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Random Gov't Mod |
The unmodded game contains 3 Main Government Series; Absolutist, Representative, and Collective. From the Spreadsheets the Government of Unique is present but was unused. Transitional Series, which Unique is from, was also found in the Games .txt files.
By adding the appropriate Unicode and kUnicode to the Racemodifiers.txt Government Tables and adding in the numbers for pick costs Unique is now available. The modifiers for Unique were already present in the GovernModifiers.txt Tables. The base modifiers for Unique present a Government that is adverse to work but big on recreation.
NOTE: To use this Gov’t the player will be greatly challenged at all levels of Difficulty.
There was parts of a 5th Government Series called Tribalistic. From these parts and some manipulation of Racemodifiers.txt, GovernModifiers.txt, and wsRaceDesc.txt files Tribalistic was converted to Random Choice.
With this Mod you will find 5 Choices (Checkboxes) in the Government Race Picks.
Absolutist, Representative, Collective Transitional and Random. |
Rating: (5/5) |
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Votes: 2 | Hits: 4229 |
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| Submitted April 24, 2005 |
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Long Live Leaders v3.0 |
Get to keep your leaders for the entire game. Long lives and no random events or spy missions to kill them.
Version 3 updated the minimum and maximum luck (life) to 999. |
Rating: (4/5) |
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Votes: 13 | Hits: 5651 |
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| Submitted July 23, 2003 |
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No Spy Mod | |
Tired of the spy race? Just want to try diplomatic channels and make all players want to trade techs? If so this mod is for you. |
Rating: (4/5) |
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Votes: 12 | Hits: 4300 |
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| Submitted July 23, 2003 |
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Xeryx's Weapons and Technology Mod v1.0 |
Here's a list of the changes:
SHIP WEAPONS:
The basic weapons are still the same. I only re-ordered a few of them. I did change some of their sizes, and boosted some of the damages. I mainly changed Shield penetrations and armor piercing values. But overall there are the same weapons that you know and love.
I reworked all weapons mods. The only mod that is the same is enveloping. These mods are, the heart of this mod. The weapons mods NOW allow the computer to use all available mods for their intended purposes. You will also find that certain mods maybe only available for certain weapons. I researched fiction and real theory, to come up with some of these ideas. The mass weapons you will find will primarily be you PD weapons for your ships. This is due to the rate of fire and constant damage; the only problem with this is the AI uses them just as well.
Weapons:
Switched Rail Gun to your first mass tech. Gauss cannon is second, Quark cannon is third and the Mass driver is now forth, and Dark Matter projector is last. I changed the order for theoretical reasons. Rail guns and Gauss cannons fire small particles or projectiles. The Quark cannon I improvised a theory of operation. The Mass driver was totally wrong for theory. It is something that would be used to launch space vehicles. I am still contemplating making this a planet-destroying weapon. In the mean time it should do well for bombarding planets :)
I have done some balancing of the weapons mods. I am not going to list the specifics here. You can always look at the tech descriptions.
I added two new classes of "fighters" the Bomber and the Heavy bomber.
I removed 5 missile classes, each transition to each warhead is 2x the strength. I needed tech level room for the mods.
Fire Bases:
DF base is now first on the list at level 0
Fighter base is level 4
Missile base is now level 8
I Increased the damages, and amounts of fighters and missiles.
I also decreased the fire rate.
Armor:
Base values have been doubled. Deflection is the same.
I guaranteed all armors.
Hull Classes:
I moved the Light cruiser to level 4
Other Tech Changes:
I revamped the Taskforce rules to enlarge TF's and have a better mix of ships. This will help with the PD bug.
I also revamped the Military AI file to give better troop ratios. And Build ratios of ships to troops. More ships.
I eased the enemy aggression rating, so if you want it more aggressive just change it back to 70. |
Rating: (4/5) |
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Votes: 9 | Hits: 4739 |
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| Submitted July 26, 2003 |
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Richy's Race Ethos Mod v1.0b |
I've modded ethos back into the game as three separate race pick categories.
Version 1.0 includes:
Ethos Goals (Pursuit of knowledge, Honour, Materialism, Equality)
Ethos Society (Individualist, Clan, Nationalist, Universal)
Ethos Divinity (Monotheist, Polytheist, Atheist, Emperor-god)
In-game description of each pick (about four pages of text), and unique point values for each race that match the backstory.
This mod is made on Bard_of_Prey's Race Balance Mod. It includes all the changes from version 1.2 of his mod, except the Social Order category, which I removed. It was too similar to the Ethos Society category.
Plus, I've removed the pick points for Senate Membership. I thought it was kinda dumb, since random was free and you could just quick-game it until you got the starting position you wanted. From now on, any starting position you want is free. I however had to switch the order of the picks in that category, so that random would come last and be the default pick. |
Rating: (4/5) |
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Votes: 6 | Hits: 4987 |
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| Submitted September 14, 2003 |
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Pattons Tech Balance Mod v1.1 |
Changes to version v1.0:
- DF damage increased slightly to counteract new fighter capabilities
- Increased the number of carriers will try to build and deploy
- Fixed an error in TF fielding.
- Adjusted cost of buildings down to about 1/2 of what it used to be to free up money for production.
- Adjusted cost of ground troops in field and in reserve in a continuing effort to encourage the AI to invade.
- Continue to adjust collateral damage rates to population, to keep the AI from razing every planet, every time.
- Added Bombers. Adjusted damage and space ratios for Interceptor, Space Superiority Fighter and Heavy Fighter as well.
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Rating: (4/5) |
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Votes: 6 | Hits: 3774 |
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| Submitted March 20, 2004 |
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Auto-Migration Mod v2.2 |
+40% Migration for all races (But Ithkul & Gasbags)
-16% Migration for Ithkul
-8% Migration for Gasbags
How this Mod works.
1.Colonise a planet.
2.When you have enough population set migration.
3.Select a planet to colonise in the same system as migrating planet.
4. 4-6 turns later the planet will be colonised by migration.
INFO
Multiple planets maybe colonised per turn.
Removes the need for system colonies & outpost ships.
Colonies that do not have the population to become colonies will become outposts first for your race. |
Rating: (4/5) |
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Votes: 5 | Hits: 3641 |
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| Submitted July 22, 2003 |
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Bard of Prey's Race Balance Mod v1.2 |
This is an updated version of my Race Balance Mod. It makes a number of changes, including the following: removes ground combat trait picks (they don't work), and makes the ground combat abilities part of racial hardwiring; rebalances the hardwiring bonuses and race pick bonuses; adds a brand new race pick (Social Order); updates the in-game descriptions of race picks and adds hardwiring bonuses to the in-game race descriptions.
There are also a bunch of minor changes, including a change to habitability preferences (to put Harvesters back on cold planets), and a few bug fixes. Full details can be found in the enclosed readme file. |
Rating: (4/5) |
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Votes: 4 | Hits: 5042 |
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| Submitted July 28, 2003 |
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Pattons Tech Balance Mod v1.2 |
Changes from previous versions are listed below:
- Decreased the damage ratio increase for missile warheads, to make them more static throughout the game
- Increased size of Ion fighter
- Decreased fighter damage across the board
- Continued effort to increase AI aggressiveness
- Continued effort to make AI invade more often
- Continued effort to balance TF makeup and composition
- Allowed LR into escort and picket rings
Feedback and suggestions always welcome!
Patton1942 [at] hotmail [dot] com |
Rating: (4/5) |
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Votes: 4 | Hits: 3128 |
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| Submitted April 30, 2004 |
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Ground Combat Fix v1.0 | |
This mod fixes the intended ground combat effectiveness by removing the accuracy, reflexes and toughness attributes (because they don't work, so they are effectively free points for you to use) and entering the totals into racemodifiers.txt where they will work. In order to prevent a large loss of racial point picks by the removal of those 3 attributes, a new "Military" attribute was added. The Military attribute effects fleet maintenance costs and military dea efficiency. The "Military" race pick retains the 70 point spread that made up the 3 removed attributes. eg: Grendarl are prohibited from taking Military "poor" and can gain up to 50 points for choosing to drop down to Military:Average. |
Rating: (4/5) |
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Votes: 4 | Hits: 3192 |
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| Submitted May 9, 2004 |
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Paladin-007s Defensive Mod v1.1 |
This mod makes the following changes:
1. Enforces Task force Rules. All TF's must have PD
2. Increases Task force size to 36 ships
3. Increases PD presence by 25%.
4. Increases Orbital size by 24X.
5. Increases System Ship size by 6X.
6. Increase Planetary shield Strength. Deflection up 25%. Strength up 10%.
7. Increase capacity of Fighter bases by 3X.
8. Increase capacity of Missile Silo's by 3X.
9. Increase fire rate of Beam bases by 5X. |
Rating: (4/5) |
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Votes: 3 | Hits: 3009 |
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| Submitted March 5, 2005 |
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Summer of Love | |
Everyone sort of likes each other, except for the Ithkul and NOs. The galaxy unites against their former oppressors! |
Rating: (4/5) |
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Votes: 2 | Hits: 2277 |
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| Submitted April 29, 2005 |
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Bard of Prey Government Mod v1.2 |
This mod rebalances the various Governments and Government Series available in the game. The Government Series have been rebalanced so that Representative and Collectivist Governments justify their cost in 'race pick points', and the specific Governments are changed so that they are balanced against each other within each Series. The specific effects of each Government have also been changed to make them more 'realistic' and varied, and to ensure that each form of government is useful in different situations.
Finally, all of the in-game descriptions and Encyclopedia entries for Governments and Governments Series have been completely re-written, and sections added to the Encyclopedia to list detailed effects of each Government in-game. The Encyclopedia setions have been provided in separate text files so that they do not conflict with any existing Encyclopedia mods you may be using. |
Rating: (3/5) |
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Votes: 2 | Hits: 3874 |
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| Submitted July 2, 2003 |
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