.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Proportions + Devnull + special ingredients = Derek's Mod Gold (http://forum.shrapnelgames.com/showthread.php?t=5906)

PDF May 31st, 2002 05:48 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
(follows my previous post)
Bug is proven, all AI transport designs use Colony modules http://forum.shrapnelgames.com/images/icons/shock.gif
I tried to make the colony modules 800Kt and the colony ships 1000Kt and ARGGGL ! Now the AI does not put ANY cargo in the Transport designs (ship should not even be allowed !). I checked this for several races so it's not an issue of a particular Ai design file ...
What's the heck ? The files correctly lists "cargo" as Must Have ability 1 , so ? http://forum.shrapnelgames.com/image...s/confused.gif

oleg May 31st, 2002 09:44 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Increasing the colony module size will not help.

Similar, albeit slightly different, problem exist in Proportions with Starliner module and cargo bays. PvK solved it by assigning bogus ability to Cargo bays, for example "Star - Unstable". Then he replaced "cargo" with "star - unstable" in transport designs in AI_design.txt file. Since only cargo bays have this ability, AI build ships with cargo bays !

PDF May 31st, 2002 11:13 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Oleg,
Thx for the reply, but I don't understand how the AI design work... http://forum.shrapnelgames.com/image...s/confused.gif
* My Colony ships have required "colony" ability and size is OK, and the AI don't design any !! http://forum.shrapnelgames.com/images/icons/icon8.gif
* And the transports have cargo requirement, why don't they put standard cargo bays, (now that colony components too big to fit), and instead design ILLEGAL ships ???? http://forum.shrapnelgames.com/images/icons/icon9.gif
AI is mad ! http://forum.shrapnelgames.com/images/icons/tongue.gif
I really want to avoid bogus ability use, it makes AI files even more cryptic ...
Perhaps the simplest solution is just to remove any cargo ability from colony module and making colony ships big enough to hold colony comp + 500 Kt cargo yo hold 1M pop.
Whaddaya think of this ? http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 31, 2002, 22:15: Message edited by: PDF ]

capnq June 1st, 2002 12:06 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

the transports have cargo requirement, why don't they put standard cargo bays, (now that colony components too big to fit), and instead design ILLEGAL ships ????
<font size="2" face="Verdana, Helvetica, sans-serif">It's well known that the AI doesn't follow all of the design restrictions placed on human players.

Derek June 3rd, 2002 10:35 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Please forgive me for the lack of updates. This Last week has been really hectic. Among other things, I am now a 2ndLt of Marines, as opposed to a Staff Sergeant. Not long from now, my life will get even busier. However, I do promise to keep up the work on Derek's Mod. Among the issues that currently need resolving are the image problems, the cargo problems, and the AI problems.

Well, this week seems like it won't be so busy, so I should be able to get some work done.

Derek

PDF June 5th, 2002 10:33 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Finally I have made cargoless colony comps, they seem to work OK as far as design is concerned http://forum.shrapnelgames.com/images/icons/icon7.gif ... but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look... http://forum.shrapnelgames.com/images/icons/icon12.gif

Phoenix-D June 5th, 2002 11:14 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
"but I don't know if AI manages to colonize in this case (ie you have to put a pop trans along the colonizer to have the colony produces anything). I'll have a look... "

Look in settings.txt, there's an entry to make colonies start out with a certain amount of population.

Phoenix-D

Spoo June 6th, 2002 06:08 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
I was using DavidG's Tech/Facility/Component Viewer, and I think I found 2 small bugs:

1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree.

2) ECM III, IV, and V all come at Combat Support level 3.

ZeroAdunn June 11th, 2002 04:24 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
So what is going on with this mod?

Suicide Junkie June 11th, 2002 04:29 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree.
<font size="2" face="Verdana, Helvetica, sans-serif">I reccommend making the Military grade engines slightly smaller, rather than increasing thrust.

That will give you finer control over the value difference between the engine types.

Derek June 11th, 2002 06:42 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Originally posted by ZeroAdunn:
So what is going on with this mod?
<font size="2" face="Verdana, Helvetica, sans-serif">Still working on the next Version. I have NOT abandoned it http://forum.shrapnelgames.com/images/icons/icon7.gif

Derek

Derek June 11th, 2002 06:53 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Another question. I noticed in the new mod 1.08 that the external mount missles were supposed to be taken out. However, I noticed that I can still research them. Should this be so? Or am I thinking that something completely different was taken out.
<font size="2" face="Verdana, Helvetica, sans-serif">The mounts were taken out, were similiar to the mounts for weapon types, in that you could have the smae weapon, PDC for example, as a heavy mount, or large, or pulse, etc...

Mounts for missiles don't work correctly, and it is a hard code issue, so nothing I can fix.

External mount missiles were/are entirely different components. They are single shot missiles, (reload time of 30), that take up on 10 kT of space as opposed to regular missiles, with 40 kT(IIRC) of space. So, you can load more of them, but once they fire, they are done for that combat. It simulates a large number of missiles in tow, or mounted externally to the the ship, and are used to overwhelm the enemies point defense in the initial barrage.

Derek

Derek June 11th, 2002 06:56 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
The image problems are rather weird; I am having the same problems. Not sure what is wrong.

Derek

Tnarg June 11th, 2002 06:58 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Still with you, this is a great mod; however, I'm curious to know what you might be adding to the next update, and a possible ETA. Would it by any chance radically change my current game. Which I might add is getting incredably involved and intense.

The AI, a 20th place AI, actually is putting up a hellish defense. I've finally taken their homeworld, but their remaing fleet refuses to give in and is doing a number on my assault fleet. Good job who ever revised the Serregetti AI.

Derek June 11th, 2002 07:02 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Originally posted by Tnarg:
Still with you, this is a great mod; however, I'm curious to know what you might be adding to the next update, and a possible ETA. Would it by any chance radically change my current game. Which I might add is getting incredably involved and intense.
<font size="2" face="Verdana, Helvetica, sans-serif">No, no radical changes, mostly bug fixes.

Quote:

The AI, a 20th place AI, actually is putting up a hellish defense. I've finally taken their homeworld, but their remaing fleet refuses to give in and is doing a number on my assault fleet. Good job who ever revised the Serregetti AI.[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Glad to hear it!

Derek

Derek June 11th, 2002 07:10 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Part of the problems people are having with images even though you have d/l ed the image mod, you still have to do the following as per the readme file in the image mod

Quote:

To install this imagemod, copy all the contained files into your ".../SE4/Pictures/components" directory.
Replace "components.bmp" with "Newcomponents.bmp". All of the original SE4 images are contained in the new BMP, so all other mods and saved games will not be affected.
<font size="2" face="Verdana, Helvetica, sans-serif">Do this, and all should be fine, I think.

Derek

Derek June 11th, 2002 07:12 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
I take that back. All problems with components should be fixed, but the facilities.bmp is wrong. I'll look into it some more.

Derek

Shadowstar June 13th, 2002 07:35 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
its not just the facilities.bmp, its actual missing files. Like I had posted earlier, I am missing image files between Facil_073.bmp to Facil_100.bmp

These are actual files missing from both mod zips. To fix the problem, simply include these files in the next release.

[ June 13, 2002, 06:36: Message edited by: Shadowstar ]

Phoenix-D June 13th, 2002 08:19 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
"To fix the problem, simply include these files in the next release."

The mod does not and never HAS included those images. See, they are from the area reserved for standard SE4 images. Are you sure you aren't using the wrong #s?

EDIT: OK. Proportions uses some of those slots for images. In the Imagemod those were bumped to higher #s since 1-100 was reserved for standard SE4 images in case MM decided to add more images.

Phoenix-D

[ June 13, 2002, 07:24: Message edited by: Phoenix-D ]

Derek June 13th, 2002 04:45 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Somehow I seemed to have gotten those files into my pictures directory. Most likely, they are relics from other mods, Proportions being the prime suspect. The next Versions of Derek's Mod will have the correct image numbers for the correct facilites.

Sorry about the confusion/problems.

Derek

Tnarg June 21st, 2002 07:49 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Derek, I have been pluggin along trying to figure out why the mini images don't show up. I have tried editing in new component images, but still the little mini images never show up. These are the ones found in the ship design screen, and when there is combat. They just show up as a white box or black. The description or large image does however show up when you click on the white or blank box.

The components I am having trouble with are the Bomb-pumped laser, Kaon Torps, Rapid Fire Missle Launcher, and the Heavy Bombardment Missles. I also beleive that there are a few facility images that don't show too.

Do you have any advice on how to fix this?

Thanks.

dumbluck June 21st, 2002 08:26 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Is this mod going to use the Image Mod?

Suicide Junkie June 21st, 2002 08:31 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
The minis are all found in components.bmp

It sounds like you have the comp####.bmp, but you missed the components.bmp.

If you are trying to use the imagemod, You need to delete (or move or rename) your old "components.bmp" and replace it with "newcomponents.bmp"

I didn't want the imagemod to overwrite any files automatically, but if it saves trouble, I might just have it overwrite just that one...

Tnarg June 21st, 2002 09:03 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Suicide Junkie, what did you mean by your first statement. The one about having component ####.bmp, but not component.bmp?

Also I have removed the original component file and replaced it with the newcomponent file. This is in the Derek's Mod Pictures Folder that I have done this, in the components folder.

I tried this in the original SEIVgold pictures/component folder once before and have found that I can not load any other mods other than Proportions and Derek's Mod. So I had to go back and place the original components.bmp with the newcomponents.bmp. Why?, I do not know.

Derek June 21st, 2002 09:46 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
What you have to do, is place the newcomponents.bmp in your main pictures file in your main SE4 directory, and then rename it as components.bmp It sounds like you are doing everything correct, except for the renaming part.

The facilities image problems will be taken care of in the next release. It was mostly a mistake on my part.

Derek

Derek June 21st, 2002 09:47 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Originally posted by dumbluck:
Is this mod going to use the Image Mod?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, it does, as of Version 1.06 of Derek's Mod

Derek

Derek June 21st, 2002 09:51 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
By the bye, the reason there is no new release lately is twofold.

First, I am stuck for ideas. I would like to add/change some things, but I am not sure what.

Second, I am waiting for the next patch of SEIV to come out, so I can modify the compenhancements.txt file for some things.

Third (ok, threefold, not twofold), I am waiting for PvK to release Version 2.3 of Proportions, so I can see what parts of that I am going to incorporate.

Most likely, whether the new patch for SEIV is out or not, the next Version of Derek's Mod will be out shortly (within a day or two) of PvK's Proportions v2.3

Provided, of course, he does not mind that I am still basing the economic portion of my mod on his mod

Derek

Tnarg June 22nd, 2002 05:37 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Ahhh at Last, all I can say is duh. Thanks Derek, my image problems have finally been solved. Isn't it funny that the most obvious solution is the one that is most steered away from. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

Derek June 22nd, 2002 07:13 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Originally posted by Tnarg:
Ahhh at Last, all I can say is duh. Thanks Derek, my image problems have finally been solved. Isn't it funny that the most obvious solution is the one that is most steered away from. http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Everyone, no matter how smart they are, occasionally makes a dumba$$ mistake http://forum.shrapnelgames.com/images/icons/icon12.gif Actually, it's usually the smart ones that make even more mistakes...

Derek

PvK June 22nd, 2002 07:54 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Originally posted by Derek:
...

Third (ok, threefold, not twofold), I am waiting for PvK to release Version 2.3 of Proportions, so I can see what parts of that I am going to incorporate.

Most likely, whether the new patch for SEIV is out or not, the next Version of Derek's Mod will be out shortly (within a day or two) of PvK's Proportions v2.3

Provided, of course, he does not mind that I am still basing the economic portion of my mod on his mod

<font size="2" face="Verdana, Helvetica, sans-serif">I'm happy you are, Derek!

Proportions 2.3 ... I said this Last week, and maybe the week before, but I really mean to try to release it this weekend. The AI has just been hard to get right, and I've had very little clear-headed time to do it.

PvK

[edited for punctuation]

[ June 22, 2002, 06:55: Message edited by: PvK ]

Tnarg June 22nd, 2002 08:40 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
As far as ideas go, what about:

1) One more round of troops. What are there so far? Infantry, mobile, small, and large? I really like the diversity of sizes in the fighter class, so maybe a little bit more diversity in the ground troops. Huge troops. (For those of us that like to build them anyhow.)

2) I read in some novel somewhere that an advanced alien race used "Organic Engines". The engines were basically a special species so evolved that it basically could manipulate time/space. In SEIVGold perspective they could be sort of an Organic branch solar sail, gravitic drive, or something.
2b) Utlimatley these organic engines folded space like the "Guild Steersman" from dune. Obvisouly creating warp points is a bit more complex, or is it? Perhaps one of the racial traits combined with the Stellar manipulation tech that allows warp point manipulation. Cheaper?, Farther Distance?

3) The Kaon torpedoes are great, as is the X-ray bomb pumped lasers (for picking off weapon platforms) Perhaps some more excotic weapons to expound on incorporting unconventional quantum physics, or any other new and theorized phields of physics.

4) Quantum Computer technology and facilities for defeating intelligence programs of other races.

5) I still would like to really see one of the gunboats to be able to load boarding parties. Yes I know that it is a coding issue. But darn it, would that be fun.

6) Some sort of component that would enable one to turn an asteroid belt into a drone or missle arsenal. Manipulation of asteroid trajectories to turn them into heavy bombardment missles, or in for praticallity drones with only planet warheads. Only works in the system that there is a targeted planet and asteroid.

7) More crystalline technology. For what one spends, there is so little to offer. Perhaps a few more tech levels, and the higher level weapons, really do heavy armor skipping damage.

8) Perhaps one or two more classes of ships. Really, really big, 5000kt or so, but really, really expensive. The pride of the fleet, the secret weapon, the one that decides all. The one that bankrupts your empire.

9) Is there any way to incorporate an area effect weapon. I have noticed a few AI grouping their ships in a tight formation. I think MOOII had a few area affect weapons to break up formations. Of course this is not MOOII, but you would know more than me as to if area effect weapons are possible in SEIVGold. I fear that this is a no, pehaps in SEV.

I have plenty more locked up in the ol brain, but I have an empire to run. If interested in any more let me know. Some of it is pretty off the wall bizzarre stuff though. Stuff that I don't think the current SEIV programing can do.

Thanks for spending the time to read this.

Spoo June 22nd, 2002 08:23 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

8) Perhaps one or two more classes of ships. Really, really big, 5000kt or so, but really, really expensive. The pride of the fleet, the secret weapon, the one that decides all. The one that bankrupts your empire.
<font size="2" face="Verdana, Helvetica, sans-serif">I second this one. Something Battlemoon/Worldship sized.

Tnarg June 23rd, 2002 09:24 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
I have been playing around with DavidG's mod editor, trying to create new components. I think that the Organic Engine thing could work.

I set it up similar to a gravitational resonator?(warp point opener), changed a few things here a few there. Instead of being destroyed after use I just had it cost a whole heck of alot, and used tons of supplies, and was of course big. To avoid leaving open warp points all over the galaxy I suppose one could include a warp point closer on their ship too. Maybe it could somehow be included in the abilities of the actual engine. Opens a warp point and simultaneausly closes one. I'll play around with it some more.

Instead of being just an Organic tech, it would seem more logical to have it obtainable only with an Organic/Temporal Race, being that in theory the engine actual folds time/space, but it is an organic highly specialized and evolved bieng that mentally does this.

mottlee June 23rd, 2002 07:59 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Hmmm....I may have a prob, I doo a lot of R&D so this my be the prob, I find ruins but get no tech from them, any Idea?
http://forum.shrapnelgames.com/image...s/confused.gif

PvK June 24th, 2002 07:32 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
There are two reasons (in Proportions, not sure about Derek's) for not getting tech from ruins.

One is that you already knew the tech you discovered.

In Proportions mod, there is the added chance that the ruins actually didn't have anything useful enough to give you a sudden tech boost. The Proportions planet types include a lot more ruins or things that look like ruins, but actually won't give you anything. This way, you have to explore to find out if you'll actually get something or not, which adds uncertainty and makes sense. I don't know if Derek kept this in his Version of the planets file, or not.

PvK

Derek June 24th, 2002 03:06 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Yep, sure did http://forum.shrapnelgames.com/images/icons/icon7.gif

On a side note, because of unavoidable circumstances, I will be gone/out of touch for about 3 weeks. This means no updates. On the other hand, by the time I get back, the next patch for SE4 should be out, and I can incorporate those changes http://forum.shrapnelgames.com/images/icons/icon7.gif

Derek

Shadowstar June 25th, 2002 12:10 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
In my ongoing development of Starscape, I've included a much more detailed level of ground combat.

I've got 3 types of infantry: small, medium, and large, they don't require any kind of "bridge" and are very cheap. The research is also cheap, you research "Infantry" (there is no more "Troop" research field)

The other type of ground unit you can develop is Ground Vehicles, researchable as "Mechanized/Mechanical Combat". This field costs more to research and the units are more expensive (as well as much bigger), but have alot of advantages over infantry.

There are 4 types of ground vehicles: small, medium, large, and assault (real big). Most of these vehicles can mount some of the larger "small" weapons that normally appear on ships, whereas infantry can't. Additionally, I've added vehicle mounts that only the ground vehicles can use, ranging from small vehicle (which is larger than the "normal" mount - intended for infantry), medium vehicle, and large vehicle (real big).

Although ground combat isn't as detailed in the game as Space Combat, I figure that's no reason I can't make it more interesting... Obviously, vehicles are better to use than Infantry, but are more costly and require control centers. I also created a sort of aux. bridge for the vehicles. If the pilot is killed, a computer system can kick in and pilot the vehicle to safety. You have to research computers as well as mech combat to get it. Dunno if it will actually be of any use though.

Anyway, if Derek wanted to include something like this in his next update, it would be cool for me to see how these ideas would actually work, as Starscape is still a long way from completion. I've got a bunch of new ship types and I want to make new shipsets for the existing Starscape races. Right now, I'm just trying to put together a generic race set. I've also still got to work on AI and get it fixed up to work with the new features.

I'm thinking of borrowing (with permission) components from Derek's mod too. They would work well in Starscape with some of the new ideas I'm experimenting with.

So, how bout it? Can I borrow them?

Suicide Junkie June 25th, 2002 12:39 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Note that damage to troops is not tracked at the component level. Either the entire troop fully operational, or it is completely destroyed.
Any "backup" components will never be used.

Also, be watch the damage per kt on the weapons.
A meson bLaster may do 20 damage using 20 kT, but a small meson bLaster does 5 damage using only 2 kT.

Shadowstar June 25th, 2002 01:07 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Originally posted by Suicide Junkie:
Note that damage to troops is not tracked at the component level. Either the entire troop fully operational, or it is completely destroyed.
Any "backup" components will never be used.

Also, be watch the damage per kt on the weapons.
A meson bLaster may do 20 damage using 20 kT, but a small meson bLaster does 5 damage using only 2 kT.

<font size="2" face="Verdana, Helvetica, sans-serif">Ok, so I can remove the emergency backup system for the vehicles.

I haven't actually changed any of the weapons around, aside from the ground cannon which I'm developing into more of an infantry-only weapon (renaming it combat kits I, II, and III - basically provides enough standard issue weapons/equipment for the entire unit.) Right now the only thing preventing a player from using combat kits on a vehicle is that the combat kits are pretty useless for anything but infantry.

It's still in development, but I'm thinking about creating a whole set of weapons designed specifically for infantry. They would be small enough so that infantry could carry them, but I would also like to prevent vehicles from mounting them in huge masses (I think it would look and work strangely). I suppose the best way to do that is by using damage per kt, and just give the troop weapons a worse ratio, and low building/maintenance costs so that they are ideal for infantry.

What effect (if any) does weapon range have on ground combat? Or is it all about the damage?

Spoo June 25th, 2002 01:59 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

What effect (if any) does weapon range have on ground combat? Or is it all about the damage?
<font size="2" face="Verdana, Helvetica, sans-serif">As I understand it, range dosen't matter. Only damage.

PvK June 25th, 2002 04:13 AM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Note that Rate of Fire is also ignored in ground combat...

ZeroAdunn July 5th, 2002 11:26 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
So what is the word on this mod?

Derek July 28th, 2002 05:16 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Quote:

Originally posted by ZeroAdunn:
So what is the word on this mod?
<font size="2" face="Verdana, Helvetica, sans-serif">Well, I am currently involved in the USMC institution known as 'The Basic School', a school for all new USMC officers, even those of us with over a decade of enlisted experience. It Lasts six months, and takes up a lot more of my time than I expected. Thus, the updates are coming slower than I expected.

However, I am still working on Derek's Mod, and have not abandoned it. The long delay in the response was me driving across the country and enjoying the sights of the US. Sorry 'bout that.

Derek

ace joh November 8th, 2002 01:50 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Derek, I don't know if you know this, nobody brought it up here though it seems so obvious you can't miss it. There's an easy way to create nearly invincible fighters once you have discovered afv shield generators and small shield generators.
Just create a fighter with a small shield generator (i.e. small phased I, 15 shield points), and then upgrade that fighter. The small shield generator will be replaced by an afv shield generator (i.e. level II, 1200(!) shield points).
Quite an upgrade, don't you think http://forum.shrapnelgames.com/images/icons/icon10.gif (this works with armor as well)
I think I noticed some other bugs, but I can't remember them (anyway, they weren't this big http://forum.shrapnelgames.com/images/icons/icon7.gif )

Otherwise great mod, keep up the good work!

ZeroAdunn February 7th, 2003 07:22 PM

Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
 
Haven't seen anything on this in a long while.

Since this was the mod I enjoyed most (and would have continued to if it had ever been finished) I was wondering what was happening with it. Is Derek even still around?


All times are GMT -4. The time now is 01:12 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.