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

Pablo February 13th, 2003 08:02 PM

Re: Devnull Mod Gold: updates and discussion
 
dispatcher
shooter (well maybe this is more about killing sats not shooting them out)
dropper
planter
seeder
... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Dralasite February 13th, 2003 10:14 PM

Re: Devnull Mod Gold: updates and discussion
 
I think its torpedo tubes, so a sattelite tube?

How about a sattelite pod? Or maybe that implies a one-use component.

Maybe a sattelite mini launcher?

dogscoff February 14th, 2003 11:43 AM

Re: Devnull Mod Gold: updates and discussion
 
just out of interest... would it be possible to mod a component with a sat launching ability of 0, so it can retrieve sats but not launch them? Not sure why you'd want such a thing... might be useful if you could do it for fighters I suppose.

[ February 14, 2003, 09:44: Message edited by: dogscoff ]

Rollo February 14th, 2003 01:10 PM

Re: Devnull Mod Gold: updates and discussion
 
dogscoff - no, that is not possible.
Launch/Recover uses two values. One for the number that can be Launched/Recovered per game turn and the other is per combat turn.
So, the number that can be launched or recovered is always the same.

dogscoff February 15th, 2003 02:06 AM

Re: Devnull Mod Gold: updates and discussion
 
oh, shame. However in turn-based I find that a ship equipped with a single fighter bay (that can only lauch 4 fighters) can recover an infinite amount of fighters.

Taz-in-Space February 16th, 2003 07:24 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

in turn-based I find that a ship equipped with a single fighter bay (that can only lauch 4 fighters) can recover an infinite amount of fighters.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm, Mine only load until the NO VACANCY light goes on... http://forum.shrapnelgames.com/images/icons/icon10.gif

Rollo February 16th, 2003 12:37 PM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by dogscoff:
oh, shame. However in turn-based I find that a ship equipped with a single fighter bay (that can only lauch 4 fighters) can recover an infinite amount of fighters.
<font size="2" face="Verdana, Helvetica, sans-serif">hmm, that's a bug then.

Binford February 20th, 2003 05:26 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Binford:
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

<font size="2" face="Verdana, Helvetica, sans-serif">Hello? Did anyone see this? Some help appreciated....

Rollo February 20th, 2003 01:35 PM

Re: Devnull Mod Gold: updates and discussion
 
Hey Binford,
here are some additions/corrections for the DNM description:

Devnull Mod Gold
Version 1.70
Date: September 9, 2002
SE IV Gold Version 1.84

originally by Devnullicus and others (HreDaak, VernMcC, Elwood Bluze, Derek, Mephisto, Talenn,
Lucas, Daynarr, Deathstalker, Suicide Junkie, GodEmperor, Dracus, Q, SunDevil, Henk Brouwer,
Andrey Taskaev, Nerfman, and probably more)
revision for SE4 Gold by Rollo & Geoschmo
currently maintained by Rollo

...
Mines
=====
add: The mines limit per sector has been raised to 500. Research of better warheads is useful, as warheads not only do more damage at higher tech, but more importantly they get cheaper. Thus mines can be be built faster.
Advanced mine layers can deploy more mines per tuns.

Drones
======
add: Drones have their own engine type which only costs about half of ship engines. This way drones are cheaper/faster to build.

Troops
======
corr: Troops are the same as SE4 with the exception of the bio engineered fanatic (rel/org combo tech). The bio-fanatic acts as a troop cockpit for normal troops or can also be used as only component using a 1kt drop pod/infantry vehicle size (that vehicle size is for the rel/org combo only).
corr: Weapon Platforms use special mounts that make them more effective than SE4.

Components
==========
add:
lower levels of PPB have been toned down. PPB V remains unchanged, but reserach is now 10k base cost
racial armor: Splinter Armor (cry), a 1kt armor. Reactive Armor (psy) with built-in flare against seekers/units(one shot per battle)

racial combo techs:
org/cry - Biocrystal Armor
org/temp - Hyper-Reflex Device
org/psy - Telepathic Armor, Biokinetic Shield Disperser
org/rel - Bio-Engineered Fanatic, Drop Pod
cry/temp - Harmonic Shielding
cry/psy - Psychic Stun Crystals
cry/rel - Chant Crystal
temp/psy - Accelerated Psychic Sensors
temp/rel - Spirit Crew Quarters
psy/rel - Wisdom Shrine

Races
=====
corr: Geoschmo has adapted the Amonkrie/Fazrah, not the Vikings. The DNM Vikings are also based on the TDM Version.
add: Sonne race has been added, using psy/temp combo tech. Shipset by Marc Angstadt, AI by Rollo

What else?
==========
add:
All training facilities are system wide. Psychic training facilities are more effective than normal ones.
new ruins tech: Artifical Stellar Moons, a constructed planet smaller then the Ringworld. Components can be fit into ships for creation.
Extra Huge planet sizes with pictures from the image mod.
Additional quardrants from Fyron's Quadrant Mod.
Cargo Space for domed colonies is doubled.
Raised bonus for Mineral Scanners, Radioactive Colliders and Eco Farms to 20/40/60, makes Robo Factory less of a no-brainer

That's all I can think of right now, there is probably more...

Cheers,
Rollo

Binford February 22nd, 2003 03:14 PM

Re: Devnull Mod Gold: updates and discussion
 
UPdated:

http://www.jeffleggett.com/devnull.html

Comments?


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