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-   -   Devnull Mod Gold: updates and discussion (http://forum.shrapnelgames.com/showthread.php?t=6549)

Mylon September 17th, 2002 02:56 AM

Re: Devnull Mod Gold: updates and discussion
 
Woah... Cloaked planets. So... Umm... Does that mean colonizing planets in the same system as the monsters is useless, since they'd just go on to ravage all of the other systems assuming this one planet could build enough defenses to survive?

Mylon September 17th, 2002 05:12 AM

Re: Devnull Mod Gold: updates and discussion
 
For some reason the forum link where the game is gives me an error and I can't find it any other way (even when using the text interface), so I jus' wanted to vote to be heard somewhere. For the Devnull2 game, I want monsters. http://forum.shrapnelgames.com/images/icons/icon7.gif I'm a little scared of those dragons with the 800 damage fire breath (quad damage bug), but oh well. http://forum.shrapnelgames.com/images/icons/icon7.gif

Binford September 18th, 2002 04:41 AM

Re: Devnull Mod Gold: updates and discussion
 
Excuse my ignorance, but what is MEE exactly?

Also, the DevNull2 game is almost fuill for anyone who wants to join in now - Starting it Thursday or Friday.

Binford

Captain Kwok September 18th, 2002 06:03 AM

Re: Devnull Mod Gold: updates and discussion
 
MEE = Mega Evil Empire

When the 1st place player's score is greater than the threshold (500k pts?) and is also 170% greater than the 2nd place, all the AIs drop to murdeous and declare war on you because "you are a threat to the other sentient races."

mottlee September 19th, 2002 07:49 PM

Re: Devnull Mod Gold: updates and discussion
 
Bump

Taz-in-Space October 1st, 2002 06:00 AM

Re: Devnull Mod Gold: updates and discussion
 
Rollo, is it possible for Space Monsters to be generated in a system WITHOUT a star? If so how can you kill them? How about if I mod in level 5 sensors to find them?

Rollo October 1st, 2002 09:12 AM

Re: Devnull Mod Gold: updates and discussion
 
No, I don't think they can (or rather will) be placed in a system without a star. They are placed just like any other player. Of course you could change that. Just place them wherever you want on a custom map.
As for the sensors, sure mod anything you like http://forum.shrapnelgames.com/images/icons/icon7.gif . Might be a good idea to change the AI files a bit then and build some WeaponPlatforms, Troops, Defense Bases, etc. (make designs and include them in the contruction list).

Rollo

Rollo January 2nd, 2003 01:37 PM

Re: Devnull Mod Gold: updates and discussion
 
This thread needs a bump for two reasons:
1) There are some new players around that might not have heard of this mod.
2) There hasn't been an update for a while and I am considering putting some more work into this.

Are people still playing DNM? I haven't gotten a lot of feedback after the Last release. Which means: a) the Last Version is running stable with no bugs, or b) it is not getting played.

My primary goal for now is updating more of the AI and creating new AI that use the racial combo techs. My actual to do list is very short at the moment (only one minor item), but here are some things from the 'maybe' list. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> making bases able to move</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> adressing weapon balance, making useless weapons useful (Hellbore and Incinerator beam come to mind)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> expand engineering tech</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> using shield mounts -> shields are more effective on smaller ships, because the force field is denser in a smaller area</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> adding more ruins tech (anything goes here)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> additional combo techs for psychic/crystalline and religious/temporal (both these combos could need a boost IMO)
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">I appreciate any feedback and ideas. Especially concerning the racial combo techs that were added/revised in the Last update. Also if somebody has the current contact of Don Phillips (aka Voidhawk), please let me know. I would like to add the Ixaris to the DNM as one of the combo races (probably crytalline/religious).
Rollo

Patowic January 2nd, 2003 07:39 PM

Re: Devnull Mod Gold: updates and discussion
 
It seems to be stable for me, and it's pretty much the only mod I use now. I wouldn't mind seeing something like "rapid-launch fighter bay", something which holds less cargo than a normal fighter bay, but can launch two or three ships a turn. Or an external fighter mount, which gets damaged first (like armor) but essentially adds mass to the ship. e.g. a 15-kton ExtFighterMount (say, fighter tech 3 or 4) but holds 60kton of fighters, and can launch them all simultaneously.
Rather like the single fighters mounted on cargo ships for anti-sub use in WW2.

Great work on DNM! =)

Puke January 2nd, 2003 08:16 PM

Re: Devnull Mod Gold: updates and discussion
 
i still play, there are still PBW games using it. I was thinking of starting a new PBW game with it soon.. Keep the legend alive, I say.


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