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Re: Devnull Mod Gold: updates and discussion
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Secondly keep in mind that bringing an (over-)abundance of PDC does not do you any good against fighters/drones/sats. PDC can only target seekers and sweep mines. To hit the other units you need the anti fighter missile (AFM) which doesn't sweep mines. Quote:
Deathstalker, dunno, I kinda like it that you don't have to research mines to be able to sweep them, but your idea does have merit (and I do like crossover techs http://forum.shrapnelgames.com/images/icons/icon7.gif ). Are you saying that you would only need mines 1 to get the Adv. PDC V? Or would you need level 3? Although, there is a little nasty technical detail about adding more Versions of PDC with higher tech requirements. This can cause the design minister to place the Adv. PDC in the design instead of the AFM. Currently the AI adds PDC for 'mine sweeping' and AFM for 'point-defense' and that is good that way. (note: for abilities that have no value like armor and point-defense the minister chooses the component with the highest number of tech level requirements that is furthest down the component file). <- how's that for a running on sentence? I am pretty sure I could counteract this by adding redundant tech requirements to the AFM, but it might end up a sticky mess and I am not sure that's worth it. One other thing I just noticed with mines. Mine Layer components can lay 5 mines per turn for all three levels. How about lowering that to 3/4/5? So you would get an increase in your mine laying ability. Hmm, the more I think about it the more I like it. Mine fields with a high limit that are easy to deploy, albeit costly, and easy to sweep. Opinions? Rollo edit: some typos [ August 03, 2002, 01:09: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
"Deathstalker, dunno, I kinda like it that you don't have to research mines to be able to sweep them, but your idea does have merit (and I do like crossover techs ). Are you saying that you would only need mines 1 to get the Adv. PDC V? Or would you need level 3?"
My 'vision" PDC I: 1 mine sweep PDC II: 1 mine PDC III: 1 mine PDC IV : 1 mine PDC V: 1 mine PDC II+ Mines I: AdvancedPDC: 2mine sweep PDC III+ MinesII: APDC: 3 mines PDC IV+ Mines III: APDC: 4 mines PDC V+ Mines III: APDC: 5 mines (??Too powerful??) So even if you had PDC I and Mines III the best you could sweep is ONE mine per PDC cannon till you research more. This is my suggestion, comments?? (or revisions??) Edit: And as far as AI use if you keep the APDC right below the PDC in order (in the components.txt) the AI should choose the best one researched (just like engines). [ August 03, 2002, 03:12: Message edited by: Deathstalker ] |
Re: Devnull Mod Gold: updates and discussion
Deathstalker, sorry, but that idea doesn't grow on me for several reasons. Most importantly, as I mentioned earlier on this thread, because the way minesweeping works in DNM is kind of a taboo for me to change in order to preserve the spirit of the mod. That may seem like a lame excuse, but it is important for me.
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Do keep suggesting stuff, though http://forum.shrapnelgames.com/images/icons/icon7.gif (that applies to everybody, of course). I am not against adding new stuff at all. Just changing something that was already modded in the original DNM, I am a little bit reluctant with. For example, we are still looking for some nifty, but not too powerful racial crossover techs for psychic/crystalline (and maybe temporal/religious). Any ideas, anyone? Rollo |
Re: Devnull Mod Gold: updates and discussion
Rollo,
I want to thank you for constantly improving DevNull. It is my mod of choice! Cheers! Trajan |
Re: Devnull Mod Gold: updates and discussion
Thank you for your kind words, Trajan http://forum.shrapnelgames.com/images/icons/icon7.gif . It is good to know that people are enjoying the mod. The new Version is still in the works. Actually it could be ready soon, but I'd like to include at least two or three new AIs before posting (and that takes some time). There will be overhauls of the racial combo techs and I want some AIs that actually use them. Looks more likely now that it is going to be 1.70 (not compatible with earlier Versions) rather than 1.64.
Btw, I have checked out the Admiral's system mod. Wow, those giant and titanic worlds are really huge. It's like placing quasi-Ringworlds and Sphereworlds over the map. That puts a little bit too much emphasis on the luck factor IMHO. As said before, I like the idea of adding bigger planets, so I'll include a much toned done variant. I was thinking of one extra planet size with 30/6 facility slots. Nothing spectacular. I was also thinking of doubling the cargo space of domed colonies (that should help the AI). Opinions? Rollo |
Re: Devnull Mod Gold: updates and discussion
Hi
i am a newbie and certainly don't see the good path to the space true, but i don'tfind the place to donwload the devnull mod gold http://forum.shrapnelgames.com/image...s/confused.gif So my question is : where is the url to dl this mod ? thanks |
Re: Devnull Mod Gold: updates and discussion
Go to
http://www.shrapnelgames.com/cgi-bin...;f=50;t=000002 scroll down a little and you will find it. |
Re: Devnull Mod Gold: updates and discussion
I have made a sig with the link to DNM 1.63 now
testing... |
Re: Devnull Mod Gold: updates and discussion
ok, it's super
thanks all now i going to play with and try to go back under the sun http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Devnull Mod Gold: updates and discussion
Rollo, I think quite a few people won't mind if you put an upgrade Version as well - it does take some time to load 3M if one has just a modem connection !
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