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Re: Devnull Mod Gold: updates and discussion
Thanks Miles http://forum.shrapnelgames.com/images/icons/icon7.gif ,
I'll download this and check it out as soon as I get a chance. Hope you don't mind, if I use any of your stuff in a future Version. now in reply to the weapons: Taera - I won't even start an argument whether or not the ability makes sense for IB. I have no idea how an IB (or shields for that matter) actually work. So any explaination one way or other is just treknobabble http://forum.shrapnelgames.com/images/icons/icon12.gif . I simply used that ability because it hasn't been used yet. The question for me is: Is that weapon viable now? Is is still to weak or too powerful now? I considered giving it more damage even, but realized that it would be too powerful compared to the Tachyon Cannon perhaps. brainsucker, oleg - I didn't use 'Skip all shields' for GHB (although I did consider it), mainly because that abilty has been used already by the Chant Crystal (rel/cryst combo tech). So I thought double damage to shields is good too. I think with the increased damage and the ability it might be worth using it. Or is it not? Stecal, about the new Version I have no idea yet. Progress is slow at the moment. Also I will most likely be gone for one or two weeks in February. So my best guess for a new DNM Version is the middle of March. Go ahead and start a new game, I would say. As it stands now the new Version will be compatible with older games, so most likely you will be able to upgrade your game later. Rollo [ February 06, 2003, 23:17: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
oops
[ February 06, 2003, 23:19: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
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******************************************** data/ components.txt: GP Master Computer: 1/2 size, 1/10th cost GP Bergenholm: 1/2 size, 1/10th cost, +1 bonus movement,2x supply Drone GP Bergenholm: 1/2 size, 1/10th cost, +1 Bonus movement, 2x supply GP Supply Storage: 1/2 size, 1/2 cost, 2x supply GP Reactor: 1/2 size, 1/10th cost, +1 bonus movement GP Universal Colony: 1/10th cost, 3x cargo Monster Rock Colony: 1/100th cost Monster Ice Colony: 1/100th cost Monster Gas Colony: 1/100th cost GP Cargo Bay: 1/2 size, 1/10th cost, 2x cargo Fighters to Go: 1/2 size, 1/10th cost, 2x launch, 3x storage GP Mine Layer: 1/2 size, 1/10th cost, 2x launch, 3x storage GP Sat Bay: 1/2 size, 1/10th cost, 2x launch, 3x storage GP Drone Launcher: 1/2 size, 1/10th cost, 2x launch, 3x storage GP Targetting Sensors: 1/2 size, 1/10th cost, 7 targets GP Combat Sensors: 1/2 size, 1/10th cost, 80% attack bonus GP ECM: 1/2 size, 1/10th cost, 80% defense bonus Dureum Armor: 8/1 structure to size, Jammer, +30% defense, 70 emissive GP Sub-ethereal Shields: 1/2 sz,1/10th cst,500 shld,25 regen,20 damage transfr Ultimate GP Sensors: lvl 5 sensor, requires: AMilSci6,scanner3,sensor6,GravTech3 GP Space Yard: 1/2 size, 1/10th cost, 2x construct, 2x repair GP Repair Bay: 1/2 size, 1/10th cost, 2x repair GP Machine Shop: 1/2 size, 1/10th cost, 3 repair, 2 bonus move GP Point Defense: 1/2 size,1/10th cost,Swp 8 mines,85 damage,range 7,target Ftr/Sat/Seekers/drone GP Weapon pattern: 1/2 size, 1/10th cost, +2 range,1.5x damage. Changes noted below. GP Shield twister: Require Shield10;Shields damage10,Quad damage to shields GP DUC: GP Anti-Proton Beam: External Mt DuoDec Missile: 1/2 reload rate, 1.5x damage resistance DuoDec Missile: 2 reload rate,1.5 damage resistance,1.5x speed GP Plasma Missile: 1.5 damage resistance, 1.5 speed GP Meson BLaster: GP A-Mat Torp: 1/2 reload rate GP QTorp: GP STorp: 2x damage GP SubEtheric Projector (PPB): Skips all shields GP Primary (NSP): Reload 2, range +4 GP Fry-A-Matic (WMG): Reload 2 GP Grav Hellbore: Reload 1 GP Repulsor: GP Tractor: GP Teleporter: GP Space Marines: GP Duodec Mine Warhead: GP Duodec Warhead: Small GP QEngine: 1/2 size, 1/10th cost, +1 Bonus move GP Afterburners: 1/2 size, 1/10th cost, +1 Bonus move Small GP Combat Sensors: 1/10th cost, 45% attack bonus Small GP ECM: 1/10th cost, 45% defense bonus Sm Emissive GP Armor: 15/1 struct/size, 1/5th cost Small GP Phased Shield Gen: 1/5th cost, 4x shield, 6x sh regen GP Fgt/Troop Weapon pattern: 1/5th cost, +1 range,3x damage. Changes noted. Small GP APB: Small GP DUC: Small GP Meson BLaster: Small GP SubEtheric Projector (PPB): Skips all shields Small GP Fry-A-Matic: Small GP A-Matter Torp GP Suicide Squad Small GP Rocket Pods: 1/2 reload rate Small GP Grav Beam Small GP Shield Twister: Quad damage to shields GP Ground Cannon Wild Bill: All purpose remote prospector GP Matter Grav Sphere: Might make extra Huge planets The Bug Gun: Weapon Component for Monster WP's. Monster Beam III Monster Bite II Monster Cloak: Also lvl 5 sensor Monster Yard II Ice Breath II Huge Monster Beam II Huge Monster Beam III Cultures.txt: Added unbalanced, superhuman QX culture Facility.txt: GP City (Monolith3):1/10th cost,2x resources,research,intel,shield,storage GP University: 1/10th cost, 5x research GP Spy Center: 1/10th cost, 5x intel GP Mineral Resource Storage: 1/10th cost, 2x storage GP Organic Resource Storage: 1/10th cost, 2x storage GP Radioactive Resource Storage: 1/10th cost, 2x storage GP Cargo Facility: 1/10th cost, 5x cargo GP Factory: 1/10th cost, 40% increase System GP Factory: 1/10th cost, 40% increase Central GP Computer Complex: 1/10th cost, 40% increase GP Databank Complex III: 1/10th cost, 40% increase System GP Computer Complex: 1/10th cost, 40% increase System GP Databank: 1/10th cost, 40% increase GP Resource Converter: 1/10th cost, 90% conVersion rate GP Recycler: 1/10th cost, 95% recycle rate GP Medical Lab: Breed! Breed like the wind! GP Video Game Center: 10% system happiness improvement GP Space Yard Facility: 1/10th cost, 2x build, 2x repair Monster Habitat I: 200 cargo, +1 repair, 30K storage Monster Habitat II: 300 cargo, +3 repair, 60K storage Monster Habitat III: 2X resource gen, 400 cargo, +5 repair, 90K storage Monster Terraformer: Terraform in 5 turns RacialTraits.txt Galactic Patrol: Cost = 0 TechArea.txt GP Tech: Enabling technology for all GP benefits. VehicleSize.txt BattleMoon: 3000Kt,Requires: Ship11;Base4;Stellar5,+40att&def,8 engines Pocket Battleship: Fighter size 100,8 engines,70 attack, 20 defense HUGE Beast: 5000Kt Monster Spore: 290Kt, colonizer hull, usual monster plusses, 11 move. pictures\races\monsters\monsters_ai_construction_f acilities.txt Simplify all but Homeworld queues down to: change atmosphere, Space Yard, spaceport, supply generation, resource generation - minerals pictures\races\monsters\monsters_ai_construction_u nits.txt Make all types of worlds build weapon platforms. pictures\races\monsters\monsters_ai_construction_V ehicles.txt Add colonizers,Defense Base,eliminate drones,spread out ship production. pictures\races\monsters\monsters_ai_designcreation .txt Add colonizers, 5000Kt Attack Ship (D), Weapon platform,Cloaking Defense Base pictures\races\monsters\monsters_ai_fleets.txt Smaller fleets and more of them. pictures\races\monsters\monsters_ai_general.txt Change atmosphere to Oxygen,Happiness to Bloodthirsty pictures\races\monsters\monsters_ai_research.txt Add colonization techs pictures\races\monsters\monsters_ai_settings.txt defend 5 systems,move thru minefields,Personality Group=1 Start thinking of victory conditions for the various scenarios. Tuning ideas: Might need to add more requirements to GP City Monsters only really spread to through-out the initial systems. Need more aggression. Is this tied to number of defended systems? Need pictures, AI for Galactic Patrol. Need more, smaller fleets for a starter. weaken and rename dureum armor to 'wall screen' or 'force wall'. Move dureum to end of armor research chain. Need to use the Last 50Kt in the Monster Spore ******************************************** Miles |
Re: Devnull Mod Gold: updates and discussion
<h1>devnull3 is up and added to PBW!</h1>
Please join! And read the forums there too! Binford [ February 07, 2003, 06:09: Message edited by: Binford ] |
Re: Devnull Mod Gold: updates and discussion
A question - will regular game shipsets work under SNM? What happens to the ships not in the regular game?
Binford |
Re: Devnull Mod Gold: updates and discussion
I'd like to get the DNM differences file I started this summer up to date:
http://www.jeffleggett.com/DevNullMod.htm What am I missing? Binford |
Re: Devnull Mod Gold: updates and discussion
A quick note to anybody that wants to play a HARD game vs the Space Monsters:
Try playing on the following map <a href="http://forum.shrapnelgames.com/newuploads/1039752812.zip" target="_blank">1039752812.zip </a> Place the Space Monsters as the 13th player - this will give them one-way links to most of the map. It is equivalent to having them start 2-3 systems away from EVERYBODY. If you think the Monsters are irritating on a normal map, then try the above! This should make an interesting PBW game also. |
Re: Devnull Mod Gold: updates and discussion
just an idea for the DNM update: I don't know if this has been added somewhere but a dream for many of us to come true is a satellite bay launching only 1 satellite per turn. What do you think? http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Devnull Mod Gold: updates and discussion
well, that should be very ease to do and not influence the AI either, since they'll prolly use the component that launches the most sats (I hope).
so what comes to mind is a 20kT component that launches one sat per turn and has ecaxtly enough cargo space for one of them. hmm, name? Spy(oops, Monitoring) Satellite Bay?, Single Sat Launcher?, err... suggestions? |
Re: Devnull Mod Gold: updates and discussion
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Or what is the correct term for the torpedo ducts (?) of a submarine? |
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