to help customize your own race with. I would love to share this MOD with others but i cant figure out how to upload onto this site. if your interested ill try to monitor this post and ill e-mial a .rar file to anyone interested in checking it out. My MOD is named Get Some and it DOES NOT CONTAIN SHIPSETS sorry.

Also on a side note when i try to edit the file necessary to increase the large galaxy size from 60 - 100 solar systems, to 250+ solar systems, I only get about a dozen warp points and some systems are completly empty. They contain so stars, plantes, storms, nothing. As anyone else experimented with this and know what im doing wrong?

‹ Cloning planets? Warp Priority ›
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se5a's picture
Mod Designer

you need to start a project,

Submitted by se5a on Tue, 2006-10-24 04:57.

you need to start a project, you should be able to upload the files in that project. after you've done that, bug sysop to get into the modders guild.

-----
an se5a is a ww1 fighter, it is also a car.

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New Flags and Portraits (some StarTrek related). How do i share?

Submitted by psilocybe on Tue, 2006-10-24 15:03.

Could someone please tell me how i start a project. I go into "projects & download" and then into my projects but there's no option to upload.
I have a MOD that currently adds 21 new flags (several StarTrek related) and also adds 10 new race portraits (also several StarTrek related) these flags and race portraits can be used for making a custom race, or added to any other MOD.
If interested post here and ill e-mail you a "*.rar" containing all files. If someone could be kind enough to host my MOD pleae let me know.

Yeah i realize my MOD is probably crap but someone needs to jump start the MOD development community, please use my MOD for your future MOD resource development.

Previous post says i need to "bug sysop to get into the modders guild." If I need to bug anybody so that I may have the ability to share anything, I'm out. I.m done. never again will i try to share anything with this community.

If there is an interest in this MOD and what it currently does, which is add new flags and portraits for creating your own empire, post your race and flag interest and ill add them.

(I cant figure out shipsets so...) my intention is to create a resource that other MODders can use.

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Finally!!

Submitted by PIGKiller on Tue, 2006-10-24 15:26.

Psilocybe, at least you are the first to come up with some material for use. I have been dying waiting to see someone, anyone just put something out. SEV is a little harder to mod then SEIV, but than again I haven't put any real effort in due to time constraints myself. But I would like to see just material (i.e. ship sets, portraits, etc) that can be used piecemeal for individual use. I think everyone right now is working on Uber-Mods to completely change the game when there are plenty of people out there I think just want to use little things to put a personal touch of their own on the game cosmetically speaking without changing everything. Either way it's all good and thanks for you efforts.

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Rilbur's picture

Working

Submitted by Rilbur on Tue, 2006-10-24 22:04.

I'm putting together the "theorycraft" for two mods ATM, not sure which one I'll pursue. One is a "CapShips" mod, borrowing the idea from a mod of the same name for SEIV, where you have two types of ships, one the smaller vessels, and the other "capitol ships", truly large vessels that takes a lot of time, resources, and research to construct, but can singlehandedly slap down entire fleets of smaller vessels (For scale, think Farscape's Moia Vs. a Command Carrier/Scarren Dreadnaught)

edit:

My other option is a "Missile battles" mod, where, obviously, I hinge combat on missile development. I've spent a lot more time on that idea, so I have a lot more detail, but the basic idea is I turn drones into "capital missiles" which you can configure and load, and regular seekers are turned into point defense (AKA: countermissiles (CoM)).

Drones would be made VERY small (tonnage taken: 3 or so on most models, depending on how many components) so a single "oversized-missile launcher" (working name) could carry 100 of them... I'm going to have to dig in and see if that works, or if the ship can automaticly launch its entire compliment of missiles or something. You would load each basic capital missle "CaM" with its own set of engines, warhead, and controls (electronic warfare setup, ECM/ECCM/Sensor package). As research develops, you gain access to multi-drive, multi-warhead, and advanced missiles, each with its own use. MDM's have multiple drives for extra range (if possible, not sure if its possible to make drones "burn out", or how the AI would react), MWM would have that much "oomph" when they hit, and advanced missiles would have a slot for some "extra" equipment: shields/armor; point defense array; or maybe some kind of "enhanced ECM".

I'd also buff defenses, heavily, so that its a long, hard batering match to take down ships in one-on-ones, in fact an equal tonnage of defenses will (ideally) shrug off the firepower from an equal tonnage of weaponry (assuming equal tech levels). This will help make fleet tactics more... interesting, and fights last longer. Beams will obviously have rather restricted range compared to the "missiles" since drones have such a long reach, but they will have a much nastier "oomph" to them. Think Honor Harrington, where ships of the wall will spend forever pounding at eachother before closing to beam range, and all of a sudden REAL damage starts. In that spirit, as you close beam weapons get a LOT more powerful.

Also, ramming WILL be made a lot nastier. Engines will all be made into warheads, and probably armor as well, so that when you ram it HURTS. Accordingly, anti-engine weapons will be given a VERY short range, and become a last-ditch protection against suicide attempts.

In both mods, I'd probably overhaul the racial techs rather... heavily, focusing on buffing psychich/temporal techs and enhancing the "focus". Organic Armor would regen heavily, crystaline armor would feed damage into shields, temporal tech would have enhanced shields that regen VERY rapidly (but cost massive supplies) and psychics would be able to predict the future, allowing them to counter in advance their enemies moves (improved to hit/evasion).

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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se5a's picture
Mod Designer

sorry, it's under "Create

Submitted by se5a on Wed, 2006-10-25 05:15.

sorry, it's under "Create Content" weither you have access to that or not I'm not sure... maybe you need to join the modders guild to be able to create a project?
pah, maybe I should create annother account just to see.

-----
an se5a is a ww1 fighter, it is also a car.

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se5a's picture
Mod Designer

Confirmed, you need to send

Submitted by se5a on Wed, 2006-10-25 05:22.

Confirmed, you need to send Sysop a PM and get into the modders guild. see the groups -> Moders Guild

-----
an se5a is a ww1 fighter, it is also a car.

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