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<title>SEnet Modworks News</title>
<link>http://www.spaceempires.net/article-topic-7.html</link>
<description>Latest 25 news articles from SpaceEmpires.net.</description>
<language>en-us</language>
<managingEditor>admin@spaceempires.net</managingEditor>
<webMaster>admin@spaceempires.net</webMaster>

<item>
<title>AddOn Mod v2.0 Released</title>
<description><![CDATA[This newest version of AddOn Mod has full AI support for new planets. It brings a lot of new elements to the game.<br />
<br />
AddOn mod v2.0<br />
<br />
]]></description>
<pubDate>Tue, 25 Oct 2011 14:48:06 GMT</pubDate>
<link>http://www.spaceempires.net/article443.html</link>
<guid>http://www.spaceempires.net/article443.html</guid>
</item>

<item>
<title>Warp 10 Mod v2.2.0 Released</title>
<description><![CDATA[Yes, that's right. I finally got around to doing another release!<br />
<br />
Warp 10 mod is a mod for SE5 v1.79.<br />
<br />
Download WarpTen2.2.0.7z Patch<br />
<br />
For more info read these files that are included in the 7z file:<br />
<br />
plans.txt<br />
racedata.xls<br />
W2.0.txt<br />
<br />
You can read the changelog file too but it's more for entertainment than mod documentation.]]></description>
<pubDate>Wed, 06 Jul 2011 06:35:59 GMT</pubDate>
<link>http://www.spaceempires.net/article442.html</link>
<guid>http://www.spaceempires.net/article442.html</guid>
</item>

<item>
<title>FQM5 Beta 15 Released</title>
<description><![CDATA[A new version of FQM5 has been released. This release includes some bug fixes, as well as some new textures and a new system type. You will need to download Effects Pack 5 of the Multimedia Pack.<br />
<br />
Version 5.00 Beta 15 - 26 February 2011:<br />
Files Altered: QuadrantTypes.txt, StellarAbilityTypes.txt, StellarObjectTypes.txt, SystemTypes.txt, XFileClasses_Stellar.txt<br />
1.  Changed - Black Holes now do 500000 damage in the center, and reduce shield points by 500000.<br />
2.  Added   - Magnetar systems.<br />
3.  Changed - Brightened storm textures.<br />
4.  Fixed   - 6 and 8 planet Standard Systems now have balanced distribution of planet types.<br />
5.  Fixed   - Fixed location Asteroid Belt systems were missing a space before the system number.<br />
6.  Fixed   - Added Destroyed Star object to Rogue Gas Giant systems to fix a warp point bug introduced around SE5 1.79 patch.<br />
7.  Changed - Removed Brightness Offset Percent RGB from planet xfile classes to restore shadows.<br />
<br />
Download Page]]></description>
<pubDate>Sun, 27 Feb 2011 06:04:12 GMT</pubDate>
<link>http://www.spaceempires.net/article441.html</link>
<guid>http://www.spaceempires.net/article441.html</guid>
</item>

<item>
<title>AddOn Mod v1.3</title>
<description><![CDATA[This newest version of AddOn Mod includes Balance Mod's v1.19h AI and five new ready-to-choose empires.<br />
<br />
Download AddOn Mod v1.3<br />
<br />
Download AddOn Mod Race Pack]]></description>
<pubDate>Fri, 08 Oct 2010 14:31:13 GMT</pubDate>
<link>http://www.spaceempires.net/article433.html</link>
<guid>http://www.spaceempires.net/article433.html</guid>
</item>

<item>
<title>New AddMod 1.2 for SEV Released</title>
<description><![CDATA[AddOn 1.2 keeps balance of Captain Kwok's Balance Mod but adds new gameplay elements. You have AddOn Mod new elements and the Balance Mod v1.19g all together. There is no need to install it separately.<br />
<br />
Download AddOn Mod<br />
<br />
And, keep it in mind. Balance of all above elements I've taken a lot of time. It works fine. Enjoy! :)<br />
<br />
Version 1.20 (September 2010), it is still the first issue<br />
-------------------------------- <br />
<br />
A.VII. A few major graphical changes to a universe were made.<br />
<br />
See the readme.txt for details.<br />
<br />
A.VIII. A mud section of the galaxy was added in starting options.<br />
<br />
<br />
Version 1.10 (September 2010)<br />
--------------------------------<br />
<br />
A.I. New kind of planets Condensed (Condensed Liquid) and Water were added.<br />
<br />
A.II. New kind of atmospheres Ammonia, Organic, Sulfur Dioxide and Hydrochloric were added.<br />
<br />
A.III. New kind of planets sizes Enormous and Gigantus were added.<br />
<br />
A.IV. Supply abilities of planets were rebalanced.<br />
<br />
A.V. A few changes to the technologies of facilities were added as well as Hostile Atmosphere trait.<br />
<br />
A.VI. Changes in an arrangement of science groups were made.<br />
]]></description>
<pubDate>Thu, 30 Sep 2010 15:01:36 GMT</pubDate>
<link>http://www.spaceempires.net/article432.html</link>
<guid>http://www.spaceempires.net/article432.html</guid>
</item>

<item>
<title>Balance Mod v1.19h Available!</title>
<description><![CDATA[Yet another update is available for the Balance Mod featuring the usual mix of fixes and AI improvements.<br />
<br />
You can see the version history here...<br />
Balance Mod History<br />
<br />
...and can download it here:<br />
Balance Mod Download]]></description>
<pubDate>Sun, 26 Sep 2010 16:58:37 GMT</pubDate>
<link>http://www.spaceempires.net/article431.html</link>
<guid>http://www.spaceempires.net/article431.html</guid>
</item>

<item>
<title>Sky Mod v0.55 Released</title>
<description><![CDATA[The newest version of this mod fixes all known bugs.<br />
<br />
See the change log for more details.]]></description>
<pubDate>Sun, 27 Jun 2010 23:14:40 GMT</pubDate>
<link>http://www.spaceempires.net/article426.html</link>
<guid>http://www.spaceempires.net/article426.html</guid>
</item>

<item>
<title>New Release for Crimson Concept Mod to version 8.0</title>
<description><![CDATA[New Release of Crimson Concept Mod 8.0 - Designed to focus new, revised, and interest concepts.<br />
<br />
<br />
Download here.<br />
<br />
- Racial Traits - Pirates<br />
    Allows the creation of an pirate empire in the game by allowing early access to tech and comp, new a comp and facility, and bonus to current comps.  Has AI support.<br />
<br />
- Racial Traits - Organic Host<br />
    Creates living organic ships, which gain and loses bonus abilities basic on the experiences of the ships.  The living organic ships are only half the size of the normals, but gains a new comp "Ship Brain" to control the ship by.  Has AI support.<br />
<br />
- Hive Mind<br />
    This concept adds a single mind type empire with a Hive Mind needed to run the empire properly.  If the Hive Mind is loss then the empire will have several penalties.<br />
<br />
- Racial Traits - Monster<br />
    Allows for a work around to have monsters in the game with special abilities comps.  The monster empire will be limited on the number of ships it's allow to have in the game and by the fact that it's research techs are only what other player have researched.  Has AI support.<br />
<br />
- Budget management based on politic ideology type<br />
    Allows an empire to reduce maintenance cost of the empire, but at the cost of side effects, by the use of facilities.  The amount of maintenance cost lowed, the side effects and the scope of both are based on the politic ideology type a empire has researched.  There are three types in the game now: Democratic, Socialism, and Fascism.<br />
<br />
- Inter-nation public relation<br />
    The effects on happiness of an planet based on the present of another empire in the same system with other factors including, but not limited to, it size and facilities on those planets in that system.  No Effect on AI<br />
<br />
- Over crowding<br />
    Decrease Planet happiness if planet's pop is too high and increase happiness if planet's pop is low.  No Effect on AI<br />
<br />
- Remote Storms<br />
    Collect resources from storms like remote mining comps do.  Has AI support.<br />
<br />
- EPA<br />
    A facility that divides Pollution value use in the BM Pollution Mod.<br />
<br />
- Mad scientist<br />
    A new Research facility that has a increase in research at the cost of side effects.  Has AI support.<br />
<br />
- Minor seasonal to planets<br />
    Allows for the increase and decrease of the organic value based on the date, planet size, and distance from the sun.<br />
<br />
- Weapon Customization Techs<br />
    Allows the customization of weapons comp based on different weapon types to give bonus in the areas of range, damage, structure point, tonnage Space, and Reload Time.  One thing to note however is that an empire can not research all the customization techs.<br />
<br />
- Society Tech Improvements<br />
    Though the use of Applied and Weapon techs Player gain New Cultural Achievement that help the empire.<br />
 <br />
- Zero Supplies Event<br />
    When ships only run out of supplies, there is a chance of damage to the ship due to not being able to do ship upkeep.<br />
<br />
- Patent System<br />
    Allows for allies to steal each other techs in a passive way, but at the cost of being fined.  Has AI support.<br />
<br />
- Vertical Scraper<br />
    Creates facilities that can increase abilities of current facilities on the planet without the need of using facility space.  Vertical Scraper types can not be build on planets without the required parent facility.  Has AI support.<br />
<br />
- Mobile facilities<br />
   Develops an new unit that has similar abilities as facilities. No AI support.<br />
<br />
- Enhance tax system<br />
   Turn current resource production to a 30% tax rate.  This allows for facility policies that increase production amounts at the cost of pop happiness. No AI support.<br />
<br />
- Planet Facility Analyze Tech<br />
  A concept that allow for the research of technology behind an facility. No AI support.<br />
<br />
- Integrated > BM 1.19g and the Zero_Population_Decay Mod<br />
<br />
- New Comps/Techs<br />
    Engine Room > Repair ships on ships. Has AI Support.<br />
    Repair Deck > Repair Units on ships.<br />
    Point-Defense Electric Field > organic PD<br />
    Co-op Ship Yard Module > Ship based Robotoid Factory<br />
    Pod Plasma Missile > POD version of the Plasma Missile<br />
    Pod Anti-Matter Torpedo > POD version of the Anti-Matter Torpedo<br />
    Pod Quantum Torpedo > POD version of the Quantum Torpedo<br />
    Pod Gamma Pulse Torpedo > POD version of the Gamma Pulse Torpedo<br />
<br />
- New Facility<br />
    Home World Culture Center > Make Home worlds more valuable.<br />
<br />
- New Images<br />
   Using images from Kontana's pic Mod.<br />
<br />
- Damage Type Change<br />
    Deplete Supplies damage type don't skip shield now.<br />
<br />
- Plus all the other concept from 1.0-7.0<br />
<br />
Hope you guys and ladies enjoy it and please post any comments or problems. Oh the Mod site's notes page was update with all the old and new concepts to help you guys play the mod better. Click here for the Notes. Also I would like to thank the tester for help finding all the little problems in the newer concepts. <br />
]]></description>
<pubDate>Wed, 09 Jun 2010 19:28:15 GMT</pubDate>
<link>http://www.spaceempires.net/article424.html</link>
<guid>http://www.spaceempires.net/article424.html</guid>
</item>

<item>
<title>Skywalker V1.4</title>
<description><![CDATA[Latest version of this mod is now available. Added some specialised ship types, namely Command Ship, Fleet Leader Ship, Rangefinder ship, and Molecular Disturbance ship. Also new satellite types, Outpost (generates shields around a planet), Repair Satellite as well as a missile that actually destroys satellites!<br />
<br />
All new warp points also included. This version assumes you have a previous version and excludes any pics included previously to keep size down. Email me if you need anything a_roberts@activ8.net.au<br />
<br />
<br />
Shipsets not included, but all necessary AI files are. Note AI's will research all fields including the extra ancient tech I have added. Any bugs, please let me know. :-)]]></description>
<pubDate>Sun, 06 Jun 2010 01:46:15 GMT</pubDate>
<link>http://www.spaceempires.net/article423.html</link>
<guid>http://www.spaceempires.net/article423.html</guid>
</item>

<item>
<title>Balance Mod v1.19g Available!</title>
<description><![CDATA[A new update is available for the Balance Mod that contains a mix of fixes and AI improvements.<br />
<br />
Version 1.19g corrects some errors with vehicle hull modifiers, some tweaks to components, fixes for cooperative intelligence, and a handful of AI enhancements.<br />
<br />
You can see the version history here...<br />
Balance Mod History<br />
<br />
...and can download it here:<br />
Balance Mod 1.19g]]></description>
<pubDate>Sun, 28 Feb 2010 07:34:47 GMT</pubDate>
<link>http://www.spaceempires.net/article417.html</link>
<guid>http://www.spaceempires.net/article417.html</guid>
</item>

<item>
<title>Balance Mod v1.19f Available!</title>
<description><![CDATA[Another update is available for the current Balance Mod series to fix a critical AI bug along with a number of other tweaks and adjustments.<br />
<br />
The new version fixes the AI self-destruction bug along with changes for several Crystalline components, color-coded warheads and some other AI enhancements.<br />
<br />
You can see the version history here:<br />
Balance Mod History<br />
<br />
You can download it here:<br />
Balance Mod Download]]></description>
<pubDate>Sat, 28 Nov 2009 03:49:26 GMT</pubDate>
<link>http://www.spaceempires.net/article412.html</link>
<guid>http://www.spaceempires.net/article412.html</guid>
</item>

<item>
<title>New Release for Crimson Concept Mod to version 7.0</title>
<description><![CDATA[New Release of Crimson Concept Mod 7.0 - Designed to focus new, revised, and interest concepts.<br />
<br />
 Download Here<br />
<br />
The following are the current concepts:<br />
<br />
-Policies<br />
    Creation of the Power Emission Policy , which is a comp that can create a weak sector wide cloak. But the comp also reduces the resources produce in the sector to account for the decrease in power level to hide from enemy sensors. And the Tax policy increase resources produced on a planet, but causes the planet's happiness level to decrease due to the increase demand in taxes and work hours. <br />
<br />
- Police<br />
    Creates a police unit with a event to increase happiness for the happiness increase caused by the number of troop police add vs normal troops for the AI. AI does not use police units.<br />
<br />
- Dome facility<br />
    Change the facility, cargo, and pop space of domed planet to show a unlivable planet conditions. Added Dome facilities which increase  the facility, cargo, and pop space of a planet. AI does support this concept.<br />
<br />
- Asteroid Planets<br />
    Add Asteroid Planets by using a modified Colonizable Asteroids Mod. Asteroid Planets can be mined even when the planet has a colony by  the way of a event. Also a special dome and SY facility were added for the planet. The use of a new comp is required to make the  planet and place a colony in it. AI does support this concept.<br />
<br />
- Debris Fields<br />
    Add a modified Debris and Salvage script and graphics from the BSG Mod. The Debris field now decrease in size over time and added  a chance of damage to ship in the same sector. Resource amount available to be collected from the Debris fields are based on the amount of tonnage lost in the battle there. The use of the salvage team<br />
<br />
- Trade Debt<br />
    Creates the economics of import and export trade imbalances by the use of new facilities and comps. The facilities and comps produces   resource based on the resources amounts produced in trading. Now while one empire increases in resources produce by trading, the other trading partner will see a decrease amount in resource available based on the percent of resource produced by trade facilities.  Also a raiding comp was added so players can directly reduce the amount of resource produced in a enemy system, but the ship with the comp must be in the system to do it.  AI does support this concept.<br />
<br />
- Pirate Event<br />
    Used to cause players, AI not effected, to spread their ships out to protect against pirate raids. This effect if successfully can reduce the resource amounts in the system attacked. Every system is check to see if an attack happens and the more war ships in the system the less likely the attack. Now war ships are any ships that can do more than 50 points of weapon damage total. This allow for q-ships to be use full and Mercenary comps now are counted as cargo comps. Also a new tech called 'Privateer Policy' was add that increase the chance of a pirate attack on your enemies.<br />
<br />
- FTL<br />
    Adds a modified Jump Drive and SETI Evt Type 1 mini-mod by Edge1218. Range was add for the jump drive and facility. Also if the ship's  target is outside the range of the drive then the ship will jump to a system in between. AI does support this concept.<br />
<br />
- Tug <br />
    Allows for ship to be move with the help of an event by another ship. The ship being pulled has have either Lost of a Critical Component, Current supply amount is below 50, or Damage with tonnage structure less than half left on the ship. Also the ship must have a tonnage structure equal to total pull strength of the ship, which come from the use of the new tug engine. Ship and base can be moved and AI does support this concept.<br />
<br />
- Stellar Gravity <br />
    Add a new set of facilities and comps to the game designed for late game action and based on Gravity. The new facilities can add system wide movement bonus and penalties, do damage sector to system wide, affect shield and combat sensors, help produce resources, and destroy a system from light years away. And the new comp allow for a Strong sector cloak and the movement of planets with the help of a facility. AI does support this concept, except for the planet movement.<br />
 <br />
- Setting changes<br />
    Change population modifiers to the BM amounts plus and Lower the Migration values<br />
 <br />
- Ship design > basic<br />
    Add a ship design that only includes the basic comps of a ship for human player use.<br />
<br />
- Plus all the other concept from 1.0-6.0<br />
<br />
Hope you guys and ladies enjoy it and please post any comments or problems. Oh the Mod site's notes page was update with all the old and new concepts to help you guys play the mod better. Click here for the Notes.  Also I would like to thank the tester for help finding all the little problems in the newer concepts.]]></description>
<pubDate>Sat, 31 Oct 2009 14:05:10 GMT</pubDate>
<link>http://www.spaceempires.net/article411.html</link>
<guid>http://www.spaceempires.net/article411.html</guid>
</item>

<item>
<title>SE IV 2009</title>
<description><![CDATA[News Flash! Stock SE IV re-vamped. Well just a little :-) I've updated the pics to use those in the new component pack, so engines now have an exhaust rather than a stick up... Using more colors, and more detail should give the game a new more modern look.<br />
<br />
<br />
Download here<br />
<br />
No major changes, except that all AI races can now research EVERYTHING, and in a sensible order. None of this waiting to end game to research CSM 2 - 10. They now research troops mines etc etc. I've increased their Intel and research limits, so the AI shouldn't be so easy anymore.<br />
<br />
6 additional ancient ruins added, which the AI will also research. ABK Quad files included, but provision made for playing older versions of the galaxy included.<br />
<br />
Hopefully I've included all the new facility pics required, facility.bmp included as well. Most AI races have had their own research file added in and should research all areas they need and in a balanced fashion.]]></description>
<pubDate>Fri, 16 Oct 2009 22:23:20 GMT</pubDate>
<link>http://www.spaceempires.net/article410.html</link>
<guid>http://www.spaceempires.net/article410.html</guid>
</item>

<item>
<title>Balance Mod v1.19e Patch Available!</title>
<description><![CDATA[One last patch for the current Balance Mod series has been posted.<br />
<br />
The v1.19e patch fixes a few issues with the AI's trade/gift routines along with a couple of other small fixes.<br />
<br />
You can see the version history here:<br />
Balance Mod History<br />
<br />
You can download it here:<br />
Balance Mod Download]]></description>
<pubDate>Fri, 21 Aug 2009 17:02:30 GMT</pubDate>
<link>http://www.spaceempires.net/article407.html</link>
<guid>http://www.spaceempires.net/article407.html</guid>
</item>

<item>
<title>Balance Mod v1.19d Patch Available!</title>
<description><![CDATA[A v1.19d patch has has been posted for the Balance Mod to tie up a few loose ends.<br />
<br />
The v1.19d patch contains a couple of quick fixes and tweaks for items that were missed by the last few patches.<br />
<br />
Make sure you have v1.19/a/b/c already installed before applying this patch!<br />
<br />
You can see the version history here:<br />
Balance Mod History<br />
<br />
You can download it here:<br />
Balance Mod Download]]></description>
<pubDate>Sat, 08 Aug 2009 06:16:44 GMT</pubDate>
<link>http://www.spaceempires.net/article406.html</link>
<guid>http://www.spaceempires.net/article406.html</guid>
</item>

<item>
<title>Balance Mod v1.19c Available!</title>
<description><![CDATA[A new patch is available for the Balance Mod that makes some more improvements to the AI's resource and facility management along with a few helpful fixes and tweaks.<br />
<br />
Make sure you have v1.19/v1.19a/v1.19c installed before applying the patch. It's savegame compatible with any Balance Mod v1.15+ games.<br />
<br />
You can see the version history here:<br />
Balance Mod History<br />
<br />
You can download it here:<br />
Balance Mod Downloads]]></description>
<pubDate>Thu, 30 Jul 2009 01:39:00 GMT</pubDate>
<link>http://www.spaceempires.net/article405.html</link>
<guid>http://www.spaceempires.net/article405.html</guid>
</item>

<item>
<title>Introdicing the RIG Mod for SEIV</title>
<description><![CDATA[The RIG (Rock-Ice-Gas) Mod gives unique components to Rock, Ice, and Gas races, making each race play differently. No extra actions required by the user. Just play the game as normal and your race will have access to the appropriate technology. This is done using the Colony Tech Mod 2's method of automatically selecting colonization techs, so the additional techs are added automatically to each race, without the need to select a racial trait.<br />
<br />
<br />
<br />
Rock races play similarly to stock races and start with a bonus armor component.<br />
<br />
Ice races need more minerals and have smaller ships, but start with a bonus ECM component and don't require as many organics and radioactives, and ships have extra combat bonuses.<br />
<br />
Gas races use fewer minerals and have larger ships, but Bridge, Life Support, and Crew Quarters components are larger. Gas races start with a bonus shield component.<br />
<br />
Download here<br />
<br />
Discussion here]]></description>
<pubDate>Mon, 13 Jul 2009 21:48:19 GMT</pubDate>
<link>http://www.spaceempires.net/article401.html</link>
<guid>http://www.spaceempires.net/article401.html</guid>
</item>

<item>
<title>Latest Skywalker Mod Released by Alikiwi</title>
<description><![CDATA[Finally the newest Version is ready. More new graphics, from standard components polished, new facilities (in Mod), nebulaes, storms, comets, even an ugly space weed! New hulls, ie Armed transport ship with boarding ability. worldships over 6,000 kt, world carrier ship, plus troop / tanks to 90 kt, and even a Mash Unit!<br />
<br />
<br />
Also more ancient tech to find, an extra race - Hyach, re-written to suit the Mod, and EMP files for all of them! Comes in 3 sections, so see the forum of Skywalker. <br />
<br />
download here]]></description>
<pubDate>Mon, 13 Jul 2009 13:59:17 GMT</pubDate>
<link>http://www.spaceempires.net/article400.html</link>
<guid>http://www.spaceempires.net/article400.html</guid>
</item>

<item>
<title>Balance Mod v1.19b Available!</title>
<description><![CDATA[There's another quick update available for the Balance Mod. The v1.19b patch makes a couple of improvements on v1.19a for the AI's resource and facility management functions. There's also a couple of small changes to Drone functionality and a reduction in combat speeds for freighters.<br />
<br />
Make sure you have v1.19 or v1.19a installed before applying the patch.  It's savegame compatible with any Balance Mod v1.15+ games.<br />
<br />
You can see the version history here:<br />
Balance Mod History<br />
<br />
You can download it here:<br />
Balance Mod Downloads]]></description>
<pubDate>Fri, 03 Jul 2009 22:12:13 GMT</pubDate>
<link>http://www.spaceempires.net/article399.html</link>
<guid>http://www.spaceempires.net/article399.html</guid>
</item>

<item>
<title>Balance Mod v1.19a Patch Available!</title>
<description><![CDATA[A new update is available for the Balance Mod. The v1.19a patch corrects a few bugs and adds more improvements to the AI including better resource management, unit distribution, and some refinements to colony ship and fleet handling.<br />
<br />
Make sure you have v1.19 installed before applying the patch.  It's savegame compatible with any Balance Mod v1.15+ games.<br />
<br />
You can see the version history here:<br />
Balance Mod History<br />
<br />
You can download it here:<br />
Balance Mod Downloads]]></description>
<pubDate>Fri, 26 Jun 2009 15:32:31 GMT</pubDate>
<link>http://www.spaceempires.net/article398.html</link>
<guid>http://www.spaceempires.net/article398.html</guid>
</item>

<item>
<title>New Release for Crimson Concept Mod to version 6.0</title>
<description><![CDATA[New Release for Crimson Concept Mod to version 6.0<br />
The mod can be downloaded here.<br />
<br />
Designed to focus new, revised, and interest concepts.  The following are the currently concepts:<br />
<br />
-Armor Adjustments<br />
    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.<br />
<br />
- Thanato Technology<br />
    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.<br />
 <br />
- New Research Setup<br />
    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.<br />
<br />
- Family Facilities<br />
    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.<br />
<br />
- Racial Traits - Psychic<br />
    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.<br />
 <br />
- Racial Traits - Mechanoids<br />
    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.<br />
<br />
- Dimensional Pocket Manipulation<br />
    Allows for a race to gain a Technology that increase the space of cargo like comps.  Has AI support.<br />
    <br />
- Ship Diversity - Size<br />
    Wanting a little more diversity in ship sizes, a increase in all ships and base was done.  Has AI Support.    <br />
<br />
- Closed Warp Points<br />
    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.<br />
<br />
- Terrorism and Insurgency<br />
    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 a 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.<br />
    <br />
- Research to Resource<br />
    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.<br />
         <br />
- Force Freedom<br />
    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.<br />
    <br />
- New Comps/Techs<br />
    Robo - Monoliths > No AI support<br />
    Advance Point defense Software > Decrease reload time of PD weapons. Has AI Support.<br />
<br />
- Setting Changes<br />
    Override InvConfiguration Slots set to TRUE   <br />
	<br />
- Space infrastructure<br />
    Allows players to build infrastructure in space around planets.  No AI support.	<br />
	<br />
- Plus all the concepts from the other versions<br />
<br />
	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/.  I plan to release the Ai script code so others can use the concepts if they like. Hope you like the Mod and any suggest will be welcome.<br />
<br />
Version 0.6.0 (16 June 2009)<br />
------------------------------<br />
- Add > log warning for cultural system<br />
- Change > Diminish Return System now adjusted it's formula based on the total number of planets in the game.<br />
- Change > Reduce Pod Reload time by half<br />
- Change > Increase cost to colony comps<br />
- Add > if "Psychic" increase intel points produce by "Intelligence Center" by times 1.5<br />
- Fix > minor problem with cultural script<br />
- Change > Increase Mechanoids cost to 1,000<br />
- Change > Increase Psychic cost to 1,500<br />
- Add > Master Computer gain +1 movement bonus<br />
- Add > Master Computer gain if empire has racial trait Mechanoids<br />
- Add > Thanato tech, cultural effect, Thanato effect<br />
- Add > Thanato effect to comps and facilities<br />
- Add > Advance pd software tech and changes to comps<br />
- Add > Terr Facility/Tech/Script event<br />
- Add > Family Facilities - 4<br />
- Add > Dimensional Pocket Manipulation Comps/Tech<br />
- Integer > BM 1.19<br />
- Add > Robo-Monoliths<br />
- Change > Nomad comp to Space infrastructure<br />
- Fix > Minor event script problem with open warp point message<br />
- Add > New Armor concept<br />
- Change > All other heavy, light, racial, and special armors to adjust for the new armor setup<br />
- Change > Override InvConfiguration Slots set to TRUE<br />
- Change > Sy numbers change to limited to 3 per planet and Ship are unlimited.<br />
- Integer > BM Random Research Events Add-On<br />
- Change > Adjusted ship tonnage sizes]]></description>
<pubDate>Tue, 23 Jun 2009 16:37:42 GMT</pubDate>
<link>http://www.spaceempires.net/article397.html</link>
<guid>http://www.spaceempires.net/article397.html</guid>
</item>

<item>
<title>Balance Mod v1.19 Available!</title>
<description><![CDATA[An updated version of the Balance Mod has been posted. Version 1.19 makes some significant improvements to the AI's starting technology selection, improves its handling of warp point defenses, along with the usual fixes and minor adjustments.<br />
<br />
It's savegame compatible with any Balance Mod v1.15+ games.<br />
<br />
You can see the version history here:<br />
Balance Mod History<br />
<br />
You can download it here:<br />
Balance Mod Downloads]]></description>
<pubDate>Sat, 18 Apr 2009 21:51:51 GMT</pubDate>
<link>http://www.spaceempires.net/article395.html</link>
<guid>http://www.spaceempires.net/article395.html</guid>
</item>

<item>
<title>Longship Mod</title>
<description><![CDATA[Longship Mod v1, a mod for Space Empires V, has been released.<br />
<br />
Download here.<br />
<br />
-bigger ships and planets<br />
-research not so fast (to lengthen game)<br />
-missile mounts<br />
-used on patch 1.77 and balance mod 1.18 w research mod<br />
-new fighter  Corvette<br />
-More technology levels]]></description>
<pubDate>Fri, 27 Mar 2009 11:12:55 GMT</pubDate>
<link>http://www.spaceempires.net/article390.html</link>
<guid>http://www.spaceempires.net/article390.html</guid>
</item>

<item>
<title>New Release for Crimson Concept Mod to version 5.01</title>
<description><![CDATA[rnl has released a new version of the Crimson Concept Mod, 5.01, a mod for Space Empires 5. <br />
<br />
New Release for Crimson Concept Mod to version 5.01<br />
The mod can be downloaded here.<br />
<br />
Concepts Add, revised, and Removed<br />
------------------------------<br />
- Remove Planetary Yards<br />
<br />
- Limit Planet Ship Yards<br />
	A ship yard facilities on planets are limited to building ships no greater 600.  Has AI support.<br />
<br />
- Improve the importance of home worlds and older worlds, Changed the number of facilities.<br />
	  1. Arcology : This facility increases the amount of space and cargo area on a planet.<br />
	  2. World Shell : This facility increases the amount of space and cargo area on a planet by double.<br />
<br />
<br />
Version 0.5.01 (12 March 2009)<br />
 ------------------------------<br />
Fix > PlanetSize.txt<br />
Add > Max Loan Amount to Log message<br />
Change > Lower term time, 10 yrs<br />
Fix > AI script problem with Loan system causing hang ups and Index Errors<br />
Add > Cultural value is now effected by each empires government, Ender should love this.<br />
Change > Max Limit of Loan system to include Storage and The total Production of resource produced.<br />
Fix > Comp Problems<br />
Change > Slow down Research<br />
Remove > Planetary Yard, Could not make it work the way I wanted to.<br />
Add >  New Concept, Limit Planet SY to building ships no larger than 600, AI Supported<br />
Add > Value for Mercenary to leave/rebel to Log message.<br />
Change > Now only 2 facilities need to increase facilities on planets<br />
<br />
Detail Info 5.0 Recap<br />
------------------------------<br />
* Nomad Comps<br />
<br />
Allows players to build a space base empire. No AI support.<br />
<br />
* Loan System<br />
<br />
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.<br />
<br />
* Mercenary System<br />
<br />
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.<br />
<br />
* The New Mods add<br />
- BM pollution mod 1.01<br />
- Balanced Mod 1.18 with minor fix<br />
<br />
* Fix some more bugs and balance issues, Much more stable now.<br />
<br />
* All previous versions concepts <br />
]]></description>
<pubDate>Thu, 12 Mar 2009 21:29:20 GMT</pubDate>
<link>http://www.spaceempires.net/article389.html</link>
<guid>http://www.spaceempires.net/article389.html</guid>
</item>

<item>
<title>Crimson Concept Mod v5.0 has been released</title>
<description><![CDATA[rnl has released a new version of the Crimson Concept Mod, 5.0, a mod for Space Empires 5.<br />
<br />
The mod can be downloaded here.<br />
<br />
Detail Info<br />
------------------------------<br />
* Nomad Comps<br />
<br />
    Allows players to build a space base empire.  No AI support.<br />
<br />
* Loan System<br />
<br />
    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.<br />
<br />
* Mercenary System <br />
<br />
    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.<br />
<br />
* The New Mods add<br />
    - BM pollution mod 1.01<br />
    - Balanced Mod 1.18 with minor fix<br />
<br />
* Fix some more bugs and balance issues, Much more stable now.<br />
<br />
* All previous versions concepts<br />
<br />
Version 0.5.0 (04 March 2009)<br />
------------------------------<br />
<br />
    * Add > Intel Shop, Research Lab - Nomad Comps<br />
    * Add > Radioactives Resource Tank, Organic Resource Tank, Mineral Resource Tank - Nomad Comps<br />
    * Add > Ordnance depot, Solar Resupply Center, Quantum Resupply Center - Nomad Comps<br />
    * Add > Loan System with AI support<br />
    * Add > Institute of Galactic Finance, IGF Credit Union - Loan Facilities<br />
    * Add > Tech - Loan Economic<br />
    * Add > Tech - Radioactives Loan, Organics Loan, Minerals Loan<br />
    * Add > Mercenary System with AI support<br />
    * Add > Mercenary Bridge Lvl 1, Mercenary Bridge Lvl 2 - Mercenary comps<br />
    * Add > Mercenary Mounts<br />
    * Add > Tech - Mercenary Systems<br />
    * Integrated > Captain Kwok's Balance Mod 1.18 with minor fix<br />
    * Integrated > BM pollution mod<br />
    * Add > Mechaniod Medical Lab with AI support<br />
    * Change > Medical Lab back to normal<br />
    * Fix > Minor fixes to the comps, facilities, and events<br />
    * Change > Adjust the research valve in the event script<br />
    * Change > AI Global Functions to adjust for different size facilities<br />
    * Change > Plague spread rate is divide by the number of Medical Facilities in system.<br />
    * Change > Plague Now checks planets to see if pop > 1 million and if not clear the planet of plague<br />
    * Change > Increase all Colony comp cost<br />
    * Change > Increase space station increase rate from 100 to 200<br />
<br />
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.<br />
<br />
He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao<br />
<br />
Crimson's SEV Site for Crimson Concept Mod, Highlighter, Blog, and Other things SEV ]]></description>
<pubDate>Wed, 04 Mar 2009 22:58:39 GMT</pubDate>
<link>http://www.spaceempires.net/article388.html</link>
<guid>http://www.spaceempires.net/article388.html</guid>
</item>

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