SEIV Gold

Mods


This page was last updated on December 5, 2005.

This is a list of all of the mods for Space Empires IV that are available for download. If you have a mod and want it posted here, please email us with the information you see below at se4mods@malfador.com and we'll post your mod.

Note: mods with a version of "beta" are incomplete mods that are in the planning stages. They are generally not playable at present.


To install a mod, you will need a zip extraction program, such as 7-zip (freeware) or WinRar (shareware). Once such a program is installed, download the mod file. Then, you need to extract it to the folder where the SEIV executable is located (the folder where you installed SEIV, such as "C:\Program Files\Malfador Machinations\Space Empires IV"). If you are installing the TDM-modpack, it needs to be located in a folder such as "TDM-Modpack". Nearly all mods will extract to an appropriate folder by default, so you can extract them to the base SEIV folder and have them set up properly.

In the base Space Empires IV folder, there is a text file named Path.txt. This file has one working line:

Using Mod Directory := None

To load Space Empires IV using a mod, simply change "None" in this line to the name of the folder in which the mod is located. For example, if you have the TDM-Modpack installed, you would replace "None" with "TDM-Modpack." The line would then look like this:

Using Mod Directory := TDM-Modpack

Now, save Path.txt and then load up Space Empires IV. It will load the TDM-modpack instead of the default SEIV files.

Alternatively, you can use the Unofficial Space Empires 4 Mod Utility to load SE4 using mods, made by Matryx. A version of it is included on the Space Empires IV Gold CD. An updated version can be found here: Mod Launcher 2.26. The program automatically handles rewriting Path.txt for you when you select the mod from a list and hit the "Play SEIV" button.

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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Mod:

Adamant Mod maintained by Imperator Fyron

Mod Version:

beta 0.15.xx

SE4 Version:

1.91

Description:

Mod under development.

The basic premise of the mod is that you can choose to be one of three major types of races: Physical, Organic, Magical.

  • Physical races are just like normal SE4 races. They research and employ technologies, such as Shields, Anti-Proton Beams and Master Computers. Their defenses are balanced between shields and armor.
  • Organic races depend upon genetic manipulation and forced evolution. There ships are living, crew-less entities. Their armor is stronger than their shielding.
  • Magical races research and use magical spells instead of normal technologies. They exist at quasi-medieval level of technology. They use magically enchanted ships that can travel through the Astral Plane (outer space) to get to other worlds. Their shields are stronger than their armor.

Mod:

AI Campaign maintained by John L. Sullivan

Mod Version:

4.191a

SE4 Version:

1.91

Description:

NOTE: The old link is broken, so this now links to SpaceEmpires.net. If the site is restored, email the web admin and this link can be restored.

AI Campaign Is optimized for Solitaire Play, Simultaneous Play, and Finite resources. It can be enjoyed in multiplayer LAN or PBEM games as well.
AIC v4.11 Features Fyrons FQM add-on and much more.

AI Campaign incorporates below mods by JLS
AI Balance: Created specifically for a more challenging AI. AI balance allows the AI and Human Players to have some specific Components, Vehicles, and Abilities. Some examples are: the AI better handles mines now, point to point re-supply, faster ship training, sector scanning, Stellar manipulations, combating Plagues, low level Master Computers to name a few
Tactical Fighter: Fighters now move in Tactical combat only. On the Strategic map, when launched over a planet or any sector, they remain on combat patrol for that sector until recovered by a Carrier or your planet. This makes for some interesting strategies and designs.
Finite Economics: This helps the AI better handle finite play and will enhance greatly the value of building Towns and Cities in AI Campaign. Finite economics mod Introduces Imperial Trade, trade centers and Asteroid Resource Domes.
Multiplayer Ladder Handicap: This helps less experienced players in your group by selecting an agreed MP ladder Handicap Level selection or selections from the Traits Menu for a point bonus that can be spent by weaker players before staring a new game.


Mod:

Atrocities Star Trek Mod maintained by CNCRaymond

Mod Version:

1.9.7

SE4 Version:

1.91

Description:

This mod is a Star Trek conversion for Space Empires IV that uses SEIV technology and systems in conjunction with custom technology. There are 20 main Star Trek Races, and 20 Neutral Star Trek Races. The mod also uses several other mods including the Fyron Q-mod, Image Mod, Mount Mod, and parts of other mods.


Mod:

Babylon 5 Mod maintained by B5 Mod crew

Mod Version:

1.80

SE4 Version:

1.91

Description:

A mod currently under construction based on the Babylon 5 TV series.


Mod:

Bio-Psych Mod maintained by KnidVermicious

Mod Version:

1.16

SE4 Version:

1.84+

Description:

The purpose of this mod is to bring some flavor to the Psychology and Biology tech areas by adding some useful combat options in each. In addition, I never liked how adding ECM or Combat Sensors affected a whole stack of troops. Instead I added command units that can affect a whole troop stack.


Mod:

BOD Mod maintained by Gandalph

Mod Version:

1.1

SE4 Version:

1.84+

Description:

NOTE: Link does not work. If you have a copy of the BOD Mod, please contact Imperator Fyron at admin at spaceempires dot net.

The BOD Mod is for Better Opponent Design (get it) and is designed to make the AI a better opponent in a variety of ways while still maintaining the individual flavor of the different races.


Mod:

Carrier Battles Mod maintained by Suicide Junkie

Mod Version:

1.3

SE4 Version:

1.91

Description:

Carrier Battles mod has been written almost entirely from scratch, and bears very little resemblance to stock. Fighters take on roles as missile interceptor / dogfighter / bomber / other at the player's whim, but require Carriers to move on the system map.

For weapons, there are over 5 types of missile and four direct fire weapons which can be mounted in various sizes for use on everything from massive supercarriers to micro fighter drones, and in uses from point defense work to fighter defense to capital ship smashing.

Leaky Point Defense, Armor and Shields ensure that combat remains fair, brutal and bloody. Race setup allows for extremely different races to be competitive, from the war-minded Berzerkers, to the research oriented Brainiacs, to the insane industries of the Disposable Society.


Mod:

Colony Tech Mod maintained by Ekolis

Mod Version:

1.0.0

SE4 Version:

1.84+

Description:

Makes the colony techs racial-trait-based so you can't go around trading them.


Mod:

Colony Tech Mod 2 maintained by Jon MacLeod

Mod Version:

1.01

SE4 Version:

1.91

Description:

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.


Mod:

Dark Horse maintained by mvstang

Mod Version:

0.6b

SE4 Version:

1.84+

Description:

This mod is an attempt at creating a more drawn out conflict. The few major overhauls of a vanilla game are in construction times/places, movement/engines and a heavier emphasis on fighters and carriers. See the version history.txt file to more details to the changes.


Mod:

Deathstalker's Gold-D-2 Mod maintained by Deathstalker

Mod Version:

2.1

SE4 Version:

1.84+

Description:

This is a mod that adds tons of new tech and starts (with med start) all players with all colony techs so as to make empires even more powerful. Tons of mounts and tons of missiles are its main trademark. AI tags are now fully integrated and AI's will auto-use mounts.


Mod:

Deathstalkers Mount Mod maintained by Deathstalker

Mod Version:

1.78

SE4 Version:

1.78+

Description:

Summary: This file adds additional 'Mounts' to both Components and Weapons for SEIV without having to modify the existing Components.txt and then having to re-write the various AI's for the races to cope with the changes. The file has been set up so the AI will use different mounts for different ship sizes automatically. This was made to add variety and to change the role of mounts from 'bigger ships, bigger guns' to differing roles for each ship class. The mounts for both Weapon Platforms and Satellites have been changed to increase the range of fire to make them more useful and attacking a planet more dangerous (as is should be.)


Mod:

Design Names Anthology maintained by Imperator Fyron

Mod Version:

1.04

SE4 Version:

all

Description:

The Design Names Anthology is not a mod, but a collection of several hundred Design Name files, made by too many people to count. To install it, simply extract the files into the Dsgnname folder under the folder where SEIV is installed.


Mod:

Devnull Mod maintained by Rollo and Parabolize

Mod Version:

1.71

SE4 Version:

1.91

Description:

The Devnull Mod is a collection and amalgamation of many mods and ideas from various authors. It is a comprehensive mod with changes to almost all data files.

Originally compiled by Devnullicus, it was revived for SE4 Gold by Geoschmo and Rollo. The 1.71 update was performed by Parabolize.

Some of the many features include:

  • additional vehicle types and mounts
  • lots of weapons changed and added
  • PDC sweeps mines and hits only seekers
  • racial crossover techs with 'classics' like the Biocrystal Armor, but also new stuff like the Chant Crystal and Hyper-Reflex Device
  • extra huge planets and artificial stellar moons
  • special AI race: Space Monsters
  • lots and lots of more goodies...

Mod:

DMM - Alternate Version maintained by Deathstalker

Mod Version:

1.0

SE4 Version:

1.78+

Description:

Ever wished the AI sported more powerful ships? Ever ran into the AI's Dreadnought and blown it apart with a few destroyers and felt cheated somehow? Well this mod tries to correct this (a little).

I've taken the (supposedly) mega powerful racial traits of Organic and Crystalline (thus the CryOrg name) and made them more powerful...Massively so.

How you ask? Simple, by creating a Mount Mod that the AI will use and use effectively. The average Organic(or Crystalline) destroyer is roughly as tough (or tougher) as the average normal cruiser (or even battlecruiser). The mounts within the mod are clearly marked as AI/Human use. TO USE THE AI MOUNTS AS A HUMAN CLEARLY DEFEATS THE PURPOSE OF THIS MOD!!! The only reason to use the mounts as a human player would be as the 'uber-bad-guy' of a roleplay mod (think B5's Shadows). Thus you can use this mod one of two ways, either restrict Organic and Crystalline tech to AI's only (Best IMO) or just don't use the AI mounts for the tech's.

This mod will make the AI dangerous!!! I've seen a Shadow's dreadnought fire a broadside of 30 Parasite V's by itself! A Xi'Chung defense base mounts over 5000 shield points and can dish out over 6000 damage per combat turn. This is not for the faint of heart!


Mod:

Eclipse Mod maintained by Kevin Arisa

Mod Version:

1.01

SE4 Version:

1.91

Description:

Eclipse Mod focuses in on colony management, research, and tactical combat. Enjoy a wide variety of technologies. Grab a few friends or go solo with a few AIs for company.

This mod expects you to have the complete ImageMod and SoundMod installed prior to use.This may be the final SE4 version of Eclipse.

Remember: Individual planets are much more valuable in Eclipse than in a stock game. Colonization is expensive and time consuming. Don't forget to scrap basic facilities in favor of more efficient ones once a colony is well established. Especially important is the development of your homeworld. Sometimes a smaller planet with your atmosphere is more valuable than a larger planet without. And above all, keep close watch on your empire status screen! Maintenance costs can be devastating to the unaware!


Mod:

Economies of Scale maintained by Ekolis

Mod Version:

1.1.0

SE4 Version:

1.84+

Description:

An idea posted by Erax and Suicide Junkie prompted me to create this mod, in which large ships are extremely expensive to build, but save you in maintenance in the long run. Major change in this version: build costs now follow a less steep 1.5 power progression.


Mod:

ExMod maintained by The Frenchmen

Mod Version:

1.9

SE4 Version:

1.91

Description:

How it came to be:

What started as a weekend SEIV game with a friend that turned into the two of us changing a few little details in the data files has evolved into ExMod! After I changed enough stuff, I decided to make it publicly available, so, here it is.

A little about the mod:

ExMod adds many things, among them are;
-Many rune techs including Death Stars, Alien Construction Ships, Improved Designs, and more!
-Hulls : You can now add one(1) hull to a ship, different hulls have different bonus's (eg. Blue trillion adds lots of damage resistance and +1 bonus to ship speed)
-NeoStandard ship sizes utilized
-Research facilities generate less research
-Remote mining doesn't make asteroids degenerate minerals
-Remote mining is much more important to an empires economy
-The amount of population on a planet is MUCH more important to production
-New components added that you get from combination researches (eg. research energy stream and energy pulse and get a new weapon)
-fighters improved in late game
-More planets
-Adds icons for your shortcuts

There's also a lot more, but you'll have to try the mod out to find 'em!


Mod:

Expanded Mod maintained by Atrocities

Mod Version:

1.1

SE4 Version:

1.91

Description:

The Expanded Mod is a hybrid combination of several popular mods. The game has only been modified slightly to accommodate some minor additions to stock game play such as the inclusion of neo-standard ships.

This mod combines the FQM v1.23, USM, DNA File, and AI files from the TDM Mod with the stock game into an Expanded version of Space Empires IV. The mod also Features custom files from Captain Kwok, Atrocities, and Fyron and supports neo-standard ship sets.


Mod:

Fantasy Empires Mod maintained by Spoon

Mod Version:

1.00

SE4 Version:

1.91

Description:

Tired of blasting your enemies with Phased Polaron Beams? Drain their souls instead!

Fantasy Empires mod v1.00 is ready for play. This is a full conversion, multiplayer-only mod for SE4Gold v1.91. Here's what you get:

Three races to choose from with eight distinct characters for each race. Examples:
- Elves: Pixies, Elves, Rangers, Centaurs
- Orcs: Imps, Goblins, Ogres, Trolls
- Undead: Ghouls, Banshees, Vampires, Liches

Completely new research tree with over 100 areas to research. Examples:
- Magic: Runecraft, Elemental Mastery, Circle Theory, Dark Arts, Metamagic
- Skills: Armorcraft, Tactics, Willpower,
- Infrastructure: Temples, Fortifications, Mercenary Guilds


Mod:

Fyron's Quadrant Mod Deluxe maintained by Imperator Fyron

Mod Version:

2.10

SE4 Version:

1.91

Description:

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. There are many new planets, stars, etc. that have been added from the Image Mod. The Image Mod is required to play this mod


Mod:

Fyron's Quadrant Mod Standard maintained by Imperator Fyron

Mod Version:

1.23

SE4 Version:

1.91

Description:

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. To use the new systems, simply create a quadrant. The basic quadrants are also included for convenience. They are labeled as "Classic" quadrants. The files modified in this 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.


Mod:

Gritty Economics maintained by Suicide Junkie

Mod Version:

1.06

SE4 Version:

1.91

Description:

Ships and bases have a build cost which increases with the cube of the size, while maintenance remains constant.
Ships range in size from 200 to 2000 kt, and bases go from 1000 to 4000 kt.
Leaky armor and shields all over the place.
The entire weapons tree is a grid tech, where you research warheads/damagetypes and delivery methods to form a weapon from the combination of the two.
Missiles have infinite range!
Bunches of cool stuff to be added.


Mod:

Highliner Mod maintained by General Woundwort

Mod Version:

1.05

SE4 Version:

1.91

Description:

The idea behind this mod is that only *very* large starships are capable of interstellar travel. These "highliners" carry the smaller intrasystem ships, or "riders", that do the dirty work of fighting, prospecting, etcetera."Ships" (from the unmodded game) are now "highliners", of only 5 sizes (1000-5000 ktons), all with 'carrier' parameters. The "fighter" mechanics are now applied with the old SEIV ship sizes (100-500 tons) to create "Riders". Both Highliners and Riders use Quasi-Newtonian movement. The basic game's components and facilities have been modified as necessary (or as seems logical) to fit this new scaling regime. Other changes include more base sizes, some new weapons, and a few other surprises.

Note: This mod uses the Image Mod and Neo-Standard ship pictures mods.


Mod:

Hypermaze maintained by Capnq, available on the Gold CD

Mod Version:

2.0

SE4 Version:

1.91

Description:

A map mod by Capnq which adds hyperspace systems. A Hypermaze quadrant has fewer colonizable systems than normal, and most of the non-colonizable systems are hyperspace zones. Space-time is less stable in hyperspace, causing random ship movement and occasional damage, and visibility is obscured in the same way as in nebulae.

Hypermaze is a good mod to use if you enjoy exploring the map. Supply usage becomes more important, because you cannot predict exactly how long it will take to cross hyperspace systems. AI empires handle this mod better than Capnq expected them to, performing about as well as they do in a standard Ancient quadrant.

The "full" version of the mod includes custom backgrounds for hyperspace; there is also a "lite" version without the custom graphics. Both versions include instructions for making your own hyperspace backgrounds.


Mod:

Image Modpack maintained by Suicide Junkie

Mod Version:

varies

SE4 Version:

all

Description:

This is a collection of images from many sources, intended to add variety to the mods created for Space Empires IV. This collection provides a large common pool of resources for modders and artists. Modders of any skill level can expand their use of graphics without increasing download size. Artists can see their work used in many more mods.


Mod:

Imperium Verus Mod maintained by Jon MacLeod

Mod Version:

1.0

SE4 Version:

1.91

Description:

This mod requires the Image Mod (The ComponentPack, version 11) to function (later versions will likely work as well), also available for download from this site.

Particularly notable changes are:
- All techs available in the game can eventually be researched with the exception of colonization technologies (no racial or unique techs are available). Formerly racial technologies have been moved around the tech tree (except religious which made little sense to me so I remade and redistributed the facilities).
- AI modified heavily to increase the difficulty. AI Diplomacy has been radically altered.
- Propulsion is Quasi-Newtonian and many components require mounts to make them proportional to their vehicle.
- Neutral races have been eliminated (the button remains but does nothing) (no shooting fish in a barrel).
- Many interesting but pragmatically useless components and facilities were combined into more useful items.
- Intelligence Projects were eliminated except for recon and low level intelligence operations (Unfortunately, without a probabilistic counter intelligence system most projects seriously detract from playability).


Mod:

Invasion! maintained by Combat Wombat

Mod Version:

beta 0.46

SE4 Version:

1.91+

Description:

Invasion mod.

Mod:

Miner's Guild maintained by David E. Gervais

Mod Version:

1.701c

SE4 Version:

1.84+

Description:

Built on the Devnull Mod Gold v1.70 (Thanks Geoschmo, Rollo and the DevNull team.)

summary of changes in "The Miner's Guild"
* Spelunker race added
* Advanced Traits (positive and negative)
* Player 'Culture' (Miners)
* Modified Shipset (Thanks Atrocities)
* colored Asteroids in keeping with the theme of this mod.
* Splash Screen (Please convert the .jpg to a .bmp before running the Mod.)
* graphics for the 128x128 robo-miners
* "Standard Eden Class" Quadrant map (recommended for playing this mod.) Based on the 'Standard Mid-Life FQM' map. (with more asteroids)
* Gameplay balanced to make Asteroid mining a crucial (even critical) part of the game. (AI may suffer, but play with 'Computer Player Bonus' set to HIGH and it should still be a challenge.)


Mod:

Mizendar Galaxy maintained by Wydraz

Mod Version:

0.91

SE4 Version:

1.84+

Description:

The Mizendar mod is an original setting in the Mizendar galaxy. It allows your race to harness the Aether in space to drive your ships. You can take the Racial Trait: 'AetherSense' and research Astronomy to gain access to Aetherdrive technology. This tech may be essential in a galaxy left low on resources after emerging from a dark age following a massive galactic war.


Mod:

MountMod-AJC maintained by AJC

Mod Version:

5.1

SE4 Version:

1.84+

Description:

Mount Modification for Base game. No technology changes. However technology will have to be researched to discover the new mounts.

Ships become much tougher in this mod. I compensated by incorporating miniaturization into all of the advanced weapon mounts and increasing the damage dealt. To look at the mod look at the mod's CompEnhancement.txt file.

Each mount type has unique tech requirements. The technology requirements for the new mounts are spread throughout the tech tree.

List of New Mounts:
2 x Shield mounts, Armor mount, improved weapon mounts, Point Def Mount, Engine/Solar Sail Mounts, seeker mount, Hardened Computers, miniaturization of components, improved basic weapons (using mounts), colony module.


Mod:

No AI Mod maintained by Geoschmo

Mod Version:

1.78

SE4 Version:

1.78

Description:

This is the No AI mod that is available for play as a version on PBW. It is not necessary for anyone to have this mod on their PC to play games using it on PBW. However if you are a game host in a PBEM game and would like to use it here you go.

Note: This mod is not necessary in SE4 Gold 1.91. Selecting the "AI should not make changes" option in the Ministers window works properly. It is only useful in earlier versions.


Mod:

Peace Station Mod maintained by Mad Gigerdi 2

Mod Version:

0.93

SE4 Version:

1.84+

Description:

This is a mod based on the Peace Station universe. The purpose of this is to create a mod for the SE IV, which would resemble the Peace Station universe, still there are some things that never could be done, like the FTL drives, so you have to use warp points, even that none of those exist in the PS universe.

Some of the technologies, facilities and other things may not be completely canon, so there might be several mistakes and other things, however if you happen to notice that kind of thing you're free to inform me about it or suggest something else.

This mod is mostly targeted for those who know about the PS universe already, still it should fit for anyone who likes scifi and/or SE IV as because this mod should also provide a more challenging AI. Still before playing it is advisable to visit all the PS related sites to better understand the universe, as some races might have unique technologies or even designs.


Mod:

Pirates and Nomads maintained by Suicide Junkie

Mod Version:

3.2

SE4 Version:

1.91 or 1.49

Description:

Pirates & Nomads is famous for introducing that which was originally thought impossible; Pirate and Nomadic races which do not require planets to survive.

P&N has also pioneered many other new modding techniques, which are critical to gameplay, including QNP, for realistically larger/more engines on bigger ships, tradeoffs between phased and normal shields and armor plating so that all are useful, generally balanced weapons such that each has a niche, and units like fighters and troops use mounts to fit ship weapons for an expanded variety of options. In the Play-By-Web version, extra nifty features have been added, while the Standard version remains simple enough for AIs to play too.

P&N Classic is available for use in SEIV Classic 1.49 (pre-Gold).


Mod:

Planetary Assault maintained by KnidVermicious

Mod Version:

0.9

SE4 Version:

1.84+

Description:

The purpose of the mod is to change the strategic importance of planets and planetary invasion. Inspiration came from the Pacific Theater in WWII.


Mod:

Proportions Mod maintained by PvK

Mod Version:

3.04

SE4 Version:

1.91

Description:

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.


Mod:

PvK Balance Mod maintained by PvK

Mod Version:

1.1

SE4 Version:

1.91

Description:

PvK Balance mod changes the point costs when an empire is created, to be more fairly balanced between the available choices. It makes no other changes to the basic game.

The effect on empire design, and on the competitiveness of newly-designed empires, should be fairly large, however. Choices which were considered "the best" or "not worth the points" should now be more or less at the right value. This should mean that many more empire designs will be competitive with others, assuming their strengths are played well against opponents' weaknesses.


Mod:

Quad Mod maintained by Deathstalker, available on the Gold CD

Mod Version:

final

SE4 Version:

1.60+

Description:

This mod adds a few new systems to the game of se4Gold as well as all the normal systems. It attempts to address the games AI problems with certain space specials like Black Holes and Nebula. Therefore there are options here that create 'AI Friendly' systems, without Black Holes and Nebula or other such special sectors. There are also some pre generated maps for your enjoyment.


Mod:

Risk Mod maintained by Geoschmo

Mod Version:

2.0

SE4 Version:

1.91

Description:

Inspired by the popular board game of world domination, Risk Mod is set in the Space Empires IV universe, but removes much of the detail from the game. This is to give the mod the feel and play style of the original Risk.


Mod:

Rock-Paper-Scissors Mod maintained by Suicide Junkie

Mod Version:

3

SE4 Version:

1.84+

Description:

Spawned by a discussion on game balance theory, where Rock-Paper-Scissors was used as an example for both "no ultimate weapons" and "completely pointless," this mod goes to show that you can have your cake and eat it too.

With only three possible ship designs, and each one corresponding to Rock Paper or scissors, the mod is perfectly balanced in a "by definition" way.

The outcome of the game is also non-trivial and non-random, since you are allowed to have more than one ship at a time, and can maneuver them around the map, setting up ambushes and decoys while building specifically to counter the ships you know your enemy has built.


Mod:

Simplicity Mod maintained by civ2buf

Mod Version:

0.99 Alpha

SE4 Version:

1.84+

Description:

Simplicity mod was basically my attempt to capture some of the elegance of Se2 shareware. I always enjoyed the limited complexity of that game because it forced you to think harder about the choices you did have.


Mod:

Small Ships Mod maintained by Pax

Mod Version:

0.1b Beta 2

SE4 Version:

1.84+

Description:

Mod using only smaller ship sizes. Several tweaks to weapons systems, a few new components (largely dual-purpose vehicle control components).


Mod:

Snorky's Mod maintained by Snorky

Mod Version:

2005-06-27

SE4 Version:

1.91

Description:

Snorky's mod or shortly SMod is a full conversion modification for Space Empires 4 Gold. The mod changes nearly everything that can be changed


Mod:

Space Food Empires maintained by Captain Kwok

Mod Version:

beta

SE4 Version:

1.91

Description:

In a strange universe unlike our own, everyday food has evolved into complex sentient life forms and have developed their own civilizations and cultures that now hover on the brink of the final frontier, space.


Mod:

Star Trek Mod maintained by Atrocities

Mod Version:

1.9.2.2

SE4 Version:

1.91

Description:

The year is 2400.00 and the galaxy awaits exploration. Who could have ever imagine the wonders and horrors to come. Where peaceful exploration and diplomacy fail, conquest begins. Immerse yourself in the role of leader of a Star Trek Race. Explore the technology, build ships, and colonize the galaxy as you battle against other star trek races for absolute power.


Mod:

Star Wars Mod II maintained by Andrés Lescano

Mod Version:

beta

SE4 Version:

1.91

Description:

Players have to choose between "Standard SE4 Tech" or "Star Wars Tech"+"Race Tech" e.g. "Rebel technology". (Note: so far only the Empire and the Rebels have their own techs working, other races will have to use Standard SE4 Tech) Each race gets exclusive technology, that includes components, facilities, intel projects and vehicle sizes based on the Star Wars movies and the expanded universe. All races research the familiar tree of stock SE4 (plus a few actually exclusive techs), but get different things. What makes trading or analyzing technology from alien races possible.

The StarWars Mod II is the beginning of a more ambitious project, the Science-Fiction Crossover Mod that will incorporate (adapting as necessary) things from other mods such as The New Star Trek Mod and the B5 Mod.


Mod:

Star Wars Rebellion Mod maintained by Intimidator

Mod Version:

beta 1.0

SE4 Version:

1.91

Description:

It's ten years after the rise of the emperor and the galactic empire. Indeed did he bring peace but with his peace came fear and slavery. And now, after ten years of suppression and dictatorship, revolts and uprisings are occurring more and more. There are even a few planets that openly declared war on the Empire, those group are still small and not well organized but they get stronger every day.

Star Wars mod which starts playing about 10 years before "A New Hope," or 10 years after the rise of the Empire. It's heavy on roleplay proves the Hero and Personal trait and the new arranged troop-scaling, also added THE FORCE trait. The mod is based on Andr?s Lescano's Star Wars II crossover mod, so all the credits about weapons and ship scaling must go to him. http://kdy.spaceempires.net/


Mod:

Starfleets Mod maintained by Admiral Wunderbar

Mod Version:

0.9b

SE4 Version:

1.84+

Description:

In a Starfleet, several different kinds of ships have specific tasks to accomplish. Bigger ships doesn't make smaller ones obsolete, but rather complement their abilities and work in harmony for a greater effect. Population size now affects greatly your empire, and growth is diminished, but the organic race laughs of it. Devastating cannons are hard to come by, yet the crystalline race sees it as a natural thing. And more.


Mod:

Starscape Mod maintained by Shadowstar

Mod Version:

11-27-2004

SE4 Version:

1.91

Description:

Those who would like to play in the next official game should download the mod and create a race. NO EXPERIENCE IS NECESSARY! Though some general SEIV experience is recommended, very few people (if any) will have any experience with Starscape itself. This is intended. Starscape is adaptive. In the official moderated game, the game will accommodate players, and we use human-controlled balancing to insure even newbies have a fair shot. Starscape is all about roleplaying and having fun, as well as being involved in a dynamic, mostly player-driven storyline.


Mod:

Stellar Relations Mod maintained by Intimidator

Mod Version:

1.51

SE4 Version:

1.91

Description:

Stellar Relations adds a new set of fighters, ships, bases, Troops and of course Components. Also some sort of Newtonian movement is used, bigger ships bigger engines. But also larger bridges, life support and crew quarters. And By larger ships you also need larger cloaking and bigger shield-emitters. 4 new Racial traits are added, 3 are by choice but always use the"'Common-trait"


Mod:

Stormcrow Expansion Mod maintained by Stormcrow

Mod Version:

beta

SE4 Version:

1.84+

Description:

The data files to the projected StormCrow Expansion Mod. They're not completely finished.


Mod:

Supernova Mod maintained by Arachnid

Mod Version:

beta

SE4 Version:

1.91

Description:

Homepage of the Supernova Mod. Supernova is a mod that improves most aspects of the Space Empires IV Gold. Here are some features of the supernova mod:

-Whole new tech tree with more than 300 tech areas.
-More levels of tech areas some even as big as 40 levels.
-Over 50 negative and positive Racial Traits.
-Over 350 different components (without counting the levels if I'd count them it'll be over 5000)
-Normal and "Leaky" shields and armor.
-Simplified QNP.


Mod:

Sweet Mod maintained by Tesco Samoa

Mod Version:

2.1

SE4 Version:

1.91

Description:

Sweet Mod 2.1.2. A mod made by the sweet players ( you all know who you are) and maintained by Tesco. Please see Readme.txt for the detailed history. NO duc, ppb, apb, mb. Missiles and units are stronger. Main Capital Beam weapons fire at rates of 2 or greater. For future suggestions let me know.


Mod:

Tampa_Gamer Sound Mod maintained by Tampa_Gamer

Mod Version:

1.40

SE4 Version:

1.60+

Description:

Space Empires IV Gold version 1.xx (Compatible with all future versions)
March 6, 2002 (verified February 1, 2003)
Tampa_Gamer Sounds Mod 1.40
This sound mod will replace almost all of your 60 original sound files. I have gone through the new Gold sounds and merged the ones I liked with my previous sound mod. This mod was created primarily with new sounds but also incorporates some of the sounds from two "sound mods" posted previously here (one by Tenryu and the other by ?). Some of the racial-specific weapon sounds (like the acid globule, enveloping acid, etc.) from the mod posted by Tenryu were created by C. Schaefer for Cyber Warrior and used with the permission of CyberWarrior, Inc.

Note - this mod is fine to use with the TDM-ModPack, simply place the sounds (wav. files)in the the "TDM-ModPack\Sounds\New" subdirectory (create one if not there).


Mod:

TDM-Modpack maintained by Mephisto

Mod Version:

3.40

SE4 Version:

1.91

Description:

This mod includes 15 revised default races and 17 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.


Mod:

TNZ Interface Mod maintained by TNZ

Mod Version:

1.0.0

SE4 Version:

1.84+

Description:

An interface mod for Space Empires IV Gold which changes most of the user interface images that are moddable.


Mod:

Ultimate Strategies Mod maintained by Imperator Fyron

Mod Version:

1.01.00

SE4 Version:

1.84+

Description:

This mod makes alterations to the strategies and formations in SEIV Gold. The goal is to expand upon the strategic choices available to the player. Because formations are controlled by a data file and not changeable from within the game, this mod will allow PBW and PBEM users to play otherwise normal games with custom formations. This mod also modifies the DefaultColonyTypes and DefaultDesignTypes files, to create more variety in the default selections.


Mod:

Unmod maintained by Suicide Junkie

Mod Version:

1.91

SE4 Version:

1.91

Description:

The Unmod is simply a copy of the stock data files, handy for restoring the stock data directory without having to reinstall the game from the CD.


Mod:

Wonders Mod maintained by Drakth

Mod Version:

alpha

SE4 Version:

1.91

Description:

Fight a super powerful and evil race that threatens all sentient races. Find the unique technologies laying around ancient systems and use them against the coming threat or maybe against your allies! Will you be able to defeat the evil race?


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