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

Pablo April 17th, 2003 07:48 AM

Re: Devnull Mod Gold: updates and discussion
 
Slick, go ahead ant try it out. Just have in mind the two things Rollo said and everything else you can deal with in the game. I wish Rollo told me that when I was first playing DNM. Just imagine a cloud of fighters coming close to you and your PD cannons do not even try to fire http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/confused.gif

One more thing - some AIs also use combo techs so don't get surprised when you meet a ship with organic armor, parasites and shrad cannons http://forum.shrapnelgames.com/images/icons/icon12.gif

Dingocat85 April 17th, 2003 08:37 AM

Re: Devnull Mod Gold: updates and discussion
 
Hi, everybody...I figured this would be the best place to post this:
First: Is there anyplace where I can download DevNull Mod, NOT Gold? I tried running the Gold mod with normal SEIV, it doesn't work http://forum.shrapnelgames.com/images/icons/icon9.gif

Second: If someone had the time, money, slaves, whatever you need to do so http://forum.shrapnelgames.com/images/icons/icon12.gif ...could somebody pleeease take the Current Version of Devnull Mod GOLD, and make an alternate Version so SEIV normal can run it? I get the feeling that if I get a copy of Non-Gold DevNull Mod, it'll be something that hasn't been updated in a long time http://forum.shrapnelgames.com/images/icons/icon9.gif

But even if nobody has the time to make an alternate Devnull, if someone could show me where the "old", Pre-Gold Devnull mod can be downloaded, that would be great http://forum.shrapnelgames.com/images/icons/icon10.gif

Thanks,

Dingocat85

P.S: Does anybody know what http://forum.shrapnelgames.com/images/icons/blush.gif is supposed to mean? Looks like a person singing, if you ask me http://forum.shrapnelgames.com/image...s/rolleyes.gif

Rollo April 17th, 2003 03:00 PM

Re: Devnull Mod Gold: updates and discussion
 
Here is a link of the Last pre-Gold Version that I am aware of:

Devnull Mod 1.40 for SE4 Version 1.49 (pre-Gold)

This was the base that Geo and myself used to create the gold Version from.

Rollo

PS: I think that http://forum.shrapnelgames.com/images/icons/blush.gif is used to show embarrasment.

[ April 17, 2003, 14:01: Message edited by: Rollo ]

Rollo April 17th, 2003 03:10 PM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Pablo:
...I wish Rollo told me that when I was first playing DNM. Just imagine a cloud of fighters coming close to you and your PD cannons do not even try to fire http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/confused.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Well, at least I have learned in my advice giving skills http://forum.shrapnelgames.com/images/icons/icon12.gif .

But wait a second... I don't recall that you asked for advice like Slick did. http://forum.shrapnelgames.com/images/icons/tongue.gif or did you?

Rollo

Rollo April 17th, 2003 03:14 PM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by QuarianRex:
...I just couldn't take MechaGodzilla seriously....
<font size="2" face="Verdana, Helvetica, sans-serif">No, neither can I... http://forum.shrapnelgames.com/images/icons/icon10.gif .
nice pic. yeah, Giger is cool.

Rollo

Taz-in-Space April 18th, 2003 08:14 PM

Re: Devnull Mod Gold: updates and discussion
 
... to me http://forum.shrapnelgames.com/images/icons/blush.gif looks more like someone asleep and snoring. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron April 18th, 2003 08:23 PM

Re: Devnull Mod Gold: updates and discussion
 
Well if you hover the mouse cursor over it in the Instant Graemlins box when making a post, it tells you what the smiley is for...

Dingocat85 April 22nd, 2003 11:38 PM

Re: Devnull Mod Gold: updates and discussion
 
Idea Time! http://forum.shrapnelgames.com/images/icons/tongue.gif

First, I have no idea if this has been implemented or not, since I don't have DevNull Gold, only regular http://forum.shrapnelgames.com/images/icons/icon9.gif . Second, if it's impossible to alter a ship's movement during combat, then ignore this post entirely. Now, with all that aside:
------------------------------
Name: [for now] Hyperspace Converter I, II, III, IV

Available: With every third Propulsion tech level (i.e. when you get Ion Engines III, Jacketed-Photon Engines III, etc.)

Available for: Ships only, 1 per ship

Description: [for now] Massive device which utilizes hyperspatial particles to greatly increase a ship's long-range movement, but decrease maneuverability.

Effect: (per level)
>>>>> +1 bonus movement point
>>>>> -1 movement in combat
>>>>> -10% to defense

Size: Probably 30kT

Image: I was thinking the 'Gas Giant Colony component' image, sideways, color changed, the "wings" edited out, and the background made black.
------------------------------
I imagine making this wouldn't be too hard to make...I just don't have the resources to do so myself http://forum.shrapnelgames.com/images/icons/icon9.gif

Plus, implementing this would actually give people an incentive to spend research points to go all the way to Quantum Engine III, and not stop at QE I...Why else would someone spend 600,000 research just to get 50 more storage out of an engine? http://forum.shrapnelgames.com/images/icons/icon12.gif

That's my idea...hope someone runs with it http://forum.shrapnelgames.com/images/icons/icon6.gif
Regards,
Dingocat85

P.S.: Come to think of it...Does anyone think this post should be a separate thread entirely? http://forum.shrapnelgames.com/images/icons/blush.gif

Dingocat85 April 27th, 2003 10:28 AM

Re: Devnull Mod Gold: updates and discussion
 
...anybody have any idea if this is doable, or not?

oleg April 27th, 2003 05:08 PM

Re: Devnull Mod Gold: updates and discussion
 
Unfortunately, it will not work, Dinocat. I tried to make a "repulsion" system - Nova star, exploding and pushing ships away ... cool idea, right ?... but it does not work http://forum.shrapnelgames.com/images/icons/icon9.gif . If only MM sacrifice some memory requirements and use real numbers throught http://forum.shrapnelgames.com/images/icons/icon9.gif

[ April 27, 2003, 16:09: Message edited by: oleg ]


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