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Description: Obsolete versions of Space Empires V mods, maintained primarily for PBW games.
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AddOn Mod v1.2 
The AddOn Mod adds new kind of planets Condensed, Water, Enormous and Gigantus as well as new atmospheres Ammonia, Sulphur Dioxide and Hydrochloric. It changes graphic to a universe adding dust stars, more stars and planets rotation. In a relation to the Balance Mod, supply abilities of planets were rebalanced, a few changes to the technologies of facilities were added as well as Hostile Atmosphere trait. Changes in an arrangement of science groups were made and a mud section of the galaxy was added in starting options. All above new as well as older elemets are balanced appropriately.
AddOn 1.2 Mod is a general mod changing the main elements in the game. But it's structure allows new ideas to be included. The goal is to make a new level of 4x game ( SE5) including every enjoyable elements all together.
The latest version is 1.20, which is compatible with the US/English v1.79 of Space Empires V. It includes Captain Kwok's Balance Mod v1.19g AI.
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Author: Kuna Version: 1.2 Compatibility: SE5 1.79 Filesize: 13.12 MB Added on: Sep-30-2010 Downloads: 1134
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Balance Mod v1.09 
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. |
Author: Captain Kwok Version: 1.09 Compatibility: SE5 1.44 Filesize: 5.07 MB Added on: Jun-10-2007 Downloads: 2538
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Balance Mod v1.09 PBW Patch
This patch allows BM 1.09 games to be played in the SE5 1.58 patch. It's primarily intended for v1.09 PBW games, but it does have an AI update for those that wish to carry v1.09 Balance Mod saved games to the v1.58 SE:V patch. Note that you need v1.09 installed prior to applying the patch. |
Author: Captain Kwok Version: 1.09 PBW Compatibility: SE5 1.58 Filesize: 2.26 MB Added on: Oct-23-2007 Downloads: 622
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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: 8046
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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: 2554
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Dark Nova v5.03 
SEV version of Dark Nova mod. The main concept of this mod is Diversity. Development of this mod will be in stages.
5.03 includes several new ship sizes (scout, escort, corvette, worldship), lots of new unit types and dedicated ship hulls.
Another addition is lots of new Unique Ruins techs. Many new Uniques including Enhanced ship hulls techs.
Further versions will add more Enhanced techs and Cross-over Techs. |
Author: bearclaw Version: 5.03 Compatibility: SE5 1.66 Filesize: 418.96 Kb Added on: Feb-02-2008 Downloads: 3204
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DJAS Mod v11 
arthurtuxedo's reworking of Captain Kwok's Balance Mod, featuring a 3 tiered ship system and more. |
Author: arthurtuxedo Version: 11 Compatibility: SE5 1.44 Filesize: 2.14 MB Added on: Aug-29-2007 Downloads: 2264
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DJAS Mod v30
arthurtuxedo's DJAS mod version 30.
DJAS mod is built from the Balance Mod (what isn't?), but completely overhauls the weapons, vehicle sizes, and armor / shields.
Weapons, armor, and shields have quasi-infinite tech trees with 100 levels, but with 2 research Breakthrough techs that usher in powerful new weapons and defenses. The breakthrough techs are expensive, though, so a player must be careful when to research them. Too early and one will be left wide open to an early rush. Too late and you will be facing an opponent with hyperadvanced tech.
A starting player has access to all ship sizes right away, and they all get bigger together. Bigger is not necessarily better, but you will need big, small, and medium ships to win. Every vehicle type is countered by another, and there is no one size that will carry a player to victory by itself.
Please note, this mod has no functioning AI and is multiplayer only. There are no plans to implement AI.
Changes since the last posted version include many bugfixes and improvements to game balance and TIE Fighter-style mines. |
Author: arthurtuxedo Version: 30 Compatibility: SE5 1.79 Filesize: 2.19 MB Added on: Oct-01-2009 Downloads: 700
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DJAS Mod v41
DJAS mod is built from the Balance Mod (what isn't?), but completely overhauls the weapons, vehicle sizes, and armor / shields.
Weapons, armor, and shields have quasi-infinite tech trees with 100 levels, but with 2 research Breakthrough techs that usher in powerful new weapons and defenses. The breakthrough techs are expensive, though, so a player must be careful when to research them. Too early and one will be left wide open to an early rush. Too late and you will be facing an opponent with hyper-advanced tech.
A starting player has access to all ship sizes right away, and they all get bigger together. Bigger is not necessarily better, but you will need big, small, and medium ships to win. Every vehicle type is countered by another, and there is no one size that will carry a player to victory by itself.
There are a host of other features in this mod, such as sensor arrays, capital cities for homeworlds, a new take on mines, and a variety of customized mounts.
DJAS now has WORKING AI, so go kick some computer behind!
Versions labeled 32+ will be savegame compatible with version 32. If a new version is still labeled 32+, you can update without breaking your savegame.
See this thread for ongoing discussion: http://www.spaceempires.net/ftopict-7880.html
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Author: arthurtuxedo Version: 41 Compatibility: SE5 1.79 Filesize: 2.29 MB Added on: Feb-28-2010 Downloads: 752
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