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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:
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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 |
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
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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 ] |
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 ] |
Re: Devnull Mod Gold: updates and discussion
what's the turn number then?
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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??. |
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. |
Re: Devnull Mod Gold: updates and discussion
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[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 ] |
Re: Devnull Mod Gold: updates and discussion
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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>
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>
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Re: Devnull Mod Gold: updates and discussion
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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 |
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 ] |
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 |
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.
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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. =-) |
Re: Devnull Mod Gold: updates and discussion
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You realize that this stuff is quite unbalanced. I can really only see 3 types of gameplay/storytelling possible: </font>
Miles |
Re: Devnull Mod Gold: updates and discussion
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Miles |
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? |
Re: Devnull Mod Gold: updates and discussion
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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 |
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.
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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 |
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 |
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 |
Re: Devnull Mod Gold: updates and discussion
aye, I am doing so. right now...
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Re: Devnull Mod Gold: updates and discussion
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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! |
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? |
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 |
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 |
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 |
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.
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Re: Devnull Mod Gold: updates and discussion
i like GHB, its a realy understimated weapon.
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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
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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. |
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 |
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 |
Re: Devnull Mod Gold: updates and discussion
Yes, Rippers are best for close distances with RoF 1 and being not very heavy.
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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.
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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.
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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>
It is playable in 3 different styles: </font>
</font>
GP players will find the unbalancing advantages at the end of the various research tree's. Miles (miles@cc.usu.edu) |
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 ] |
Re: Devnull Mod Gold: updates and discussion
oops
[ February 06, 2003, 23:19: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
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******************************************** 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 |
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 ] |
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 |
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 |
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. |
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
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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? |
Re: Devnull Mod Gold: updates and discussion
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Or what is the correct term for the torpedo ducts (?) of a submarine? |
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