nadia911 escribió:No se cuales mods te trae el juego de Steam, pero lo mas seguro es que sean incompatibles, o que no estén actualizados, yo creo que con el Image Mod y el ReStock el juego ya queda perfecto.
AtrocitiesRaces.zip
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24 new races from Atrocities.
CarrierBattlesv1.2Deluxe.zip
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A mod built from the ground up which makes everything new again. Fighters and missiles are
important support weapons, with a spectrum of types to choose from. Balanced weapons plus
leaky shields and armor make every battle a gruelling campaign with plenty of casualties on
both sides. Advanced ground combat and intel operation modifications give troops and spies
new life.
Colony Tech Mod 2 v1.01.zip
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Based on the Colony Tech Mod by Ed Kolis. Overall the effects are the same as the Colony
Tech Mod except players do not have to select a racial trait (Natives of different planet
types cannot trade colonizer techs, while natives of the same type are allowed to).
This is also a fully functional, playable mod. Other than the changes to colonizer
techs and components, the mod is the same as the original SEIV Gold 1.91. (Note: when
starting tech level is set to high, all players will be native to all planet types).
Thanks to Imperator Fyron for noticing the 'getting the Hide tech from ruins' bug.
Devnull171.zip
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Version 1.71 of the Devnull Mod, put together by Parabolize. The Devnull Mod is a collection
and amalgamation of many mods and ideas from various authors. Features the infamous Space
Monsters.
FyronsQuadrantModDeluxev210.exe
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This mod makes alterations to the system types in SEIV. It adds many more moons in orbit of
planets, and many of these moons will have random atmospheres. Also, solar systems now
generally have an asteroid belt in them, which is more realistic.
The files modified in the Deluxe version of the mod are used whenever a game created with
it is loaded, just like a normal mod. So, all players playing a game using FQM Deluxe must
have and use FQM Deluxe to play the game.
FyronsQuadrantModv123.exe
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This mod makes alterations to the system types in SEIV. It adds many more moons in orbit of
planets, and many of these moons will have random atmospheres. Also, solar systems now
generally have an asteroid belt in them, which is more realistic.
The files modified in the Standard version of the mod are only used when the map or savegame
is created. So, the game host of a PBEM or PBW game could create a map using it, and the
players would not have to have the mod installed.
Imperium Verus V 1.0.zip
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Latin for 'true power', the Imperium Verus Mod strives to provide both added plausibility
and a more challenging game. Playability was also a major factor in designing the mod.
Pirates&NomadsV3.2-STD.zip
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As the title hints at, this mod introduces two new economic models to the game, The Pirate,
and The Nomadic. Both of the new models do not include planet colonization tech, and are
focused on space-based infrastructure. Pirate races are geared towards stealth and ship
capture. Able to hide in plain sight as Civilians, they can move through your lines undetected
to strike any lightly defended targets. Nomadic races are given maintenance reducing components
and two bonus levels in fighter tech, so that they are capable of supporting hundreds of ships
on a budget of only a few thousand resources per turn.
Basic version with AIs.
Pirates&NomadsV3.2-PBW.zip
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Advanced version for Humans Only.
Proportions3.0.4.zip
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Proportions makes large changes to the proportions of economy and development
in Space Empires IV. The scale of several aspects of play have been made more
realistic, along with various other changes.
PvKBalance1.1.zip
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PvK Balance mod changes the point costs when an empire is created, to be
more fairly balanced between the available choices.
SE3.zip
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A mod for SE4 which attempts to capture the essense of SE3. All the weapons, facilities,
and hull sizes. Even SE3 component graphics, resampled from screenshots to SE4 resolution.
SE4autohost2.zip
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A handy tool for playing SE4 over a LAN. The program monitors your savegame folder to
identify when all the PLR files have been created, and then launches SE4 to automatically
process the game. Features the ability to blink the keyboard lights to indicate which
players have submitted their turns, and also serves as a silent reminder to hurry up if
you are the last player to finish.
SE4ComponentsRepairTool.zip
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A helpful little utility which will scan your components.txt file and repair some common
bugs in mere seconds. Very fast, and good for people working on large mods.
SE4mapstats.zip
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A heavy analysis tool which will read in a mod's datafiles and provide a detailed list of
statistics and pie charts to identify any imbalances between the choices for home atmospheres
and surfaces. Determines averages on a per system basis for: number of colonies, number of
facilities, population maximum, relative SY rate, and relative resource production rate.
TDM-ModPack_350.zip
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This mod includes 15 revised default races and 10 new and unique races/shipsets put together
by over 20 modders. This Modpack does not contain any modified tech trees, new components or
facilities, just a major re-write of most of the AI files to get the most of the current
version of SE4. Please read the readme for further details.
tech gridder.zip
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A niche modding tool, which allows you to quickly generate a line or grid of components
with various tech requirements from a single example. While there are other tools which
can make one-dimensional tech branches, this tool specializes in allowing multi-dimensional
tech grids, in which two or more tech areas provide improvements to a component type.
weaponstats.zip
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A small analysis tool which calculates weapon damage stats from damage, size, reload rate,
resource cost and range. Outputs to text and CSV files.
Esto es lo que trae, buscare el image mod