![]() |
Re: questions about devnull mod
1) Like others have said before. I think Devnull Mod is a good one to learn as you play. The main change is that PDC does also sweep mines. But PDC can only target seekers. If you want PD against units also, you need Anti-fighter missiles (research Point-defense and also fighters tech for higher levels).
2) about the AI: TDM AI will not work correctly in Devnull Mod. The Vikings AI for Devnull as well as all the other AI have been adopted specificly for the mod. And don't use stock AI either. Just use the AI that comes with the mod. Rollo |
Re: questions about devnull mod
Quote:
... Look, no offense, but ... it's free; don't you think you're being just a BIT ungrateful, here? A mod is a LOT of work in and of itself (as I have discovered the hard way with the STILL-unfinished "Exodus" mod), if you do more than tweak a few minor things here and there. Try it sometime, you'll see what I mean. Quote:
|
Re: questions about devnull mod
Quote:
If it was a mod where superficial and/or few changes had been made, sure, of course there may not be a need for a readme (I'll say "readme" because some people are getting stuck on "manual" and I don't mean a literal manual). But some of you have got it the wrong way around and appear to be saying that the more changes there are, the less need there is for explanation. And that just doesn't make any sense to me. As for PBW, I don't have any sort of time to try anything like that so that's not an option for me. I might play a lot for a week or two and then not play again for three months. |
Re: questions about devnull mod
There is a world of difference between a manual and a readme. The terms are certainly not interchangeable. A manual is an in-depth analysis of everything in the mod. A readme often includes a superficial overview of the mod.
Quote:
[ July 28, 2003, 00:47: Message edited by: Imperator Fyron ] |
Re: questions about devnull mod
Quote:
An analogy would be if one technologically advanced society built a nuclear reactor (or a toaster) for a less advanced society but gave the latter no clue as to what it was or how to operate it properly ("What does this red button do?" "Oh, just fiddle around with it until you figure it out."). Then the advanced society says to the other, "You should just be grateful we gave you this incredibly powerful way to make lots of energy. Never mind training your engineers." Quote:
|
Re: questions about devnull mod
Quote:
Quote:
|
Re: questions about devnull mod
I think Binfords site http://jeffleggett.com/devnull.html gives a very good summary of the differences betweeen stock SE4 and Devnull Mod and can be considered a manual.
Good job, Binford. Rollo [ July 28, 2003, 00:57: Message edited by: Rollo ] |
Re: questions about devnull mod
Taera said that there are a lot of minor changes that do not require much extra learning (if any). He did not say that having more changes means there is less need of an explanation.
Mods do require readmes, yes. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: questions about devnull mod
Quote:
Clearly, he's suggesting that there are so many changes that it's maybe too time-consuming (or something) to list them. And I'm saying that the very fact there are "so many" changes is the reason there should be an explanation included. If there were "few" changes, I'd be less likely to need a readme. |
All times are GMT -4. The time now is 07:00 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.