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Re: Devnull Mod Gold: updates and discussion
I was wondering how you set the mod up to star with destroyers? I think I know how you did it, but I would like to be sure.
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Re: Devnull Mod Gold: updates and discussion
Pablo - that is the way contructed planets work in SE4. Same with Ringworlds and Sphereworlds. Unless I am missing something, that cannot be modded out.
Atrocities - I am not quite certain what you mean. Could you be a bit more specific? Rollo |
Re: Devnull Mod Gold: updates and discussion
So far, most of what I've incorporated into the devnull that I'm playing, is a lot of Deathstalkers MountMod 1.40, and several tweaks to the galaxy generation. Even so I ended up adjusting the numbers of the mount mods to make it more "playable".
For example, I removed Missile Miniaturization (put it into SRMs) and then balanced cost, versus suppiles, versus size, etc... I also added in the various shield mods, LRMs, and Engine Mounts. With normal components for all the mods, AI interuption is minimal (except in the case of the gatling mount, which I no longer use). In most cases the AI doesn't use any of the mods, cept the SRMs. If anyone wants the info, I'll pass along more indepth observations. Cheers |
Re: Devnull Mod Gold: updates and discussion
ooh, lots of questions. I have neglected this thread for a while, my apologies. I shall answer them in order:
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Yes, depending on the kick off date for devnull4, I am interested to play. Yes, weapon platforms are a lot stronger in DNM than the standard game. Both due to the good mounts and the extra hitpoints from PD. I am also considering to allow ablative armor on platforms. Quote:
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Well, that's it for now. Rollo |
Re: Devnull Mod Gold: updates and discussion
Rollo, the only combat sounds I get is the pinging noise, I don't even get any of the regular combat sounds, also in the Del mod folder is monsterchant and another chant, I dont' get them in the game either, these two work as when I open them in the file they give gozzilla's scream and the tommahawk chant, Confused?????
The Delv mod does have a sound folder but only the monsterchant and tommahawk chant are in there, don't even get the normal combat sounds Kwok, I have TDM and it has all the combat sounds, I just can't seem to get them in Delvmod, I put the sounds like you said into the mod/sounds/new folder and it still didn't work, do I have to take each sound out of the new and actually put them individually under sounds outside of the new folder???? Mac [ July 04, 2003, 04:16: Message edited by: mac5732 ] |
Re: Devnull Mod Gold: updates and discussion
You should be able to get away with putting the sounds in the default \sounds\new folder. Maybe even the default \sounds folder, just to be thorough. You can delete the mod \sounds folder if you want, although I don't think it's necessary with the latest patch.
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Re: Devnull Mod Gold: updates and discussion
I found the problem, there is/was a sound folder inside the Mod. I transferred it to the SE4 sound folder, then deleted the folder out of the DelMod, and everything is now ok, at least so far, tks for those who helped out
just some ideas Mac |
Re: Devnull Mod Gold: updates and discussion
OK folks, devnull3 is wrapping up, and I am wanting to go ahead and post the signup for devnull4! Hope all of you will play!
August marks almost a full year of ongoing PBW devnull games going. Let's keep it up... I added devnull4 to PBW JUST NOW, please post suggestions for game settings. Binford [ July 10, 2003, 21:48: Message edited by: Binford ] |
Re: Devnull Mod Gold: updates and discussion
I wanted to let everyone know that I greatly enjoyed my first game of Devnull 3. Binford was a major challenge, and the only other player I sparred with, quit, so I didn't get a real good feel for some of the new combat features.
As I have always felt, this game reinforced for me how unbalancing the Talisman is. I'm not sure what Binford had to do to get it, but it's INCREDIBLY difficult to fight against. Maybe instead of it providing an ABSOLUTE to-hit, it could just add a significant bonus to hit? Fortunately, the Devnull Mod is more equally balanced, since a player can take advantage of some of the better mounts, which provide a significant bonus to-hit. That combined with a more accurate weapon can really help level the field. I would be interested in joining the new game. Please make the galaxy smaller this time around, though, as managing 250-300 planets is just a royal pain for me. |
Re: Devnull Mod Gold: updates and discussion
Just to summarize my suggestions for improvement of the Devnull mod:
More sensors: Players need the ability to research to higher levels of weapon accuracy. Perhaps sensors with 25% and 50% more to-hit bonuses? More ECM: If you add sensors, you should add ECM. Talisman should work more like an "uber-sensor", and without the "absolute" to-hit. Perhaps adding or changing an energy weapon to provide an extremely long range. The long-range mount is nice, but it would be nice to pay more for something, instead of having the to-hit rate altered. Maybe a larger long-range mount could be offered, too? Would it be possible to seperate the Multi-Targeting research from the ECM research? That would be nice. I like the Heavy Bombardment Missle. Maybe there could be more levels of research beyond that, with "hardended" Heavy Bombardment Missles, that could take more damage. They're quite expensive to use, and fairly easy to defeat. That's all for now. How does that sound? |
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