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Re: Devnull Mod Gold: updates and discussion
I like that idea...
Smaller, Cheaper, less powerful shields for the smaller ships... Larger, More Expensive, more powerful shields for the larger ships and bases... Similar to shielding on fighters. Either that or a higher regen rate on the larger ships. |
Re: Devnull Mod Gold: updates and discussion
If possible, maybe institute a weapon that will balance the shields?
A weapon that does some kind of percentage based on ship hull, maybe? IE: Dreadnought 1000kt has 750 Shields Escort 150kt has 300 shields A weapon is fired at the two ships that deals damage half of the hull size. Dreadnought takes 500, and left with 250 shields Escort takes 150 and left with 150 shields And the escort survives longer than the dreadnought. ... if it could be done... |
Re: Devnull Mod Gold: updates and discussion
Spoo - the reasoning behind this is that the shield generator's strength would be diluted more on a bigger ship. I won't use the dreaded R-word, but it kinda makes sense to me. Bigger ships would still be able to take more pounding, simply because they can carry more generators. I just thought it would be cool to have smaller ship's shields more 'concentrated'. I haven't completely made up my mind about the actual numbers, but the plan is to balance the mounts and the shield components in such a way that a battleship with maxed out shields will not actually have weaker shields (still something close to 400), and the shields on a LC with medium tech shields would also be roughly the same as now. But if you stick a max tech shield on a LC or DS, it would have a greater shield strength (maybe 500 on a LC or CR, and 600 on a DS). Making shields cheaper on the smaller ships is a good idea and would go along with my plans.
Toryin - welcome to the forum btw http://forum.shrapnelgames.com/images/icons/icon7.gif . The sizes of the shield components would always be the same, simply because it causes less headaches with existing AI designs. More powerful shields on the larger ships is not so good IMO. Bigger ships already have the better weapon mounts. What I like to do is giving the player a choice whether he likes to go for the better weapon mounts or stick to smaller hulls for some ships and use more effective shields. Overall I do not want to make the changes and differnces too drastic and disadvantage the bigger hulls too much. That would just weaken the AI too much, since it usually uses the biggest hull available. TerranC - that is a very cool idea. I am not aware of any method to change the weapon damage based on the target, though. Rollo |
Re: Devnull Mod Gold: updates and discussion
Thanks Rollo, actually I've been lurking for quite awhile, just finally had a free day to post *shrug*. Anyways, it was more of a daydream then anything else. The problem would always be the AI and there's not much to fix that. My thought however was more about with the more effective shield mounts on the larger ships, you make it exponentialy expensive, so that its costs a whole heck of a lot more to use a "Captial Shield" then a regular shield.
Then again, in a human vs human game this would be real fun, but in a comp vs human, I'm sure the comp would die quickly to a human battelship. |
Re: Devnull Mod Gold: updates and discussion
Toryin, I see what you mean (I *think* http://forum.shrapnelgames.com/image...s/rolleyes.gif ). Anyway, the shield mounts have been canned for now. Maybe I'll put them in a next Version, maybe not. I'll need some more pondering on this, but want to get next Version out ASAP.
I have some more work to do on a new AI. And after that tidy up things. I estimate that the next Version will be out by the end of this week. Rollo |
Re: Devnull Mod Gold: updates and discussion
Taa-Daaaa! http://forum.shrapnelgames.com/images/icons/icon10.gif
Here is the new Version: Devnull Mod Gold Version 1.70 (about 4.6 MB) patch from Version 1.63 to 1.70 (about 1.9 MB) Note: This Version is not compatible with older savegames. summary of changes for Version 1.70: * two new races added (United Flora, Sonne) * overhaul and additions to the racial combo techs * raised mine limit per sector to 500 * all ship/fleet training is now system wide * new planet size (extra huge) and new ruins tech * doubled cargo for domed colonies * added Fyron's Quadrant Mod 1.13 * updated weapon sounds to Gold * loads of little and not so little changes and fixes (check readme) Have fun, http://forum.shrapnelgames.com/images/icons/icon7.gif Rollo |
Re: Devnull Mod Gold: updates and discussion
Very nice work Rollo.
Thanks a ton! now my wife will have yet another reason to beat me about the head and shoulders for spending too much time on the computer. http://forum.shrapnelgames.com/image...s/rolleyes.gif Oh...one question...will the cpu ever choose the monster race as a random cpu opponent, or do I have to place them in the game manually? Cheers! Trajan [ September 06, 2002, 16:59: Message edited by: Trajan ] |
Re: Devnull Mod Gold: updates and discussion
Trajan, I have set the personality number in the monsters_AI_settings.txt file to -1 to make it very unlikely that the Monsters are selected as a random opponent. I wanted the monsters to be an option for the game setup and not a regular race. So if you want to play with them, it is best to select them manually.
If you like them to be added by random more frequently, you can change the personality number to 1, 2, 3, or 4 in the above mentioned file. If you don't like to play with them at all and don't want them added by random in any case, you can simply remove the monsters folder in the pictures/races directory. Hope that helps, Rollo |
Re: Devnull Mod Gold: updates and discussion
So did anybody (besides Trajan) check this out, yet?
Anybody got any errors or oddities? Or does the 1.70 Version seem to be stable enough to be added to PBW? Rollo [ September 09, 2002, 01:14: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
Wow, those imagemod pictures give that sci fi feeling http://forum.shrapnelgames.com/images/icons/icon7.gif Good job.
but one thing: did you only program Extra Huge planets to use imagemod? |
Re: Devnull Mod Gold: updates and discussion
Yes, only the new planets have the new pictures.
Rollo |
Re: Devnull Mod Gold: updates and discussion
I agree with TerranC that the new image for the huge planets are fantastic. Also, the merging of the Fyron's Mod is a great add-on. The new (to me) maps are making for some very interesting problems vs. the AI.
Cheers! Trajan |
Re: Devnull Mod Gold: updates and discussion
Some suggestions for the mod, though some of them apply to Fyron's mod instead.
The main suggestion for Devnull mod is to reduce the maintenance of starbases. Units can be amassed like no tomorrow (woo fighters! I love how point defense weapons don't kill them anymore), which of course have no maintenance to worry about. Meanwhile bases can't move around to intercept baddies, shift uneven defenses, ect., and they have maintenance costs to boot. Another suggestion would be to make fighters harder to hit (and likewise, increase the to-hit modifier of anti-fighter missiles). I see my ships charge into battle and easily wipe out a small contigent of fighters without batting an eye, and with huge mounted weapons no less. And they have 0 experience with only level 2 combat sensors, with my race having a +8 offensive characteristic. I think the mounts should be re-ordered somewhat for the sake of the poor AI, with possibly more Versions thrown in (huge pulse mount weapons, for example). I'm also a little confused about some of the added ship types that act as "inbetween" ships yet are discovered at the same time as the larger ships. That is, they don't seem terribly useful unless perhaps they expanded the ship construction tree by making dreadnauts higher level. For Fyron's Quadrant Mod: Way too many planets in the standard midlife quadrant. I like the many moons and that makes things interesting (is it possible to have even more? http://forum.shrapnelgames.com/images/icons/icon7.gif ), but I'd like to see less planets. One difficulty with moons is that it's hard to see which ones have breathable atmospheres on the map. There are also a large number of asteroids, too. I _think_ the single-cell units of asteroids are meant to represent a belt rather than just a simple stationary clump, but having a ship equipped with a matter condensor and an engineering bay can quickly turn an asteroid belt into another 15 planets. [ September 13, 2002, 16:17: Message edited by: Mylon ] |
Re: Devnull Mod Gold: updates and discussion
Is it possible to make maintenance reducing components? I was just considering the idea of a component that could make starbases more expensive to buid but cheaper to maintain. And it could be added as the second level of "engineering". I'd also like to see an Engineering Bay II that repairs 2 components per turn for those of us that take a penalty to repair.
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Re: Devnull Mod Gold: updates and discussion
In Devnull, bases can move tactically, though not stretegically. I wish that there was a way for them to be moved via a Tug unit, say at the rate of one move per turn.
The idea of more engineering components is not a bad idea. Have them apply to bases or ships but not both. Have the base Version reduce some cost to build or maintenance, and have the ship Version repair at higher levels. I am just tossing out ideas here... I love devnull, so keep up the good work. Cheers! Trajan |
Re: Devnull Mod Gold: updates and discussion
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Mylon, Yes, you can mod in a component that will reduce mainteance for a ship. Geoschmo |
Re: Devnull Mod Gold: updates and discussion
could you mod a component that was destroyed if the base moved? That might simulate a disposable booster rocket being used. Just another thought.
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Re: Devnull Mod Gold: updates and discussion
good ideas
as geo already said, yes, bases can be made to move. we decided against it during the gold revision, but maybe a strategic movement of one maximum (only one type of engine and no solar sails allowed) wouldn't be too bad. (Hmm, of course bases would then move 2 in combat. Problem, y/n?) The 'rocket booster' is exactly what the emergency propulsion does. I haven't tested it, but I assume that will work for bases. If you bring along a space yard, you could do this repeatedly. Maybe call that 'Space Tug Bay'. Expanding the engineering tech is good. What else besides additional repair would fit in? I also like the mainteance reduction, but I am not sure if these will stack. 50% reduction from base + 10% reduction from component = 60% total? Rollo [ September 13, 2002, 19:35: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
bases moving 2 in combat = minor problem.
using emergency propulsion to move bases. Hmm. Can you make it so that only a space yard can repair it? That way an engineering dept. cant be used to give a base unlimited movement. The player would have to use a spaceyard ship or base space yard to make it work every turn. engineering lvl II = 1 repair and + 10% maintenence reduction. Lvl III = 2 repair + 10% maintenence reduction. Will the maint reduc stack though? I do not know. If the wife allows I may get some time to test the theory. http://forum.shrapnelgames.com/image...s/rolleyes.gif is it possible to make a component that only repairs certain other components? That would allow for successive engineering components that eventually will repair any type of component. Maybe the first repairs only engines, then engins and weapons, then engines and shields...etc... Just more storming of my brain. CHeers! Trajan |
Re: Devnull Mod Gold: updates and discussion
If you add standard movement to bases simply take away the tactical movement. I am pretty sure you should be able to set it up so that you can have a standard engine or a tactical engine but not both.
If you are concerned about killer starbases roaming about wiping out fleets and planets, you could even make the engine that moves them in strategic have some horrendous combat penalties or whetever. Then you can move the base where you want it, and them retrofit it to remove the strategic engine and replace it with a tactical engine when it reaches it's post. If it got pounced on while being moved, oh well. http://forum.shrapnelgames.com/images/icons/icon7.gif Of course you could load up the base wth missles and stuff that are not affected by combat penalties, and religious races would still be allright with their tailsman, so maybe I am thinking too much. Yes the maint reduction comp would stack with the hull maint reduction. And it would stack with other maint reduction comps, so you want to make sure you limit the number per hull. And make sure the max maint reduction comp and the max hull maint reduction don't equal more than 100% or your ships starts producing resources out of the vacuum. Geoschmo |
Re: Devnull Mod Gold: updates and discussion
Problem with using emergency propulsion on bases IIRC is that emergency propulsion only will work up to your max standard movement. So if your standard movement is zero, the emergency propulsion won't move you.
Geoschmo |
Re: Devnull Mod Gold: updates and discussion
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Geoschmo [ September 13, 2002, 19:56: Message edited by: geoschmo ] |
Re: Devnull Mod Gold: updates and discussion
Okay, then how about adding in extra levels in engineering, such as
Level 1 Engineering bay component I (as is) Level 2 Base Maintenance Reduction I (5% reduction, bases only) Level 3 Engineering Bay component II (2 repair rate, for people that reduce their repair aptitude) Level 4 Base Maintenance Reduction II (10% reduction) If you want, maybe you can add in extra levels of engineering that produce cheaper Versions of life support/bridge or itself, or a third Engineering Bay that doubles as one life support in itself. Or an engineering bay that doubles as a power plant (generates x supplies per turn). Or dare I suggest 15-20% maintenance reduction? Technically a crystaline race with 20% maintenance reduction could have free starbases in vanilla SEIV, but that 20% sure costs a lot! I'm not sure if it's in the devnull mod or not, but I would also suggest removing the quantum reactor. I actually liked the idea of supplies and catching a fleet out of fuel. But if you do remove them, power plants would be an interesting replacement. I'm not too fond of the idea of moving bases, but if people want it I don't see too much harm in allowing them one point of movement per turn. If they would be limited by not being able to go through warp points then all the better. Oh dear, the huge fleet of 50 battlestations is on their way! We only have 5 years to build our defenses! And does anyone have any comments on fighters? They seem to work well early in the game, but when they start getting smacked by combat sensored battleships, they seem fairly useless except as defense for the poor planets that don't have space yards or room to amass tons of weapon platforms. |
Re: Devnull Mod Gold: updates and discussion
I just thought of another idea: separate Versions of ship and base engineering bays. The base Version offers maintenance reduction, the ship Version doesn't. I don't like the idea of maintenance reduction for ships because I generally tend towards playing defensively. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ September 13, 2002, 20:49: Message edited by: Mylon ] |
Re: Devnull Mod Gold: updates and discussion
Emergency propulsion does work for bases and the movement points can be raised above the maximum standard movement. But only, if their standard movement is already greater than zero. The same is true for ships, btw. Meaning that if you have a ship that has all engines destroyed, the emergency propulsion will not work. Bug, y/n? I tend to say yes.
Trajan, the emergency propulsion already can only be repaired by space yards (fac. or comp.) and not repair bays/engineering components. That is the (hardcoded) way it works. So, in order for the rocket boosters to work, the base must have the ability to move in the first place. Hrmpf. What do you (all of you) reckon would be a good requirement to make the base engines available? (if they get put in): right from the start? very high tech? something in between? or maybe an ancient ruins tech? Mylon, I like the idea of adding solar supply generation to the engineering component, but have to be careful not to cause any conflicts with the solar collectors. Maintenance reduction of 5% seems a little low. I think I like the 10-20% better http://forum.shrapnelgames.com/images/icons/icon7.gif . Have to check that out, how it works with crystalline. Of course the components would be for bases (maintenance) and ships (repair) only. If bases get strategic movement, they will also be able to warp. No way to restrict that. Hehe, the image of 50 battlestations closing in with some turns to prepare the defense, is kinda cool, IMHO. Comments on fighters? Yes, they are a lot more useful at first than in the stock game. If you don't have the anti-fighter-missile, you are pretty much toast. But of course battleships will still bLast quite a few of them away. Have you tried the maximum level (50kT) fighters, yet? With the heavy mounts and a couple of shields a small stack of them can be very dangerous even to capital ships. Rollo |
Re: Devnull Mod Gold: updates and discussion
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1) total thrust must be rediculously high... so just needing a huge engine = higher kT. This requires a brute strength solution rather than a technical solution. So I'd say this should be available from the start. 2) rapid exceleration and manouverability would rip the base to shreds... so more than one mp per turn should require very advanced technology (inertial dampeners and the like). That's what I think. |
Re: Devnull Mod Gold: updates and discussion
Rollo,
I have a request from someone that want's the 1.70 setup as a Version on PBW. Were you going to be putting out a new Version soon or should I go ahead and set that one up. Geoschmo |
Re: Devnull Mod Gold: updates and discussion
Well the power plant idea wasn't a solar panel idea. It would be something regardless of the number of suns in a sector. Like say a nuclear reactor on board that gave a constant +100 supplies per turn. You could theoretically remove bridge components entirely and give power plants the "bridge" flag so that they're required. Likewise, you could also have fusion reactors, singularity reactors, quantum reactors (not to be confused with the unlimited supply component!) to represent different levels of power generation. Solar generators would probably be a good addition as well, but I would think the solar panels would have to be modified in some way to prevent a proliferation of supplies and make sure that large ships with good reactors are still capable of running out. You could even experiment with removing resupply depots totally, but I think that would be a bit too drastic of a change to make without a _lot_ of extensive testing.
I also think the prospector hull is broken. It provides 80% maintenance reduction, and a crystalline race can easily turn that into a cash cow if >100% reduction = resource production. |
Re: Devnull Mod Gold: updates and discussion
Nevermind! I have a Crystalline restructuring plant (+20%) plus a prospector hull (ship design says 80%, ability tab says 90%. Typo somewhere?) and a racial trait of +5% to maintenance reduction. I'm paying approximately 1.6% of it's cost in maintenance versus the 17.4% I'm paying for other ships in other sectors, so I think it's pretty safe to give relatively large bonuses of maintenance reduction to bases, but I still defend the idea that maintenance reduction component shouldn't be allowed for ships.
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Re: Devnull Mod Gold: updates and discussion
Geoschmo, yes please do set up DNM 1.70 for PBW. I have gotten no bug reports so far and haven't found any myself. So it seems to be stable. There is no update planned for some time.
Mylon, there is no ability that will produce supplies regardless of the suns. Maintenance reduction would not be available to ships, only for bases. Not sure what you mean with the typo for the prospector hull. I checked it and found no error. The 80% is for the combat disadvantage, the 90% is for maintenance reduction. Jimbob, thanks for your input. One problem that I see with strategic movement for bases is the Propulsion Expert advantage. Maximum movement for bases would be one. Of course that means two for prop. exp. Big advantage? y/n. Especially when base movement is easy to come by. Maybe the ruins tech solution would be good? This way you can't really plan on getting and using it (plus I'd love to add more ruins stuff http://forum.shrapnelgames.com/images/icons/icon7.gif ). Or just can the idea altother? Hmm, more pondering needed... sorry for rambling. I sure wish that the emergency propulsion worked for vehicles with zero movement. That looked like a very promising solution. Oh, well. Rollo |
Re: Devnull Mod Gold: updates and discussion
Two things I forgot to mention:
1) There is a PBW game starting soon that will use the new 1.70 Version. There are still some slots left. Please come and join the fray http://forum.shrapnelgames.com/images/icons/icon7.gif . Game is called 'Devnull2', Binford is running it. Looks like we might be using monsters, too http://forum.shrapnelgames.com/images/icons/icon6.gif . 2) Has anyone encountered the 'Sonne' race in a solo game, yet? If yes, how do they do? Rollo |
Re: Devnull Mod Gold: updates and discussion
I'll join if there's time, and yes, I have encountered the Sonne race, and they scare the crap out of me! They've been at peace with _everyone_ and have quietly taken over about 70% of the quadrant! The current victory condition is Last man standing, so I have an odd feeling that I don't stand a chance. And I _think_ they singlehanded whiped out the monsters. I saw some of the monsters, but I never saw any of their planets, even though I've flown through their claimed sectors. My only hope is to build 3-4 ringworlds, beef them up like crazy, and hope that it'll be impossible for them to kill those planets while I slowly edge out my empire. I have an odd feeling that those 4-5 star systems will be _very_ handy when I get stellar manipulation 5. And even better is the _huge_ surplus of minerals my very treaty with them is giving me. http://forum.shrapnelgames.com/images/icons/icon7.gif
No, I haven't tested them in combat, but I'm too scared to at the moment. Does anyone know if the AI do the evil empire thing to other AIs? |
Re: Devnull Mod Gold: updates and discussion
The "devnull2" game on PBW says it's using Version 1.63.
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Re: Devnull Mod Gold: updates and discussion
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Geo |
Re: Devnull Mod Gold: updates and discussion
I tested all this a while back. IIRC the ship maintenance reductions for the hull and the components if any will add together before being calculated. So you could get a negative maintenace if you weren't careful.
But the total maint reduction for a ship would be calulated separatly from any maintreduction due to empire characteristics,culture, or system facilities. So if your ship had a comp that gave it a 90% maint reduction and a faciliity that gave all your ships in that system a 90 % maint reduction you wouldn't get 180%, it would do the first 90%, and then take another 90% off the remaining 10%. In effect the reduction in that system would be 99%. Geoschmo |
Re: Devnull Mod Gold: updates and discussion
You must've changed it shortly after I posted. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Devnull Mod Gold: updates and discussion
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Quote:
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Re: Devnull Mod Gold: updates and discussion
I've seen the stock Praetorians and the TDM Ukra-Tal become MEE in different solo games.
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Re: Devnull Mod Gold: updates and discussion
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Rollo |
Re: Devnull Mod Gold: updates and discussion
Oh, and Mylon,
you might wanna stay friendly to the Sonne until the 'Quad dmg to shields' bug is fixed http://forum.shrapnelgames.com/images/icons/tongue.gif . edit: Forget smth else: Mylon, you cannot see the monsters' planets. They are cloaked. I am pretty sure they are still there. In order to destroy the monsters you'll have to blow up their suns. Rollo [ September 17, 2002, 00:19: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
Woah... Cloaked planets. So... Umm... Does that mean colonizing planets in the same system as the monsters is useless, since they'd just go on to ravage all of the other systems assuming this one planet could build enough defenses to survive?
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Re: Devnull Mod Gold: updates and discussion
For some reason the forum link where the game is gives me an error and I can't find it any other way (even when using the text interface), so I jus' wanted to vote to be heard somewhere. For the Devnull2 game, I want monsters. http://forum.shrapnelgames.com/images/icons/icon7.gif I'm a little scared of those dragons with the 800 damage fire breath (quad damage bug), but oh well. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Devnull Mod Gold: updates and discussion
Excuse my ignorance, but what is MEE exactly?
Also, the DevNull2 game is almost fuill for anyone who wants to join in now - Starting it Thursday or Friday. Binford |
Re: Devnull Mod Gold: updates and discussion
MEE = Mega Evil Empire
When the 1st place player's score is greater than the threshold (500k pts?) and is also 170% greater than the 2nd place, all the AIs drop to murdeous and declare war on you because "you are a threat to the other sentient races." |
Re: Devnull Mod Gold: updates and discussion
Bump
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Re: Devnull Mod Gold: updates and discussion
Rollo, is it possible for Space Monsters to be generated in a system WITHOUT a star? If so how can you kill them? How about if I mod in level 5 sensors to find them?
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Re: Devnull Mod Gold: updates and discussion
No, I don't think they can (or rather will) be placed in a system without a star. They are placed just like any other player. Of course you could change that. Just place them wherever you want on a custom map.
As for the sensors, sure mod anything you like http://forum.shrapnelgames.com/images/icons/icon7.gif . Might be a good idea to change the AI files a bit then and build some WeaponPlatforms, Troops, Defense Bases, etc. (make designs and include them in the contruction list). Rollo |
Re: Devnull Mod Gold: updates and discussion
This thread needs a bump for two reasons:
1) There are some new players around that might not have heard of this mod. 2) There hasn't been an update for a while and I am considering putting some more work into this. Are people still playing DNM? I haven't gotten a lot of feedback after the Last release. Which means: a) the Last Version is running stable with no bugs, or b) it is not getting played. My primary goal for now is updating more of the AI and creating new AI that use the racial combo techs. My actual to do list is very short at the moment (only one minor item), but here are some things from the 'maybe' list. </font>
Rollo |
Re: Devnull Mod Gold: updates and discussion
It seems to be stable for me, and it's pretty much the only mod I use now. I wouldn't mind seeing something like "rapid-launch fighter bay", something which holds less cargo than a normal fighter bay, but can launch two or three ships a turn. Or an external fighter mount, which gets damaged first (like armor) but essentially adds mass to the ship. e.g. a 15-kton ExtFighterMount (say, fighter tech 3 or 4) but holds 60kton of fighters, and can launch them all simultaneously.
Rather like the single fighters mounted on cargo ships for anti-sub use in WW2. Great work on DNM! =) |
Re: Devnull Mod Gold: updates and discussion
i still play, there are still PBW games using it. I was thinking of starting a new PBW game with it soon.. Keep the legend alive, I say.
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