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Re: Devnull Mod Gold: updates and discussion
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Re: Devnull Mod Gold: updates and discussion
ah.. for a new game, it shouldnt matter - right? and simultanious games are saved/quitted/reloaded every turn, so....
I dont mean the 'cloaking' ability that has some sort of issue with the cloaking icon appearing for planets, i mean the 'sector cloaking' storm ability, which is always-on. |
Re: Devnull Mod Gold: updates and discussion
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1 - I tried cloaking facilities. Didn't work for me (*shrugs). That's why I did the workaround with the bases. I admit that I tested this with a rather old Version (I think before gold patch 1), could be it is working now. 2 - giving the monsters colonization is easy enough, but can be problematic. If the monsters get tech via ruins for example, it cannot only screw up their designs, but also it could mean that they are able to use tech they are not supposed to have. You really don't wanna have the monsters use offensive intel for example. 3 - yes, I have used that in the past. In fact the monster space yard is still in the components.txt file. I think the earliest Version of the monsters used them and proved too overwhelming. If you like that, it is easy to add back in. 4 - For several reasons I like the monster planets 'out of the game'. Obscene production of intel points for one reason. These things should never fall into the hands of a human player. I tested the capture of space monsters and tech analysis and it does work fine. However, I like the fact that monsters can't be captured, because they can be abused too much (for example as mobile quantum reactors for the players fleets). bottom line: I like all these ideas, just not for the way the monsters currently work (well, except for the SY idea. That one is easy enough to do and has no adverse effects other than making the monsters a real b..ch to fight against). However, all these ideas would work great for another monster race that acts more a swarm: colonization, huge numbers, tough ground troops, planet invasions, just heaps and heaps of critters that threaten to swallow up the whole quadrant. I did want to add a 2nd race like that, but have not found the time yet to do it. It is definately on the list of things I want to do at some point. As for additional stuff to the current monsters I'd like even bigger and badder monsters, rather than an increase in numbers or colonization. There is a pretty big gap between the big monsters (dragons) and the huge worms that can be filled with some new and nasty designs. |
Re: Devnull Mod Gold: updates and discussion
I'm confused whether these are changes in the most recent released Version (1.70???), or if these are changes that are going to be released soon.
I'm starting in a game today, using DevNull + PvK Balance, and want to make sure I got the right Version! Thanks! Quote:
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Re: Devnull Mod Gold: updates and discussion
They are changes that will be in the next release Version. A teaser if you will.
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Re: Devnull Mod Gold: updates and discussion
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These changes are in the Version that is currently under development (1.71 or 1.80; not sure yet, if it is compatible with old saves). That Version won't be released any time soon. Not before the Last SE4 patch anyways. |
Re: Devnull Mod Gold: updates and discussion
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Re: Devnull Mod Gold: updates and discussion
Cloaking facilities work, except that you have to save, close and reload the game after one is built in order to enable the cloaking buttons. This is not an issue in PBEM games, but it is in SP. The next patch will fix this and allow them to work fine without needing to reload the game.
[ February 10, 2004, 01:25: Message edited by: Imperator Fyron ] |
Re: Devnull Mod Gold: updates and discussion
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Re: Devnull Mod Gold: updates and discussion
I tried sector cloak on a facility. Doesn't seem to work.
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