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-   -   Devnull Mod Gold: updates and discussion (http://forum.shrapnelgames.com/showthread.php?t=6549)

Rollo January 3rd, 2003 01:16 AM

Re: Devnull Mod Gold: updates and discussion
 
Thanks for the feedback.

Good suggestion, Patowic. I like that, but I have have to think of a way so it doesn't interfere with the existing AI. Haven't given much thought how to do it, yet.

Quote:

Originally posted by Puke:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, most definitly. I wasn't going to give the impression of abandon the mod...

Pablo January 3rd, 2003 09:05 AM

Re: Devnull Mod Gold: updates and discussion
 
Currently I'm in 2 DNM pbw games and a few at home. And a few at work. http://forum.shrapnelgames.com/images/icons/icon7.gif
The mod seems to be stable for me. Just 1 thing - add a bit clearer explanation on PD cannons. I mean, write there that these guns cannot target fighters but seekers & mines only. It was a very painful discovery http://forum.shrapnelgames.com/images/icons/icon8.gif

Krsqk January 3rd, 2003 09:15 AM

Re: Devnull Mod Gold: updates and discussion
 
They can't target fighters? I haven't run into enough fighter-using races, it seems. At least, I've distracted them from their fighter research. http://forum.shrapnelgames.com/images/icons/icon10.gif I'm currently using the mod to build my ultimate quadrant--mapped out warp points, fully improved planets, and fully populated sphereworlds on every star. About 10% of the way there. Of course, I'm keeping a (blockaded) enemy planet around, just as a reminder of what an "enemy" is. http://forum.shrapnelgames.com/images/icons/icon7.gif

Pablo January 3rd, 2003 09:32 AM

Re: Devnull Mod Gold: updates and discussion
 
Krsqk meet the monsters http://forum.shrapnelgames.com/images/icons/icon12.gif They will keep you busy http://forum.shrapnelgames.com/images/icons/icon10.gif
Edit: but if you're already populating the sphareworlds maybe it's too late. You should meet them early in the game http://forum.shrapnelgames.com/images/icons/icon12.gif

[ January 03, 2003, 07:34: Message edited by: Pablo ]

Krsqk January 3rd, 2003 10:01 AM

Re: Devnull Mod Gold: updates and discussion
 
Oh, I had my one (very short) monster game. I started one or two systems away from them, or maybe both--it was a ten planet start ("Just to build up enough defenses," I said. "Should make sure none of those monster beasties get to me!" I said. Never mind that they can spawn 10 times as many of them. "Of course they won't start near me. You wouldn't do anything like that to meee, right?" *charming smile, followed by sounds of death and destruction*). No monsters in this game, though--I've already subdued and colonized the entire quadrant (including using/colonizing asteroids, clearing nebulae/black holes, and creating stars), and I'm working back through it to spiff up all of my planets.

[ January 03, 2003, 08:02: Message edited by: Krsqk ]

Pablo January 3rd, 2003 10:50 AM

Re: Devnull Mod Gold: updates and discussion
 
what's the turn number then?

HEMAN January 4th, 2003 01:47 AM

Re: Devnull Mod Gold: updates and discussion
 
Rollo wrote; 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.

Im playing this mode 2-3 hours everyday? iTS GREAT , For me its (a).I have a few suggestion,

1)Add more Weapons & Componets from the older DMODE?.Like Missile system re-designed (Small missiles, Armor skipping missiles, shield skipping missiles, Decoy missiles, etc)
Heavy Versions of weapons (rate of fire of 2, bigger range and damage.)Mercinary Commanders available for bases and ships.
Some weapons have better 'to hit' bonus (Torps!)

2)More Ruins http://forum.shrapnelgames.com/images/icons/shock.gif , Super atmosphere converter/Super-launch-bay/High level shipyard.

3)Related to monsters, i would like to see there homeworld, so i can bombard it.

4)Related to monsters,Its strange it appears that they create a wormhole in my solar system 3-4 wormholes, all the time, and my system becomes the center of the universe.
So whada ya think of these ideas??.

Puke January 4th, 2003 02:12 AM

Re: Devnull Mod Gold: updates and discussion
 
now, i dont think this can be done, because i think we thought about thinking about it before (confused yet?), but heres the regergitated idea anyway:

can we make a tech that is only available through trade / shipcapture + analysis? (i dont think so.)

if so, you can make a monstor scanner that can detect monsters and their homeworld, but you can only research it after caputring a monster ship and analyzing it. or starting on high-tech, of course. but i dont think that can be done normally, because the tech (or its pre-reqs) would always show up in the tech tree, unless it was racial, and if it was racial, then it couldnt be gained through analysis / reverse-engineering.

what you COULD do though, is make it super-expensive, so it would take 100 million research units or something. then the only practical way to gain the tech, wouild be through analysis. unless you run into max-int problems, but i think research costs use long-int. so it should be okay.

Krsqk January 4th, 2003 07:15 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Pablo:
what's the turn number then?
<font size="2" face="Verdana, Helvetica, sans-serif">My current turn is 2473.1. My current problem is those pesky events which use my planets to start new empires. *grr* http://forum.shrapnelgames.com/images/icons/icon8.gif

[Edit--typo--year was off by ~3000 turns http://forum.shrapnelgames.com/images/icons/icon7.gif ]

[ January 04, 2003, 05:23: Message edited by: Krsqk ]

Miles January 7th, 2003 03:33 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Rollo:
This thread needs a bump for two reasons:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">It is stable for me. I have played it a lot. It is my favorite mod. The only reason I am not playing it now, is the DYP (Double Your Pleasure) mod for Civ3 sucked me back into Civ3. Once I burn out on Civ3 I know I will be back to SE4Gold and DNM. Thanks for your work.

I play mostly single player. I was having a lot of fun using DNM to create a 'Terra Uber Alles' single player scenario. I call it: "Monsters vs the Galactic Patrol"

First I beefed up the Monsters: </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Got the Monsters colonizing </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">The first planetary build item is a Weapon Platform that includs a lvl 5 cloak </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Gave the Monsters a fast atmosphere converter </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Gave the Monsters a 3000kt attack ship. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Tweaked the build queues so the Monsters maintain smooth exponential growth. </font>
<font size="2" face="Verdana, Helvetica, sans-serif">The Monsters spread like a plague. As they move forward, planets just disappear! After a while, their ships are everywhere.
Then, for myself, I created the Galactic Patrol (loosely based on EE Smith's GP.) This required a new racial trait (Patrol). I also added a new culture trait (QX). Then I added goodies at the end of most research chains that would kick in if the Patrol trait was present. For example, the end of the 'Null-Space Weapons' research will grant the 'GP Primary' with increased range and a reload rate of 2.

My target is a huge quadrant with lots of AI players including the Monsters and a single human playing the Galactic Patrol.

I am having a lot of fun balancing it. I am trying to make it so you win some of the time if you do not start too close to the Monsters.

It is currently on hold while I wait for: </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">The next Gold patch. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Updated DevNull Mod </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Burning out on the Civ3 DYP mod. </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Miles

DirectorTsaarx January 7th, 2003 05:04 PM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Puke:
now, i dont think this can be done, because i think we thought about thinking about it before (confused yet?), but heres the regergitated idea anyway:

can we make a tech that is only available through trade / shipcapture + analysis? (i dont think so.)

if so, you can make a monstor scanner that can detect monsters and their homeworld, but you can only research it after caputring a monster ship and analyzing it. or starting on high-tech, of course. but i dont think that can be done normally, because the tech (or its pre-reqs) would always show up in the tech tree, unless it was racial, and if it was racial, then it couldnt be gained through analysis / reverse-engineering.

what you COULD do though, is make it super-expensive, so it would take 100 million research units or something. then the only practical way to gain the tech, wouild be through analysis. unless you run into max-int problems, but i think research costs use long-int. so it should be okay.

<font size="2" face="Verdana, Helvetica, sans-serif">I think Suicide Junkie found a way to do something similar; it allows you to build racial-based components, but I don't think you can research on your own after the analysis. IIRC, it involved 3 techs (A, B and C):

Tech C provides the desired components, and has Tech B as a prerequisite (NO racial linkage).
Tech B provides Tech C, and has Tech A as a prerequisite (again, NO racial linkage).
Tech A provides Tech B, AND has a racial ability requirement.

Then, if you have the right racial ability, you can research (or start with, depending on setup) Tech A, which grants Tech B (and possibly other things, but those are irrelevant to the discussion at hand). Tech B can then be researched to find Tech C (and, again, possibly other things that are not relevant to this discussion). Finally, Tech C can be researched to generate the appropriate components.

However, if you do NOT have the right racial ability, you can't research Tech A, and therefore cannot get Tech B or Tech C (normally). But you CAN analyze a ship with Tech C components and gain tech levels in Tech C. But I don't think you can research Tech C on your own.

It's possible that I've missed something in the explanation; perhaps if Tech B provides both the components and Tech C, then you can get Tech C as a researchable area by analyzing captured components; and, of course, Tech C would still have to include copies (maybe inferior copies) of the desired components.

How's THAT for confusing? http://forum.shrapnelgames.com/images/icons/icon10.gif

Rollo January 22nd, 2003 07:36 PM

Re: Devnull Mod Gold: updates and discussion
 
Thanks for your feedback everybody. Sorry for the late replies. Still working on the mod. And focus remains on the AI, but progress is very slow at the moment.

HEMAN,
1) actually checking out the D-Mod for more stuff is already in my to-do-list http://forum.shrapnelgames.com/images/icons/icon7.gif . I do however have to be careful what to add in order not to destroy the balance and/or screw up the AI. I like the mercenary commanders a lot, hopefully I can find a way to implement them to some degree. Torps already have a to hit bonus in DNM and also armor-shield skipping torps added at the end of the research.
2) yes, more ruins. I'd also like that. A converter facility is a good idea. I think, however, that it should not be better than the standard facility and also more expensive. A lot of the ancient tech works that way. It either has a unique ability or it is not as effective as the component that can be researched.
3) I think Puke had a good idea about visible homeworlds. Check below...
4) I agree. The AI uses the open warp ship kinda wierd http://forum.shrapnelgames.com/image...s/rolleyes.gif . Nothing I can do about that really. If you find that too annoying, you can remove the open warp ship from the monster build queue.

Puke,
great idea! http://forum.shrapnelgames.com/images/icons/icon7.gif I think that is possible to do. How about adding a tech area of 'Monster Lore' or something like that. Whenever you analyse a monster you get one level of that. First levels would only include hints about the monsters and some background info. Once you get more levels, you get some useful components and ultimately the sensor to see their homeworld. (come to think of it, this would also be a good way to include some wacky tech without screwing up other AI. Also it would the make the monsters great prices for hunting down, since you can get certain tech by those means only).

Miles,
very interesting. Monsters vs. GP sounds fun http://forum.shrapnelgames.com/images/icons/icon7.gif . I would very much like to check that out. Can you post the files? It never ocurred to me that planet cloaks work on weapon platforms.

DirectorTsaarx,
I think in your example it works like this. If you don't have the racial trait,
Tech A cannot be be gained by any means
Tech B can be gained through analysis, but cannot be researched
Tech C can be researched, once Tech B is known

So back to the idea of tech gained though capture/analyze monsters. If 'Monster Lore' was a type B tech, you would need to capture X monsters to get level X of that tech. Sounds like an interesting thing (if it works...).

Cheers,
Rollo

[ January 22, 2003, 17:43: Message edited by: Rollo ]

Rollo January 23rd, 2003 01:02 PM

Re: Devnull Mod Gold: updates and discussion
 
okay, I checked this out Last night and it does work http://forum.shrapnelgames.com/images/icons/icon7.gif .

Just for testing I added a Monster Lore tech area that can only be gained by analyzing captured monsters. It definately gives food for thought...
Of course that would mean that monsters (at least some of them) can be captured. Currently that is not so.
Hmm, maybe add another monster type that can be captured and have the AI only build one or two of them at a time (brainbug?). Then they would be valued prizes.
As I said, food for thought... I am happy with suggestions as I am not the most innovative guy around here http://forum.shrapnelgames.com/image...s/rolleyes.gif .

Rollo

Urendi Maleldil January 23rd, 2003 06:00 PM

Re: Devnull Mod Gold: updates and discussion
 
Just take away the MC ability on some of the "smarter" monsters and reduce the boarding defense on some of the "weaker" ones. Most monsters would be "too dumb" to be subverted and some would have weak immune systems unable to cope with space marines.

dogscoff January 23rd, 2003 06:32 PM

Re: Devnull Mod Gold: updates and discussion
 
Oh, if you're doing that, make a "monster trainer" component. It seems kinda silly to have a boarding party taking control of a monster.

Of course, the only sensible way to apply it (without re-writing all the capture techs) would be to make the monster trainer exactly the same as a boarding party except for the name and picture. You'd still be able to capture ships with monster trainers and monsters with boarding parties, but most of the time people would be going for just one or the other and so it wouldn't happen often. They could also willingly refrain from using them inappropriately if they wanted.

It would be good component for roleplay, basically. =-)

Miles January 25th, 2003 02:26 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Rollo:
very interesting. Monsters vs. GP sounds fun http://forum.shrapnelgames.com/images/icons/icon7.gif . I would very much like to check that out. Can you post the files? It never ocurred to me that planet cloaks work on weapon platforms.
<font size="2" face="Verdana, Helvetica, sans-serif">Erg. My hacks are quite ugly. Please give me a couple days to tidy it up and I will send it to you.

You realize that this stuff is quite unbalanced. I can really only see 3 types of gameplay/storytelling possible: </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Single Play: Terra Uber Alles - Computer takes one super race, human takes the other. Duke it out in the midst of a galaxy of midgets. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Multi Play: Hang together - AI takes Monsters. Bunch-o-humans take normal races. Work together or die. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Multi Play: Eddore vs Arista - AI takes Monsters. Bunch-O-humans take normal races. Moderator takes Galactic Patrol. Moderator acts as a traditional GM. Intervenes with ships/resources as needed to help game play/story-telling. </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Option 2 (Hang together) is very hard to balance, since it depends on the cleverness and co-operation of a number of humans.
Miles

Miles January 25th, 2003 02:34 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Rollo:

It never ocurred to me that planet cloaks work on weapon platforms.

<font size="2" face="Verdana, Helvetica, sans-serif">It seemed to be the easiest way to guarentee that the AI always provided a new colony with a sector cloak. The AI seemed to have a bunch of problems with the level 5 sector cloak untill I modified the component so that it had both level 5 sector cloak & level 5 sensor abilities.

Miles

Taera January 27th, 2003 06:50 AM

Re: Devnull Mod Gold: updates and discussion
 
Hello everyone, in the middle of updating Taera Hive Imperium Graphics. Taera gone gold! (you'll see).

It wont probably be published today, more likely tomorrow (i want to work on fleet, fleet alternate, racial portrait, infantry well) and untill then - this is the only mod that actually has this race, what do you people think about it? Anything i should change/alter/improve?

Binford January 27th, 2003 08:22 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Rollo:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">Well, I play every time the DevNull2 game runs on PBW! http://forum.shrapnelgames.com/images/icons/icon7.gif Very interesting game its turned into - I thoroughly look forward to every turn!

Should get even MORE interesing in the next few turns as the tension increases.

Any interest in starting up another DNM PBW game? DN2 is at turn 90 now, so we should see some resolution in the next 20-30 I think.

This time I think we'll start LOW tech with MEDIUM cost to slow down the mad weapons race some. And I am not sure at all about the MOnsters being in - I have enjoyed it myself, but I started far enough away to be able to handle them, 2-3 players got totally wiped out early... And I downgraded them a bit before adding them in the game)

I personally would love another DNM game, but only wanna play if we have 8 or more.

Binford

Dralasite January 27th, 2003 08:52 PM

Re: Devnull Mod Gold: updates and discussion
 
I just started playing a devnull mod game, it its fantastic! Thanks for all the work that you've done. So far, I don't have any issues, but I'm just getting into the mid game stage.

Pablo January 28th, 2003 12:28 AM

Re: Devnull Mod Gold: updates and discussion
 
Rollo, your thoughts on compatibility with patch3 http://forum.shrapnelgames.com/image...s/confused.gif
Or it's still too early to ask? http://forum.shrapnelgames.com/images/icons/icon9.gif

Rollo January 28th, 2003 12:55 AM

Re: Devnull Mod Gold: updates and discussion
 
I see no problems with the new patch.
When working on the mod, I always use the newest beta Version. So it should be pretty up-to-date.

The AI will probably add some redundant Master Computers, but that is only for DN and bigger. I'll fix that in the next update.

Rollo

Binford January 28th, 2003 01:24 AM

Re: Devnull Mod Gold: updates and discussion
 
Rollo! What are you doing posting here - go do your turn - you have resources in your gift box. http://forum.shrapnelgames.com/images/icons/icon7.gif

Binford

Rollo January 28th, 2003 02:00 AM

Re: Devnull Mod Gold: updates and discussion
 
aye, I am doing so. right now...

Rollo January 28th, 2003 02:17 AM

Re: Devnull Mod Gold: updates and discussion
 
done http://forum.shrapnelgames.com/images/icons/icon10.gif

Devin D.Bass January 28th, 2003 05:24 AM

Re: Devnull Mod Gold: updates and discussion
 
I just wanted to say that I ONLY play the Devnull Version of SEIV GOLD. It is a GREAT Mod, thanks Rollo for keeping it going. From reading the new additions to the patch it looks like you have a lot of room for new weapon types and special abilities!
I can't wait to your newest update.
To those who haven't played with this Mod download it right away and enjoy! It's the Best!

Taera January 31st, 2003 09:30 AM

Re: Devnull Mod Gold: updates and discussion
 
Didnt get any comments. I finished with taera image update though, you can get it here:

1043998144.zip

have fun.
rollo, hows AI going?

Rollo January 31st, 2003 01:16 PM

Re: Devnull Mod Gold: updates and discussion
 
Taera, thanks for the update. AI is coming along slowly. I am still working on the temporal AI and haven't started on the Taera, yet.

Rollo

Rollo January 31st, 2003 01:22 PM

Re: Devnull Mod Gold: updates and discussion
 
Oh, and Devin, thanks for the praise http://forum.shrapnelgames.com/images/icons/icon7.gif . I appreciate it.

For the next release I am planning to make Graviton Hellbores and Incinerator Beams more viable. I am thinking of using the new damage types (x2, 1/2 or 1/4 to shields).
I am still taking suggestions of what you feel would be appropriate and what would be most wanted.
Also, are there any other weapons that any of you feel that they are currently useless in the DNM?

Cheers,
Rollo

Rollo February 1st, 2003 04:06 PM

Re: Devnull Mod Gold: updates and discussion
 
Okay, here is a proposal for IB and GHB. Let me know what you think.

Incinerator Beam, quarter damage to shields
50kt, ROF 2

I 100 100 100 100
II 125 125 125 125 125
III 150 150 150 150 150 150

Graviton Hellbore, double damage to shields, reserach cost raised to 10k
60kt, ROF 2

I 75 60 45 30
II 100 85 70 55 40
III 125 110 95 80 65 50
IV 150 135 120 105 90 75 60
V 175 160 145 130 115 100 85 70

Rollo

Taera February 1st, 2003 07:52 PM

Re: Devnull Mod Gold: updates and discussion
 
umm rollo, IB doesnt make sense. Since it is a particle bombardament weapon (as most other beam weapons are) it should make at least full damage to shields. What you can do is give it incredible combat bonuses.

Taera February 1st, 2003 07:52 PM

Re: Devnull Mod Gold: updates and discussion
 
i like GHB, its a realy understimated weapon.

Pablo February 3rd, 2003 07:54 PM

Re: Devnull Mod Gold: updates and discussion
 
I never use GHB because of its rapid damage drop per distance. There are better weapons for long and/or short distances. Maybe someone is using this beam very efficiently but I just cannot find room for it on my ships. http://forum.shrapnelgames.com/image...s/confused.gif

brainsucker1 February 3rd, 2003 10:27 PM

Re: Devnull Mod Gold: updates and discussion
 
I always viewed the GHB has a hideous weapon able to rip ships to shreds in a single bLast. Just the name Hellbore says enough. A doubling of damage done at all ranges and "ignore all shields" would seem more in order for a 60 ton, ROF 2 weapon that has an expensive research cost. This is a second generation weapon, like the High Energy Class Weapons, and should be quite a bit better that APB & DUC, etc.

I view the HEW the same way. It is a high research cost weapon that should be considerably better than normal beam weapons. Ripper is Ok as is. Incinerator Beam should be ROF1 with a tonnage of 50 and its current damage.

Of course I also think PPB should be a 40 ton weapon like other "specials" due to its special attack.

Taera February 4th, 2003 08:05 AM

Re: Devnull Mod Gold: updates and discussion
 
Umm, no. Gravity weapons are a welcome tech tree as some players advance to Astrophysics 2 early on (to get sensors, null-space, whatsnot). This weapon indeed has a rapid damage drop, but when you make the ship well (on max-tech a battleship can be virtually invincible - absolutely destroys enemies in no more than 2 shots... and its design is easy to get in non max-tech game)

it is an understimated weapon. It is a weapon for planets and bases, but especially for those little nasty sats and/or bases and/or ships guarding WPs. Does low range mean anything to you? http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D February 4th, 2003 08:24 AM

Re: Devnull Mod Gold: updates and discussion
 
At close range you're better off with Ripper Beams- more damage. You can fit three 50-damage ripper beams on for every hellbore, giving a +5 damage advantage. The rippers don't drop damage, either, making them more suitable for weapon-platform and base mounting.

Phoenix-D

Pablo February 4th, 2003 09:20 AM

Re: Devnull Mod Gold: updates and discussion
 
Yes, Rippers are best for close distances with RoF 1 and being not very heavy.

oleg February 4th, 2003 04:42 PM

Re: Devnull Mod Gold: updates and discussion
 
In Proportions, Graviton Hellbore has an ability "skip all shields" that makes some sence (it violently shakes ship' hull). It still has relatively low damage/kt and is not overpowered by any means.

stecal February 5th, 2003 01:43 AM

Re: Devnull Mod Gold: updates and discussion
 
When is a new Version of Dev Null Mod coming out? I am thinking of starting a PBW game since there seem to be so few DNM games currently available.

Miles February 6th, 2003 10:37 PM

Re: Devnull Mod Gold: updates and discussion
 
Well, I finally got up the courage to post my attempt to create a mod based on DevNull. Here is a copy of the announcement:

Here is the current (6Feb2003) Version of the Monsters vs Galactic Patrol Mod:

1044560754.zip

This mod is based on DevNull v1.70.

There are 2 main changes:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Monsters have been enhanced and given the ability to colonize. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">A Galactic Patrol race has been parially created. </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Both Galactic Patrol and Monster races are unbalanced and extremely overpowered. Empire files are provided for 2000 and 3000 point opponents.
It is playable in 3 different styles:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Single Player Terra-Uber-Alles: Gameplay is "Two giants battling it out in a universe of pygmies. The player 'Adds existing' the Galactic Patrol. The human will control the GP. You should also add the Monsters and 'Edit' the Monsters to be: Controlled by Computer & Using Style from race. You can also add as many AI opponents as desired.
    </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Multi-Player Hang Together: A small number (3 to 4) of normal human players attempt to pull down the Monsters. Additional AI opponents should not be needed.
    </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Multi-player Eddore vs Arisa: The game host plays the GP. Other players use their favorite races. Add the Monsters and other AI's as desired. The game host intervenes as needed to balance game play and enhance story-telling. </font>
<font size="2" face="Verdana, Helvetica, sans-serif">This mod is still being improved. Things I need to do include:
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Create 5000 point Empire files. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Find some images for the GP race. Currently I use the Terran images. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Create custom AI to utilize the GP advantages. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Balance the gameplay. I hope for 'fun' + 'hard' + 'doable'. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Smooth out the Monsters growth stages. </font>
<font size="2" face="Verdana, Helvetica, sans-serif">I would be gratefull for any comments or suggestions for improvement. Just remember, I am still pretty clueless on how to mod the AI's.
GP players will find the unbalancing advantages at the end of the various research tree's.

Miles (miles@cc.usu.edu)

Rollo February 7th, 2003 01:14 AM

Re: Devnull Mod Gold: updates and discussion
 
Thanks Miles http://forum.shrapnelgames.com/images/icons/icon7.gif ,
I'll download this and check it out as soon as I get a chance. Hope you don't mind, if I use any of your stuff in a future Version.

now in reply to the weapons:
Taera - I won't even start an argument whether or not the ability makes sense for IB. I have no idea how an IB (or shields for that matter) actually work. So any explaination one way or other is just treknobabble http://forum.shrapnelgames.com/images/icons/icon12.gif .

I simply used that ability because it hasn't been used yet. The question for me is: Is that weapon viable now? Is is still to weak or too powerful now? I considered giving it more damage even, but realized that it would be too powerful compared to the Tachyon Cannon perhaps.

brainsucker, oleg - I didn't use 'Skip all shields' for GHB (although I did consider it), mainly because that abilty has been used already by the Chant Crystal (rel/cryst combo tech).
So I thought double damage to shields is good too. I think with the increased damage and the ability it might be worth using it. Or is it not?

Stecal, about the new Version I have no idea yet. Progress is slow at the moment. Also I will most likely be gone for one or two weeks in February. So my best guess for a new DNM Version is the middle of March. Go ahead and start a new game, I would say. As it stands now the new Version will be compatible with older games, so most likely you will be able to upgrade your game later.

Rollo

[ February 06, 2003, 23:17: Message edited by: Rollo ]

Rollo February 7th, 2003 01:16 AM

Re: Devnull Mod Gold: updates and discussion
 
oops

[ February 06, 2003, 23:19: Message edited by: Rollo ]

Miles February 7th, 2003 02:38 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Rollo:
Thanks Miles http://forum.shrapnelgames.com/images/icons/icon7.gif ,
I'll download this and check it out as soon as I get a chance. Hope you don't mind, if I use any of your stuff in a future Version.

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">Feel free. There is not all that much that is original. It is all mostly tweaks to existing stuff. I hope you enjoy it. Here are my notes on the changes:
********************************************

data/
components.txt:
GP Master Computer: 1/2 size, 1/10th cost
GP Bergenholm: 1/2 size, 1/10th cost, +1 bonus movement,2x supply
Drone GP Bergenholm: 1/2 size, 1/10th cost, +1 Bonus movement, 2x supply
GP Supply Storage: 1/2 size, 1/2 cost, 2x supply
GP Reactor: 1/2 size, 1/10th cost, +1 bonus movement
GP Universal Colony: 1/10th cost, 3x cargo
Monster Rock Colony: 1/100th cost
Monster Ice Colony: 1/100th cost
Monster Gas Colony: 1/100th cost
GP Cargo Bay: 1/2 size, 1/10th cost, 2x cargo
Fighters to Go: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Mine Layer: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Sat Bay: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Drone Launcher: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Targetting Sensors: 1/2 size, 1/10th cost, 7 targets
GP Combat Sensors: 1/2 size, 1/10th cost, 80% attack bonus
GP ECM: 1/2 size, 1/10th cost, 80% defense bonus
Dureum Armor: 8/1 structure to size, Jammer, +30% defense, 70 emissive
GP Sub-ethereal Shields: 1/2 sz,1/10th cst,500 shld,25 regen,20 damage transfr
Ultimate GP Sensors: lvl 5 sensor, requires: AMilSci6,scanner3,sensor6,GravTech3
GP Space Yard: 1/2 size, 1/10th cost, 2x construct, 2x repair
GP Repair Bay: 1/2 size, 1/10th cost, 2x repair
GP Machine Shop: 1/2 size, 1/10th cost, 3 repair, 2 bonus move
GP Point Defense: 1/2 size,1/10th cost,Swp 8 mines,85 damage,range 7,target Ftr/Sat/Seekers/drone
GP Weapon pattern: 1/2 size, 1/10th cost, +2 range,1.5x damage. Changes noted below.
GP Shield twister: Require Shield10;Shields damage10,Quad damage to shields
GP DUC:
GP Anti-Proton Beam:
External Mt DuoDec Missile: 1/2 reload rate, 1.5x damage resistance
DuoDec Missile: 2 reload rate,1.5 damage resistance,1.5x speed
GP Plasma Missile: 1.5 damage resistance, 1.5 speed
GP Meson BLaster:
GP A-Mat Torp: 1/2 reload rate
GP QTorp:
GP STorp: 2x damage
GP SubEtheric Projector (PPB): Skips all shields
GP Primary (NSP): Reload 2, range +4
GP Fry-A-Matic (WMG): Reload 2
GP Grav Hellbore: Reload 1
GP Repulsor:
GP Tractor:
GP Teleporter:
GP Space Marines:
GP Duodec Mine Warhead:
GP Duodec Warhead:
Small GP QEngine: 1/2 size, 1/10th cost, +1 Bonus move
GP Afterburners: 1/2 size, 1/10th cost, +1 Bonus move
Small GP Combat Sensors: 1/10th cost, 45% attack bonus
Small GP ECM: 1/10th cost, 45% defense bonus
Sm Emissive GP Armor: 15/1 struct/size, 1/5th cost
Small GP Phased Shield Gen: 1/5th cost, 4x shield, 6x sh regen
GP Fgt/Troop Weapon pattern: 1/5th cost, +1 range,3x damage. Changes noted.
Small GP APB:
Small GP DUC:
Small GP Meson BLaster:
Small GP SubEtheric Projector (PPB): Skips all shields
Small GP Fry-A-Matic:
Small GP A-Matter Torp
GP Suicide Squad
Small GP Rocket Pods: 1/2 reload rate
Small GP Grav Beam
Small GP Shield Twister: Quad damage to shields
GP Ground Cannon
Wild Bill: All purpose remote prospector
GP Matter Grav Sphere: Might make extra Huge planets
The Bug Gun: Weapon Component for Monster WP's.
Monster Beam III
Monster Bite II
Monster Cloak: Also lvl 5 sensor
Monster Yard II
Ice Breath II
Huge Monster Beam II
Huge Monster Beam III
Cultures.txt:
Added unbalanced, superhuman QX culture
Facility.txt:
GP City (Monolith3):1/10th cost,2x resources,research,intel,shield,storage
GP University: 1/10th cost, 5x research
GP Spy Center: 1/10th cost, 5x intel
GP Mineral Resource Storage: 1/10th cost, 2x storage
GP Organic Resource Storage: 1/10th cost, 2x storage
GP Radioactive Resource Storage: 1/10th cost, 2x storage
GP Cargo Facility: 1/10th cost, 5x cargo
GP Factory: 1/10th cost, 40% increase
System GP Factory: 1/10th cost, 40% increase
Central GP Computer Complex: 1/10th cost, 40% increase
GP Databank Complex III: 1/10th cost, 40% increase
System GP Computer Complex: 1/10th cost, 40% increase
System GP Databank: 1/10th cost, 40% increase
GP Resource Converter: 1/10th cost, 90% conVersion rate
GP Recycler: 1/10th cost, 95% recycle rate
GP Medical Lab: Breed! Breed like the wind!
GP Video Game Center: 10% system happiness improvement
GP Space Yard Facility: 1/10th cost, 2x build, 2x repair
Monster Habitat I: 200 cargo, +1 repair, 30K storage
Monster Habitat II: 300 cargo, +3 repair, 60K storage
Monster Habitat III: 2X resource gen, 400 cargo, +5 repair, 90K storage
Monster Terraformer: Terraform in 5 turns
RacialTraits.txt
Galactic Patrol: Cost = 0
TechArea.txt
GP Tech: Enabling technology for all GP benefits.
VehicleSize.txt
BattleMoon: 3000Kt,Requires: Ship11;Base4;Stellar5,+40att&def,8 engines
Pocket Battleship: Fighter size 100,8 engines,70 attack, 20 defense
HUGE Beast: 5000Kt
Monster Spore: 290Kt, colonizer hull, usual monster plusses, 11 move.
pictures\races\monsters\monsters_ai_construction_f acilities.txt
Simplify all but Homeworld queues down to: change atmosphere, Space Yard,
spaceport, supply generation, resource generation - minerals
pictures\races\monsters\monsters_ai_construction_u nits.txt
Make all types of worlds build weapon platforms.
pictures\races\monsters\monsters_ai_construction_V ehicles.txt
Add colonizers,Defense Base,eliminate drones,spread out ship production.
pictures\races\monsters\monsters_ai_designcreation .txt
Add colonizers, 5000Kt Attack Ship (D), Weapon platform,Cloaking Defense Base
pictures\races\monsters\monsters_ai_fleets.txt
Smaller fleets and more of them.
pictures\races\monsters\monsters_ai_general.txt
Change atmosphere to Oxygen,Happiness to Bloodthirsty
pictures\races\monsters\monsters_ai_research.txt
Add colonization techs
pictures\races\monsters\monsters_ai_settings.txt
defend 5 systems,move thru minefields,Personality Group=1

Start thinking of victory conditions for the various scenarios.

Tuning ideas:
Might need to add more requirements to GP City

Monsters only really spread to through-out the initial systems. Need more
aggression. Is this tied to number of defended systems?

Need pictures, AI for Galactic Patrol. Need more, smaller fleets for a starter.

weaken and rename dureum armor to 'wall screen' or 'force wall'. Move
dureum to end of armor research chain.

Need to use the Last 50Kt in the Monster Spore

********************************************

Miles

Binford February 7th, 2003 07:51 AM

Re: Devnull Mod Gold: updates and discussion
 
<h1>devnull3 is up and added to PBW!</h1>

Please join! And read the forums there too!

Binford

[ February 07, 2003, 06:09: Message edited by: Binford ]

Binford February 7th, 2003 08:08 AM

Re: Devnull Mod Gold: updates and discussion
 
A question - will regular game shipsets work under SNM? What happens to the ships not in the regular game?

Binford

Binford February 7th, 2003 08:29 AM

Re: Devnull Mod Gold: updates and discussion
 
I'd like to get the DNM differences file I started this summer up to date:

http://www.jeffleggett.com/DevNullMod.htm

What am I missing?

Binford

Taz-in-Space February 9th, 2003 09:02 AM

Re: Devnull Mod Gold: updates and discussion
 
A quick note to anybody that wants to play a HARD game vs the Space Monsters:

Try playing on the following map

<a href="http://forum.shrapnelgames.com/newuploads/1039752812.zip" target="_blank">1039752812.zip
</a>

Place the Space Monsters as the 13th player - this will give them one-way links to most of the map. It is equivalent to having them start 2-3 systems away from EVERYBODY.

If you think the Monsters are irritating on a normal map, then try the above! This should make an interesting PBW game also.

Pablo February 13th, 2003 01:51 PM

Re: Devnull Mod Gold: updates and discussion
 
just an idea for the DNM update: I don't know if this has been added somewhere but a dream for many of us to come true is a satellite bay launching only 1 satellite per turn. What do you think? http://forum.shrapnelgames.com/images/icons/icon12.gif

Rollo February 13th, 2003 04:26 PM

Re: Devnull Mod Gold: updates and discussion
 
well, that should be very ease to do and not influence the AI either, since they'll prolly use the component that launches the most sats (I hope).

so what comes to mind is a 20kT component that launches one sat per turn and has ecaxtly enough cargo space for one of them.
hmm, name?
Spy(oops, Monitoring) Satellite Bay?, Single Sat Launcher?, err... suggestions?

PsychoTechFreak February 13th, 2003 05:24 PM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by Rollo:

hmm, name?
... suggestions?

<font size="2" face="Verdana, Helvetica, sans-serif">Sat (mono or single)Sewer/Funnel/Duct...
Or what is the correct term for the torpedo ducts (?) of a submarine?


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