Gauging interest in various mods |

So I've got several ideas for mods that have been floating around in my head, and I was wondering which if any I should spend more time on. (I've done some mucking around with the data files on a few of these but I may have to scrap that once the patch comes out if there are too many radical changes to the stock files.)
Anyway, here are my ideas:
1. Antares Mod - A mod based on the Master of Orion universe, with the Sakkra, Meklars, Stellar Converters, Time Warp Facilitators, etc. Mainly based on MOO2 because that's my favorite of the series, but a few of the good elements of MOO3 (the Harvester and Etherean races come to mind
) will be thrown in just for fun. It's surprising how many of the stock SE5 races can be mapped quite well to MOO races - the Sergetti in particular look almost identical to MOO3's version of the Trilarians! 8O
2. Crises Mod - A mod based on the Stars! universe, with wacky planet names and racial traits galore.
3. 21st Century Mod - An evolution of my SE4 Low Tech Mod for SE5, with antimatter technology being the ultimate weapon/propulsion system (though quite expensive) and systems representing planetary systems rather than solar systems. Races might include multiple human factions and factions from 2 or 3 alien races, and hopefully I'll be able to get all the factions of each race to start on separate sectors of the same planet if the player so desires. (Do sphereworlds let you colonize each sector separately? I kinda doubt it, but it would be neat... and work out perfectly for my mod - just replace sphereworld textures with planet textures and presto, multiple empires per planet!
)
4. Jumpship Mod - An evolution of the SE4 Highliner Mod (forget who made it) for SE5, with huge ships being the only warp-capable ships.
Oops, gotta go to class! 

Good ideas for mods!
I'd be especially keen on the Antares mod, though they all sound interesting. I keep telling my friends that Space Empires is the way MOO should have evolved. I'd love to play the Klackons here LOL.

ekolis Mod interest

The "random" idea I had
The "random" idea I had would be to make lots of forms of "physics" for example, and have them all reasearch a "physics project" (all different tech areas, but the same name) - and use those as pre-requisites for the researched-tech areas...
Uncreative Racial Trait would be a pre-req for the rubbish ones, and it would disallow normal techs 
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I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26

Just hope that players are
Just hope that players are kind enough not to pick that trait 
Not that it wouldn't be interesting
BOOM BOOM BOOM etc.
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I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26

Tech Areas
Tech Areas...
You're right about the tech-naming, which is a bit of a shame, but yes "dissertation on blah blah" junk names would work - in fact you could simulate old MOO2 research but adding a negative requirement to each of them for their siblings.
e.g. "Dissertation on Inverted Singularity Fields" has a requirement formula of Get_Empire_Tech_Level("Cultural Studies") Space Empires 4 Mod Launcher V2.26




Blog snippets.
Hey Ed, you can use the very useful 'break' command to tell this forum/drupal/blog system where to end the snippet of your post for the blogs page.
E.g. try putting it straight after your first paragraph and see what it does to your snippet on the blog page.I found it helped to tidy up mine, where it would often break in the middle of a list of details, or something else unwanted.
As for your mod ideas, remember that variety is the spice of life! I like the first idea you posted - in fact I'm working on a way to get some sort of random research tree going (in my head of course). I'm unsure number 2 would work properly given the radical differences in the games. Number 3 is a great idea, as is number 4, but I'm unsure if I personally would play them.
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I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26