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<channel>
<title>SEnet - SEV News</title>
<link>http://www.spaceempires.net/article-topic-6.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>New SE5 Shipset Released: Yithian Collective</title>
<description><![CDATA[Kinetic Shipyards has released a new shipset for SE5, the Yithian Collective.<br />
<br />
The Yithians are an enigmatic race whose intentions change radically based on the proclivities of their current leadership council.<br />
<br />
  <br />
]]></description>
<pubDate>Mon, 14 Feb 2011 04:17:14 GMT</pubDate>
<link>http://www.spaceempires.net/article440.html</link>
<guid>http://www.spaceempires.net/article440.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: G'Urak Ascendancy</title>
<description><![CDATA[Gruachn has released a new shipset for SE5, the G'Urak Ascendancy.<br />
<br />
The G'Urak are a caste based oligarchy, though leadership is merit driven. Over time, eugenic control and internecine conflict have solidified the caste distinction into an almost symbiotic balance, and after several centuries of harmonious growth, the G'Urak are ready to expand into the stars.<br />
<br />
  <br />
]]></description>
<pubDate>Mon, 14 Feb 2011 04:10:19 GMT</pubDate>
<link>http://www.spaceempires.net/article439.html</link>
<guid>http://www.spaceempires.net/article439.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Juggernaut Imperium</title>
<description><![CDATA[npru009 has released a new shipset for SE5, the Juggernaut Imperium.<br />
<br />
The Juggernaut are an aggressive race of warriors. They are known for their aggressiveness and cunning.<br />
<br />
  <br />
]]></description>
<pubDate>Mon, 14 Feb 2011 03:58:35 GMT</pubDate>
<link>http://www.spaceempires.net/article438.html</link>
<guid>http://www.spaceempires.net/article438.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Hydran Kingdom</title>
<description><![CDATA[npru009 has released a new shipset for SE5, the Hydran Kingdom.<br />
<br />
The Hydran are small (4.5 feet tall ) beings, greenish-gray in color, with a barrel-shaped body, three equally spaced tentacles and three stubby legs, and no neck.<br />
<br />
  <br />
]]></description>
<pubDate>Mon, 14 Feb 2011 03:52:43 GMT</pubDate>
<link>http://www.spaceempires.net/article437.html</link>
<guid>http://www.spaceempires.net/article437.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Branthodon Regime</title>
<description><![CDATA[npru009 has released a new shipset for SE5, the Branthodon Regime.<br />
<br />
The Branthodon are an ancient warm-blooded reptile-like race who have developed advanced organic manipulation technology that they use on Space Dragons.<br />
<br />
  <br />
]]></description>
<pubDate>Mon, 14 Feb 2011 03:48:12 GMT</pubDate>
<link>http://www.spaceempires.net/article436.html</link>
<guid>http://www.spaceempires.net/article436.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Acari Empire</title>
<description><![CDATA[npru009 has released a new shipset for SE5, the Acari Empire.<br />
<br />
The Acari are equally aggressive and devious. They are known to possess Temporal Manipulation technology.<br />
<br />
  <br />
]]></description>
<pubDate>Mon, 14 Feb 2011 03:42:47 GMT</pubDate>
<link>http://www.spaceempires.net/article435.html</link>
<guid>http://www.spaceempires.net/article435.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>Leaking Armor is back... Taking a run in SEV</title>
<description><![CDATA[Not in it former glory of Space Empires IV however there is a way on implementing it.<br />
<br />
It takes on the function of damage types. The file is accessed when ever damage is about to be applied to any component. Unlike weapons that are locked after they are designed, damage types can alter after the weapon has fired. this leaves use with the random function. If the make a damage type that have a 1 in 5 chance to not be capable of targeting armor components then they will skip the armor. After, they will target a new component and reroll that 1 in 5 chance.<br />
<br />
There are limitations still. There is no way of making the leaky chance based on the amount of armor tonnage to normal tonnage. However a 20% chance to miss is taken at every armor plate. Meaning ships with light armor but lots of it will be less leaky, and ships with heavy armor but less of it will be more leaky. In turn heavy armored ship should have more HP but will but more damage will leak through.<br />
<br />
In addition the new leaky armor cannot be placed in the armor layer. Damage penetration and damage modification will also not work on outer and inner layer armor. One can design a system in that armor can be solid AND leaky in the one component. That is if the player wants solid armor then they have to worry about the threat of double damage to armor and other type of damage types. But they don't need to think about if there ship is going to leak.<br />
<br />
You could also make solid armor take more damage or even be penetrated by most if not all weapons. Skips armor weapons can also be made to fully skip both types of armor by taking away the chance of not targeting armor all together.<br />
<br />
With Captain Kwoks permission ill make and upload a mini-mod for balance mod for extra fun and demonstration of how it works in game play. <br />
<br />
Let the modding begin,<br />
 Azacool89<br />
<br />
]]></description>
<pubDate>Tue, 03 Aug 2010 21:30:34 GMT</pubDate>
<link>http://www.spaceempires.net/article427.html</link>
<guid>http://www.spaceempires.net/article427.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>New SE5 Shipset Released: Ancient Empire</title>
<description><![CDATA[Prometeu has released a new shipset for SE5, the Ancient Empire.<br />
<br />
The Ancients are a humanoid race. They are called "Ancients" in the Milky Way, but are also known as Lanteans or Ancestors in the Pegasus galaxy and as the Alterans in their home galaxy, and they sometimes call themselves Anqueetas.<br />
<br />
<br />
  <br />
]]></description>
<pubDate>Wed, 21 Apr 2010 02:32:40 GMT</pubDate>
<link>http://www.spaceempires.net/article422.html</link>
<guid>http://www.spaceempires.net/article422.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Asgard Protectorate</title>
<description><![CDATA[Prometeu has released a new shipset for SE5, the Asgard Protectorate.<br />
<br />
The Asgard are a highly advanced and benevolent race from another galaxy.<br />
<br />
  <br />
]]></description>
<pubDate>Wed, 21 Apr 2010 02:27:10 GMT</pubDate>
<link>http://www.spaceempires.net/article421.html</link>
<guid>http://www.spaceempires.net/article421.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Helian Republic</title>
<description><![CDATA[Praetor has released a new shipset for SE5, the Helian Republic.<br />
<br />
The Helian Republic is a humanoid star empire based on egalitarian principles.<br />
<br />
  <br />
]]></description>
<pubDate>Wed, 21 Apr 2010 02:21:57 GMT</pubDate>
<link>http://www.spaceempires.net/article420.html</link>
<guid>http://www.spaceempires.net/article420.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Caldari State</title>
<description><![CDATA[Prometeu has released a new shipset for SE5, the Caldari State.<br />
<br />
A state built on corporate capitalism, the Caldari State is run by a few mega-corporations which divide the state between them, controlling and ruling every aspect of society.<br />
<br />
<br />
  <br />
]]></description>
<pubDate>Wed, 21 Apr 2010 02:17:04 GMT</pubDate>
<link>http://www.spaceempires.net/article419.html</link>
<guid>http://www.spaceempires.net/article419.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>Updated SE5 Shipset Released: Conflux v1.1</title>
<description><![CDATA[Voiddweller has released a new version of a shipset for SE5, Conflux v1.1.<br />
<br />
A new Conflux race from Jumpgate Online.<br />
<br />
  <br />
]]></description>
<pubDate>Sun, 13 Dec 2009 16:57:16 GMT</pubDate>
<link>http://www.spaceempires.net/article415.html</link>
<guid>http://www.spaceempires.net/article415.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Vaygr</title>
<description><![CDATA[Prometeu has released a new shipset for SE5, the Vaygr.<br />
<br />
Vaygr were tribes of nomadic warriors from the Vaygr Reaches<br />
<br />
  <br />
]]></description>
<pubDate>Sun, 13 Dec 2009 16:46:39 GMT</pubDate>
<link>http://www.spaceempires.net/article414.html</link>
<guid>http://www.spaceempires.net/article414.html</guid>
</item>

<item>
<title>New SE5 Shipset Released: Vorox</title>
<description><![CDATA[Voiddweller has released a new shipset for SE5, the Vorox.<br />
<br />
The Vorox are merciless hunters, devoting their lives to ancient hunting gods, and wages a holy crusades against those who trespass their sacred hunting grounds.<br />
<br />
  <br />
]]></description>
<pubDate>Tue, 08 Dec 2009 06:23:35 GMT</pubDate>
<link>http://www.spaceempires.net/article413.html</link>
<guid>http://www.spaceempires.net/article413.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>GameStop SE5 +SE4 Box for $2.99</title>
<description><![CDATA[I was browsing GameSpot and under the less than $20 tab I found SE5 and SE4 deluxe for $2.99. There where several GameSTOP locations in LA Calif that had it. <br />
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<pubDate>Sat, 26 Sep 2009 20:18:37 GMT</pubDate>
<link>http://www.spaceempires.net/article409.html</link>
<guid>http://www.spaceempires.net/article409.html</guid>
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