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Warp 10 Mod 2.3.1 release
Posted on Thursday, August 21st @ 10:20 am GMT (11038 reads)
Space Empires V Expanded release for Warp 10 Mod for SE5

https://onedrive.live.com/redir?resid=A8EBB1E1AF6F54DC%21200

BEHOLD!

It's a bit of an alpha release, and HUGE(.9G). NOTE: this is a full mod package, you should not need any files from previous versions. It includes the shipsets for all 25 main races.

Mod features:
This is a Star Trek themed mod for Space Empires 5.
I expanded the tech tree to add many options not present in the stock game.
2.2.0 had 15 main race traits, in 2.3.1 this has been expanded to 25.
Each main race trait has access to a selection of the new techs, for more information see the file in the mod labeled racedata2.xls.

What it lacks:
there's a minor glitch with the baseship model for Vulcans, the game keeps complaining about how it's allegedly missing a texture file, but otherwise there doesn't seem to be anything wrong with it. (The Baseship displays fine)

The 10 new races don't have functional AIs. I'm planning to add those later.

 
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SEnet ModworksSpace Empires V

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Re: Warp 10 Mod 2.3.1 release (Score: 1)
by Artful_Bodger on Monday, September 29th @ 4:26 am GMT
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Just tried a quick start game with this version.

Ran into a zombie Empire :

http://files.spaceempires.net/user/2591/BadTreaty.jpg
http://files.spaceempires.net/user/2591/BadEmpire.jpg

Symptoms are
1) %treaty name (as per screen shot)
2) Ignores treaty messages entirely
3) Does not expand into its own sector (despite abundant own type planets).

Saw this in the latest version of CCmod, there it led to game crashes later on.

If its the same bug, you won't be able to assault the planet.

Suspect the setup (or quick start setup) is buggy.




Also a glitch with Fed small transport graphic, its thumbnail uses the transport, yet the main ship graphic and design screens use a destroyer hull.



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