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Description: Game data modifications (mods) for Space Empires V.
Deprecated (12) Obsolete versions of Space Empires V mods, maintained primarily for PBW games.
| | Modworks (0) Practical implementations of Space Empires V modding concepts.
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Absolutum Dominium 
This is a mod I made mostly for my own enjoyment. I''ve altered and added things I felt would add more depth to the ship/unit designing experience as well as general gameplay. |
Author: Fulgrymm Version: 1.0 Compatibility: SE5 1.66 Filesize: 1.18 MB Added on: Feb-08-2008 Downloads: 2254
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Balance Mod v1.14 
The SE:V Balance Mod is a project that started during the summer of 2006 before SE:V made its debut. It's an attempt to provide a set of balanced data files in the spirit of the standard game. Make sure to get the 1.14a patch to continue your savegames in SE5 1.71
Note that savegames created with Balance Mod v1.09 or below will not work with Balance Mod v1.14. Balance Mod v1.10-13 savegames will, however. |
Author: Captain Kwok Version: 1.14 Compatibility: SE5 1.66 Filesize: 6.35 MB Added on: Feb-21-2008 Downloads: 3810
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Battlestar Galactica 4.3 Without Music
The latest release and updated BSG mod 4.3, contains fixes for all the major bugs (diplomatic contact problem, AI use of FTL drives and disappearing shipsets in viewers). Several new added features and some balancing tweaks for components and ships. Please report any bugs to the forum! Enjoy! More still to come!!
No music folder included. |
Author: Isopsycho Version: 4.3 Compatibility: SE5 1.77 Filesize: 21.57 MB Added on: Apr-03-2009 Downloads: 368
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Colonizable Asteroids 
Based on Marhawkman's original concept, this mod allows colonization of asteroid fields by special component (see readme for details). All the mechanics are in the event script with little text data required. Based on stock SEV 1.74 |
Author: Isopsyco Version: 1.0 Compatibility: SE5 1.74 Filesize: 3.61 MB Added on: Jun-29-2008 Downloads: 1168
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Crimson Concept Mod v0.5.01
Designed to focus new, revised, and interest concepts. The following are new concepts for 5.01:
Detail Info for 5.0
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* Nomad Comps
Allows players to build a space base empire. No AI support.
* Loan System
A system that allows empires to apply for loans to help with hard economic times. The loan system uses a 30 yr fix term. This system also adds a saving account setup so player with resources can gain interest off those resource. But if an empire doesn't make their payments, watch out for the repo man. The AI is supported.
* Mercenary System
Adds the ability for an empire to hire Mercenary ships by building them at a very low cost. The plus side to Mercenary ships are that they have slight more powerful weapons and armor, Can be build faster, and more a slight increase in to hit. The down sides are that all the ships in system with a Mercenary ship will take a hit on exp, the maintenance cost is the same as normal ships, if the Mercenary ship is out number by enemy ship in system some will run away, and if a system has to large a percent of Mercenary ship to normal ship the Mercenaries in system may take over that system.
* The New Mods add
- BM pollution mod 1.01
- Balanced Mod 1.18 with minor fix
* Fix some more bugs and balance issues, Much more stable now.
* All previous versions concepts
Concepts Add, revised, and Removed for 5.01
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- Remove Planetary Yards
- Limit Planet Ship Yards
A ship yard facilities on planets are limited to building ships no greater 600. Has AI support.
- Improve the importance of home worlds and older worlds, Changed the number of facilities.
1. Arcology : This facility increases the amount of space and cargo area on a planet.
2. World Shell : This facility increases the amount of space and cargo area on a planet by double.
Version 0.5.01 (12 March 2009)
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Fix > PlanetSize.txt
Add > Max Loan Amount to Log message
Change > Lower term time, 10 yrs
Fix > AI script problem with Loan system causing hang ups and Index Errors
Add > Cultural value is now effected by each empires government, Ender should love this.
Change > Max Limit of Loan system to include Storage and The total Production of resource produced.
Fix > Comp Problems
Change > Slow down Research
Remove > Planetary Yard, Could not make it work the way I wanted to.
Add > New Concept, Limit Planet SY to building ships no larger than 600, AI Supported
Add > Value for Mercenary to leave/rebel to Log message.
Change > Now only 2 facilities need to increase facilities on planets
Version 0.5.0 (04 March 2009)
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* Add > Intel Shop, Research Lab - Nomad Comps
* Add > Radioactives Resource Tank, Organic Resource Tank, Mineral Resource Tank - Nomad Comps
* Add > Ordnance depot, Solar Resupply Center, Quantum Resupply Center - Nomad Comps
* Add > Loan System with AI support
* Add > Institute of Galactic Finance, IGF Credit Union - Loan Facilities
* Add > Tech - Loan Economic
* Add > Tech - Radioactives Loan, Organics Loan, Minerals Loan
* Add > Mercenary System with AI support
* Add > Mercenary Bridge Lvl 1, Mercenary Bridge Lvl 2 - Mercenary comps
* Add > Mercenary Mounts
* Add > Tech - Mercenary Systems
* Integrated > Captain Kwok's Balance Mod 1.18 with minor fix
* Integrated > BM pollution mod
* Add > Mechaniod Medical Lab with AI support
* Change > Medical Lab back to normal
* Fix > Minor fixes to the comps, facilities, and events
* Change > Adjust the research valve in the event script
* Change > AI Global Functions to adjust for different size facilities
* Change > Plague spread rate is divide by the number of Medical Facilities in system.
* Change > Plague Now checks planets to see if pop > 1 million and if not clear the planet of plague
* Change > Increase all Colony comp cost
* Change > Increase space station increase rate from 100 to 200
There is more info on the new concept under [url=http://sites.google.com/site/crimsonconceptmod/note]Notes Here[/url]. Hope you guys like it.
He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao
Crimson's SEV Site for Crimson Concept Mod, Highlighter, Blog, and Other things SEV |
Author: Cimson Version: 0.5.01 Compatibility: SE5 1.77 Filesize: 4.27 MB Added on: Mar-12-2009 Downloads: 990
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Crimson Concept Mod v0.6.0 
Crimson Concept 6.0
Designed to focus new, revised, and interest concepts. The following are the currently concepts:
-Armor Adjustments
Believing that armor covers a ship, at least in the current game setup, armor comps on ship/drone/base should not take up space and cost a ship/drone/base speed and mobility. Thus now armor slows a ship/drone/base down, decrease its change to hit and decrease its change to defend. Sat/Weapon platforms and all other units still use the previous setup. Has AI Support.
- Thanato Technology
A technology that increase normal weapon, shield, armor, and engine amounts. However the side effects included increase cost, possible the destruction of colonies with Depots, but not the planet, and nearby star, and more importantly the development of a permanently birth rate decrease at high levels. Now the empire can past tech regulation to control most of the effects,as well as banning tech to remove most of the effects. Has AI support.
- New Research Setup
Added "BM Random Research Events" script with a random function to the Base Research formula in the formula.txt. The Random function is set to multiply the base value by .85 to 1.30 . Has AI support.
- Family Facilities
New resource facilities that are smaller versions of the normal facilities, but do not produce at much resource comparably to the larger ones. Also facilities increase happiness and reproduction rate, people enjoy their job more. Has AI support.
- Racial Traits - Psychic
Seeing that Psychic race can read minds keeping secrets will be a joke. Intel facilities produces 50% more points for empire with this traits. Racial Trait cost increase to 1500. Has AI Support.
- Racial Traits - Mechanoids
Mechaniod race bodies can take more stress than a normal beings body, which mean that their ships can going faster. Also since the race is a computer base race a little version of the master computer is gain from at the begin of the game. Lastly increase the cost of the Trait to 1000 points.
- Dimensional Pocket Manipulation
Allows for a race to gain a Technology that increase the space of cargo like comps. Has AI support.
- Ship Diversity - Size
Wanting a little more diversity in ship sizes, a increase in all ships and base was done. Has AI Support.
- Closed Warp Points
Warp points that are cloak with a unknown connecting systems. Ships must be in range of seeing the warp point at the end of the turn for it to be seen next turn. AI will search for Closed Warp points when ship have no other orders.
- Terrorism and Insurgency
Added Training camps and new intel projects. The Training camps provide intel points, decrease happiness, and if to many are located on a single planet they may rebel. Also if planet is capture with pop on it still alive, it will cause the new owner to have Insurgency problem. The planet in question will have bombing and a chance of rebel for few turns after being capture. Lastly the new intel projects are suicide bomber, Decrease Happiness with little damage, and cell , a lot of damage but takes time to set up. Has AI Support.
- Research to Resource
Allow unused research point to turn into resource for the empire, Cost savings. Exchange rate is 3 research point to 1 resource point of each resource. No AI support and none plan.
- Force Freedom
Forces a planet to rebel, start a empire, rename the planet, and move the planet to another system. All this is done by simply renaming the planet to "Freedom". No AI support and none plan.
- New Comps/Techs
Robo - Monoliths > No AI support
Advance Point defense Software > Decrease reload time of PD weapons. Has AI Support.
- Setting Changes
Override InvConfiguration Slots set to TRUE
- Space infrastructure
Allows players to build infrastructure in space around planets. No AI support.
- Plus all the concepts from the other versions
This Mod is based off of the Balanced Mod 1.19 with minor fix. Any questions on any of the concepts used in this Mod either post on the forums, email me, or look up the NOTES page at http://sites.google.com/site/crimsonconceptmod/. Hope you like the Mod and any suggest will be welcome.
Version 0.6.0 (16 June 2009)
------------------------------
- Add > log warning for cultural system
- Change > Diminish Return System now adjusted it''s formula based on the total number of planets in the game.
- Change > Reduce Pod Reload time by half
- Change > Increase cost to colony comps
- Add > if "Psychic" increase intel points produce by "Intelligence Center" by times 1.5
- Fix > minor problem with cultural script
- Change > Increase Mechanoids cost to 1,000
- Change > Increase Psychic cost to 1,500
- Add > Master Computer gain +1 movement bonus
- Add > Master Computer gain if empire has racial trait Mechanoids
- Add > Thanato tech, cultural effect, Thanato effect
- Add > Thanato effect to comps and facilities
- Add > Advance pd software tech and changes to comps
- Add > Terr Facility/Tech/Script event
- Add > Family Facilities - 4
- Add > Dimensional Pocket Manipulation Comps/Tech
- Integer > BM 1.19
- Add > Robo-Monoliths
- Change > Nomad comp to Space infrastructure
- Fix > Minor event script problem with open warp point message
- Add > New Armor concept
- Change > All other heavy, light, racial, and special armors to adjust for the new armor setup
- Change > Override InvConfiguration Slots set to TRUE
- Change > Sy numbers change to limited to 3 per planet and Ship are unlimited.
- Integer > BM Random Research Events Add-On
- Change > Adjusted ship tonnage sizes |
Author: Rnl Version: 6.0 Compatibility: SE5 1.79 Filesize: 4.29 MB Added on: Jul-02-2009 Downloads: 0
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