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

Krsqk April 13th, 2003 05:26 AM

Re: Devnull Mod Gold: updates and discussion
 
IIRC, it's 3% per year, not per turn.

Suicide Junkie April 13th, 2003 06:17 AM

Re: Devnull Mod Gold: updates and discussion
 
Thus, each time 24XX.1 rolls around, you will get your 3%. If your facility is going to finish very close to that date, I suggest Emergency building it.

Pablo April 16th, 2003 02:33 PM

Re: Devnull Mod Gold: updates and discussion
 
I rarely use Monitor or Super Monitor that's why I noticed a typo only recently. Massive mount describes the increase of damage by 5 times when it actually is 7.
Just my 2 cents http://forum.shrapnelgames.com/images/icons/icon12.gif

Slick April 16th, 2003 05:06 PM

Re: Devnull Mod Gold: updates and discussion
 
Ok, after being on my "todo" list for a long time I am about to take the plunge and play my first Devnull Mod game, single player to learn. I sure wish I had more time to play all the various permutations of each mod...

I read the readme. Anything else I need to know or is it best to just dive in?

Slick.

Dralasite April 16th, 2003 06:13 PM

Re: Devnull Mod Gold: updates and discussion
 
Just dive in, thats what I did http://forum.shrapnelgames.com/images/icons/icon7.gif

However, I did restart a few times. You know, those "I should have researched this a long time ago..." moments.

PsychoTechFreak April 16th, 2003 10:01 PM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Suicide Junkie:
Thus, each time 24XX.1 rolls around, you will get your 3%. If your facility is going to finish very close to that date, I suggest Emergency building it.
<font size="2" face="Verdana, Helvetica, sans-serif">That's for non-simultaneous, right? In simultaneous I have noticed the 3% each New Years (2xxx.0 ).

Rollo April 16th, 2003 11:01 PM

Re: Devnull Mod Gold: updates and discussion
 
Thanks for the catch, Pablo.

As for learning the Devnull Mod, I agree diving right in. The mod basicly plays like standard SE4 with extra gimmicks. Note two changes of gameplay though:
1) Mine sweeper components have been removed., instead Point-Defense-Cannnons now also sweep mines.
2) PDC can only target seekers. If you want something that also hits units, you need Anti-Fighter-Missiles, which can hit fighters, sats, drones, and seekers.

Have fun, http://forum.shrapnelgames.com/images/icons/icon7.gif
Rollo

PS: It might be fun to take two racial tech traits, to get some extra gimmicks (combo techs). And also maybe not use the monsters on the first try.

[ April 16, 2003, 22:03: Message edited by: Rollo ]

Slick April 16th, 2003 11:44 PM

Re: Devnull Mod Gold: updates and discussion
 
I read the readme and the monster readme but it wasn't clear if you can play as the monsters. Or more properly it wasn't clear if the mod was intended to have humans play as monsters.

Slick.

Rollo April 17th, 2003 12:07 AM

Re: Devnull Mod Gold: updates and discussion
 
well, you can play as monsters. That is to say it is possible. But not intended really. It is quite boring as your tech is vastly superior and your construction and intel is insane.

QuarianRex April 17th, 2003 07:21 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Rollo:
Using the Space Monster race pic is not so good IMO. It is copyrighted material. I was never comfortable with using that at all, but I had no better art at the time of release. If somebody wants to make a new race pic for the monsters (or any other monster pics for that matter), I would appreciate it.
<font size="2" face="Verdana, Helvetica, sans-serif">This may still be copyrighted material but it is far more threatening. I used this to replace my monster pics just after I first started playing Devnull. I just couldn't take MechaGodzilla seriously.

MonsterRacePics.zip

God, I love Giger.


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