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Re: Devnull Mod Gold: updates and discussion
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Tech C provides the desired components, and has Tech B as a prerequisite (NO racial linkage). Tech B provides Tech C, and has Tech A as a prerequisite (again, NO racial linkage). Tech A provides Tech B, AND has a racial ability requirement. Then, if you have the right racial ability, you can research (or start with, depending on setup) Tech A, which grants Tech B (and possibly other things, but those are irrelevant to the discussion at hand). Tech B can then be researched to find Tech C (and, again, possibly other things that are not relevant to this discussion). Finally, Tech C can be researched to generate the appropriate components. However, if you do NOT have the right racial ability, you can't research Tech A, and therefore cannot get Tech B or Tech C (normally). But you CAN analyze a ship with Tech C components and gain tech levels in Tech C. But I don't think you can research Tech C on your own. It's possible that I've missed something in the explanation; perhaps if Tech B provides both the components and Tech C, then you can get Tech C as a researchable area by analyzing captured components; and, of course, Tech C would still have to include copies (maybe inferior copies) of the desired components. How's THAT for confusing? http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Devnull Mod Gold: updates and discussion
Thanks for your feedback everybody. Sorry for the late replies. Still working on the mod. And focus remains on the AI, but progress is very slow at the moment.
HEMAN, 1) actually checking out the D-Mod for more stuff is already in my to-do-list http://forum.shrapnelgames.com/images/icons/icon7.gif . I do however have to be careful what to add in order not to destroy the balance and/or screw up the AI. I like the mercenary commanders a lot, hopefully I can find a way to implement them to some degree. Torps already have a to hit bonus in DNM and also armor-shield skipping torps added at the end of the research. 2) yes, more ruins. I'd also like that. A converter facility is a good idea. I think, however, that it should not be better than the standard facility and also more expensive. A lot of the ancient tech works that way. It either has a unique ability or it is not as effective as the component that can be researched. 3) I think Puke had a good idea about visible homeworlds. Check below... 4) I agree. The AI uses the open warp ship kinda wierd http://forum.shrapnelgames.com/image...s/rolleyes.gif . Nothing I can do about that really. If you find that too annoying, you can remove the open warp ship from the monster build queue. Puke, great idea! http://forum.shrapnelgames.com/images/icons/icon7.gif I think that is possible to do. How about adding a tech area of 'Monster Lore' or something like that. Whenever you analyse a monster you get one level of that. First levels would only include hints about the monsters and some background info. Once you get more levels, you get some useful components and ultimately the sensor to see their homeworld. (come to think of it, this would also be a good way to include some wacky tech without screwing up other AI. Also it would the make the monsters great prices for hunting down, since you can get certain tech by those means only). Miles, very interesting. Monsters vs. GP sounds fun http://forum.shrapnelgames.com/images/icons/icon7.gif . I would very much like to check that out. Can you post the files? It never ocurred to me that planet cloaks work on weapon platforms. DirectorTsaarx, I think in your example it works like this. If you don't have the racial trait, Tech A cannot be be gained by any means Tech B can be gained through analysis, but cannot be researched Tech C can be researched, once Tech B is known So back to the idea of tech gained though capture/analyze monsters. If 'Monster Lore' was a type B tech, you would need to capture X monsters to get level X of that tech. Sounds like an interesting thing (if it works...). Cheers, Rollo [ January 22, 2003, 17:43: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
okay, I checked this out Last night and it does work http://forum.shrapnelgames.com/images/icons/icon7.gif .
Just for testing I added a Monster Lore tech area that can only be gained by analyzing captured monsters. It definately gives food for thought... Of course that would mean that monsters (at least some of them) can be captured. Currently that is not so. Hmm, maybe add another monster type that can be captured and have the AI only build one or two of them at a time (brainbug?). Then they would be valued prizes. As I said, food for thought... I am happy with suggestions as I am not the most innovative guy around here http://forum.shrapnelgames.com/image...s/rolleyes.gif . Rollo |
Re: Devnull Mod Gold: updates and discussion
Just take away the MC ability on some of the "smarter" monsters and reduce the boarding defense on some of the "weaker" ones. Most monsters would be "too dumb" to be subverted and some would have weak immune systems unable to cope with space marines.
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Re: Devnull Mod Gold: updates and discussion
Oh, if you're doing that, make a "monster trainer" component. It seems kinda silly to have a boarding party taking control of a monster.
Of course, the only sensible way to apply it (without re-writing all the capture techs) would be to make the monster trainer exactly the same as a boarding party except for the name and picture. You'd still be able to capture ships with monster trainers and monsters with boarding parties, but most of the time people would be going for just one or the other and so it wouldn't happen often. They could also willingly refrain from using them inappropriately if they wanted. It would be good component for roleplay, basically. =-) |
Re: Devnull Mod Gold: updates and discussion
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You realize that this stuff is quite unbalanced. I can really only see 3 types of gameplay/storytelling possible: </font>
Miles |
Re: Devnull Mod Gold: updates and discussion
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Miles |
Re: Devnull Mod Gold: updates and discussion
Hello everyone, in the middle of updating Taera Hive Imperium Graphics. Taera gone gold! (you'll see).
It wont probably be published today, more likely tomorrow (i want to work on fleet, fleet alternate, racial portrait, infantry well) and untill then - this is the only mod that actually has this race, what do you people think about it? Anything i should change/alter/improve? |
Re: Devnull Mod Gold: updates and discussion
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Should get even MORE interesing in the next few turns as the tension increases. Any interest in starting up another DNM PBW game? DN2 is at turn 90 now, so we should see some resolution in the next 20-30 I think. This time I think we'll start LOW tech with MEDIUM cost to slow down the mad weapons race some. And I am not sure at all about the MOnsters being in - I have enjoyed it myself, but I started far enough away to be able to handle them, 2-3 players got totally wiped out early... And I downgraded them a bit before adding them in the game) I personally would love another DNM game, but only wanna play if we have 8 or more. Binford |
Re: Devnull Mod Gold: updates and discussion
I just started playing a devnull mod game, it its fantastic! Thanks for all the work that you've done. So far, I don't have any issues, but I'm just getting into the mid game stage.
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