Evilhamburger's Uber-Mod |
NOTE: New forum topic in the mod section. This was just an announcement.
Coming Soon... (Jan 20 2008)
1 More Beta Tester Needed! Contact me at...
Current Version: 0.9.2
Current Features
* All new system types and never before seen quadrants!
* Over 50 new components!
* More than 50 new hull sizes, including some racial unique ones...
* 500+ new tech levels!
* 12 new racial traits!
* All new weapon mounts! Total of 15 new!
* 20+ new facilities, including more racial unique!
* Modified combat, longer duration!
* More than 10 new unit hulls!
* New shield types and all new damage types!
* New bridge improvements, different types of bridges have different abilities!
* New bridge tech to improve that sub-standard bridge!
* AI from unnamed mod! (Used with permission)
* New system names!
* 8 more armour and shield types!
* New launch bay component, can launch all units!
* And much more!!!
To be added
* Organic and Crystaline versions of new hulls!
* Racial ships for temporal!
* Extended temporal techs!
* 30 more components
* More balanced weapons
* Increased structure for facilities, making bombardment weapons more important...
* More stuff!!
Current Version History
NOTE: I am currently (as in immediately after this post) working on more of it.
Version 0.9
Total changes in version 0.9: 030
Total changes so far in mod: 096
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001. Added - Put back in the extra cost for an increased level, however it is smaller ===========
002. Changed - Increased cost for stuff slightly, also increased importance of radioactives.
003. Added - Precursor damage type
004. Added - Precursor Cannons
005. Changed - Small Supply Storage picture.
006. Changed - Small Ordnance Storage picture.
007. Changed - Precursor Shields cost increase.
008. Added - Basic Generator (For supplies and Ordnance generation)
009. Added - Tactical Nuke
010. Added - Science Bay component, gives ships research capabilities.
011. Added - Communications Array component, gives ships intel capabilities.
012. Added - Large Science Bay component, gives bases research capabilities.
013. Added - Communications Center component, gives bases intel capabilities.
014. Added - Scout unit type, pretty much like a ship only doesn't require a spaceyard.
015. Changed - Troops can now be retrofitted
016. Changed - Mines can now be recovered from space.
017. Added - Racial trait "Large Hull Builders", gives an empire the ability to build bigger ships
018. Added - "Larger Hulls" tech area for empires with the required racial trait
019. Added - Massive Dreadnought
020. Added - Racial trait "Careful", reduces maintainance by 25%
021. Added - Racial Trait "facilitators", it lets you unlock more facility space on a planet
022. Added - Racial Trait "Physicists", gives you some more tech areas.
023. Added - Tech area, "Advanced Physics", you must have a racial trait to get it.
024. Added - Tech area, "Advanced Energy Weapons"
025. Added - Tech area, "Advanced Propulsion"
026. Added - Weapon Technology tech area.
027. Changed - 99.99% of weapons to rely on the new tech area, "weapon technology"
028. Added - Repair Bots component. Repairs all ships in sector of the player.
029. Added - Small Scout hull.
030. Added - Scout Command component. A bridge for scouts.
Version 0.8
Total changes in version 0.8: 066
Total changes so far in mod: 066
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001. Added - New tech area, Precursor Studies.
002. Added - Precursor Technologies tech.
003. Added - Precursor Weaponry tech.
004. Added - New shield type, "Precursor Shields"
005. Added - New Shield type, "Temporal Shields"
006. Added - New Armour type, "Thin Armor"
007. Added - New Armour type, "Temporal Plating"
008. Added - New Armour type, "Magnetized Hull Plating"
009. Added - Heavy Organic Armor
010. Added - Thin Armor
011. Changed - Standard Armor
012. Added - Heavy Armor
013. Added - New tech area, multi-planet colonization.
014. Added - New generic colony component that allows colonization of any type.
015. Added - Advanced bridge component.
016. Changed - Edited bridge component.
017. Added - Bridge tech area. Max level 50
018. Changed - Engine tech now requires light hull construction level 1
019. Changed - Fighters now require light hull construction level 5 instead of construction.
020. Changed - Light Hull Construction now requires bridges level one.
021. Added - Tactical Bridge component
022. Changed - Auxiliary Control renamed to engineering and abilities and requirements changed.
023. Changed - Tweaked number of computer players in a game.
024. Changed - Reduced facility upgrade cost.
025. Changed - Psychology tech are increased levels by 10 and reduced cost.
026. Changed - Crew quarters component.
027. Added - Large crew quarters component.
028. Changed - Life support component.
029. Added - Large life support component.
030. Changed - Increased max ship and unit amounts to 50,000. Don't ask me why.
031. Changed - Ground combat max time increased.
032. Changed - Space combat max time increased.
033. Changed - Warp points can now be seen from any distance.
034. Changed - Combat end conditions.
035. Added - Small Ordnance Vat, it's an ordnance vat, only smaller...
036. Changed - Ordnance Vat ordnance generation increased.
037. Changed - Ordnance Storage picture, cost and storage.
038. Changed - Supply Storage picture, cost and storage.
039. Changed - Small Ordnance Storage picture.
040 Changed - Small Supply Storage picture
041. Changed - Quantum Reactor, Cost, abilities and requirements.
042. Changed - Cargo Bay abilities, requirements and costs.
043. Added - Tiny Cargo Bay
044. Added - New "Advanced Point-Defense" weapons.
045. Added - New mount sizes (Tiny Range Mount, Medium Range Mount, Large Range Mount and Massive Range Mount)
046. Changed - Increased starting reproduction to 12%
047. Added - More Design types for ships, additions include missile ship, Stellar Manipulator, etc.
048. Fixed - Stock file bug that prevented some armor types on weapon platforms.
049. Changed - Satellites can now be retrofitted.
050. Added - Resource Storage Warehouse, can store all resources.
051. Added - Deep Space Viewing Platform facility. Gives sensors to planets as well as research boost
052. Changed - Increased racial points.
053. Changed - Population on a colony can now repair a ship without a shipyard, even if it is very slow.
054. Added - New colony types, "Resource Gathering Colony", "Research & Intelligence Compound", "Training Center".
055. Changed - Planet size increase for domed planets. This is to balance it because of the new facilities to come.
056. Changed - Extra abilities to Advanced Storage racial trait, it now increases supply and ordnance storage.
057. Removed - I got rid of the annoying extra cost for better levels of components, facilities and ships.
058. Added - Temporal Shield Generator
059. Added - Large Cargo Bay
060. Changed - Scores, now more balanced.
061. Added - Construction Yard Complex facility, a space yard, only bigger.
062. Added - Construction Yard Mega-Complex facility, a Space Yard, only MUCH bigger.
063. Added - Massive Research Complex facility. Speaks for itself lol.
064. Added - Mineral Drill facility
065. Added - Hydroponics facility
066. Added - Perpetual Motion Extractor facility. radioactives generation.
Version history release on Jan 12 and final version history on Jan 18
Official release on Jan 20 2008
Re: Evilhamburger's Uber-Mod
Email away, even if you don't need more testers, I'm looking forward to test your mod out when you release it =).

Re: Evilhamburger's Uber-Mod
Sounds like fun
Love to try it out!
Though you really shouldn't be including the Multimedia Pack in your mods... the whole POINT of it is to save on bandwidth - you only have to download it once, not for every mod that uses it! 
http://mm.spaceempires.net/help.php
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: Evilhamburger's Uber-Mod
Files from the MMP should not be included in any mod directly. Refer to the help page for further information.

Re: Evilhamburger's Uber-Mod
I think ubermod sounds fine. Just make sure it is actually "Uber" ;}
SEV, more than a feeling.

Re: Evilhamburger's Uber-Mod
Suggestions around your name:
Hamburger Mod
Evil-Hamburger Mod
Chopped steak Mod
Ground round Mod
Cheeseburger Mod
Greasy Mod
Your mod has Many Numerous changes:
Innumerable Mod
Plentiful Mod
Varied Mod
Legion Mod
Re: Evilhamburger's Uber-Mod
HamBurgler!!!
Re: Evilhamburger's Uber-Mod
What about "Uberburger" .........a mod with all the fixins.
Re: Evilhamburger's Uber-Mod
evilmod sounds lame. It has to contain "burger" somewhere in it.
Re: Evilhamburger's Uber-Mod
what about Uberbuttburger, say that fast 5 times
Re: Evilhamburger's Uber-Mod
Sounds great! I hope the AI doesn't have any issues with using the new items. 
Re: Evilhamburger's Uber-Mod
Wow, looks very good!
Re: Evilhamburger's Uber-Mod
I'll suggest: "Plethora Mod".
I'll hope: I have time to give it a try - sounds very promising.
I'll ask: Will the AI be building the new shiptypes? I'm thinking research ships would be pretty important!
I'll complain: All this burger talk's really making me hungry.




Re: Evilhamburger's Uber-Mod
Update, pics for new tech areas and comps will be included in download, most of which were sourced from the multi-media pack...
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Evilhamburger's Uber-Comp OneAlpha&Beta | Multiplayer rounds with a twist
http://www.spaceempires5.com/en-US/node/4887