Space Empire V 'LITE' Mod v1.06 |

I have been reading the various posts about the games complication and cult like appeal. As many of you know this game can be very overwhelming to the new player and especially to someone with little 4X experience.
What I've done here is take CaptainKwok's BalanceMod and strip it down to what I would call the bare essentials. This version still maintains all the galactic feel, but with what I would call less complication. All the key ingredients of strategy and play are still here, but on a smaller scale.
I think this version will have some nice unforeseen advantages. I think the AI will do better with less to work with. Also, the games should play fast and efficiently.
Version 1.06 (March 2008)
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1. Corrected typo in Flak Cannon.
2. Added experimental engines at Level 5 for each engine type.
3. Corrected levels on Heavy Protons and Mesons.
4. Changed Flag Bridge to Battle Bridge and changed image.
5. Added experimental hull types for ships and carriers. You must reach the maximum level in each hull to open them.
6. New colony type: Recreation World for when you need to get a system happy.
7. Added new mod logo. Thanks to Seven Deadly Sins.
Version 1.05 (February 2008)
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1. Fixed Space Ports and spiced them up. (Via Devnull's help)
2. Changed Anti-Proton Beams and Meson Blasters to be more capital ship weapons.
3. Added Heavy versions of Protons and Mesons at level 6. (with mounts these are great Ship-to-ship or Planet assault weapons)
4. Rebalanced Flak Cannons a little.
5. Changed the title of Organic armor back to Adaptive Armor.
Version 1.04 (February 2008)
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1. Emergency Fix for 1.03. Error in Adaptive Armor causing game to fail to load.
2. If your 1.03 fails to load then overwrite with this version.
Version 1.03 (February 2008)
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1. Added 6 Unique discoveries for Ancient ruins. Two facilities, two weapons and two defenses.
2. Unique Monolith Facility.
3. Unique Massive Planetary Shield.
4. Unique Phased - Polaron Beam.
5. Unique Shard Cannon.
6. Unique Temporal Shield.
7. Unique Adaptive Armor.
8. Added Flag Bridge at Vehicle systems 3.
Version 1.02 (February 2008)
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1. Fixed spelling errors.
Version 1.01 (January 2008)
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1. Corrected errors in the technology tree.
2. Adjusted build cost of the Bridge.
3. Made several changes to point defense weapons.
4. Adjusted the Ordnance Replicators build cost.
5. Tweaked the numbers on various components.
Version 1.00 (January 2008)
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1. Building the template.
2. Reduced the total technology trees.
3. Adjusted research cost on certain techs.
4. Meson and Anti Proton Beams can no longer target fighters.
5. Reduced weight on Depleted Uranium Cannon.
6. Added Ordnance replicators.
7. Adjusted the points cost for racial creation.
8. Removed all special racial traits and technology. ie...Organic. Crystalline, Psychic, Temporal and Religious.
9. Adjusted the starting research points options to reflect the smaller research tree.
Note: The AI races still need modified to reflect the dropping of the Racial Technology, but they load and play well.
Please report any bugs and game play suggestions.
Re: Space Empire V "LITE" Mod v1.00
"8. Removed all special racial traits and technology. ie...Organic. Cyrstalline, Psyhic, Temporal and Religious."
Nooooooooooooooooooooooooo......OOOOOOOOOOOOOOOOO
=p
other then that I think that might be very attractive to new players "newbs" and other people who just want a lil fun
if I may make a suggestion have some template races for a bio vs crystal or something to that effect (I just love shard cannons =p )
I think your doing a great job, and I will try it out when I get some more free time and what not. I just want to say props and I think your doing a great service to the game and pointing ppl who are looking into a slightly faster paced/easier game should look here when its all ready.
Re: Space Empire V "LITE" Mod v1.00
yeah, I guess it is a good idea, give it a bare bones, yet working grasp of the game and then let them explore the mods and wonderfulness of the game =p
Re: Space Empire V "LITE" Mod v1.00
Great idea! Should make a good vehicle for players to introduce their friends to the game.
Good luck with the project.
Re: Space Empire V "LITE" Mod v1.00
Are you going to fold the ruins techs into the rest of the game or get rid of them or leave them?
Re: Space Empire V "LITE" Mod v1.00
Unique Ruins Techs still exist in the Balance Mod! Personally, I would fold them into the normal tech tree. Maybe also fold the racial things into the tech tree too (IE, just get the components when you research "normal" techs that are somewhat appropriate...), while you were at it, if you really wanted to!




Re: Space Empire V "LITE" Mod v1.00
I don't have a very good graphics program, so anyone who wanted to make a nicer version of the Mod Logo would be in my eternal debt!
SE5 Files hosted on Filefront (Patches, Mods, Races, etc)