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Re: Devnull Mod Gold: updates and discussion
dispatcher
shooter (well maybe this is more about killing sats not shooting them out) dropper planter seeder ... http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Devnull Mod Gold: updates and discussion
I think its torpedo tubes, so a sattelite tube?
How about a sattelite pod? Or maybe that implies a one-use component. Maybe a sattelite mini launcher? |
Re: Devnull Mod Gold: updates and discussion
just out of interest... would it be possible to mod a component with a sat launching ability of 0, so it can retrieve sats but not launch them? Not sure why you'd want such a thing... might be useful if you could do it for fighters I suppose.
[ February 14, 2003, 09:44: Message edited by: dogscoff ] |
Re: Devnull Mod Gold: updates and discussion
dogscoff - no, that is not possible.
Launch/Recover uses two values. One for the number that can be Launched/Recovered per game turn and the other is per combat turn. So, the number that can be launched or recovered is always the same. |
Re: Devnull Mod Gold: updates and discussion
oh, shame. However in turn-based I find that a ship equipped with a single fighter bay (that can only lauch 4 fighters) can recover an infinite amount of fighters.
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Re: Devnull Mod Gold: updates and discussion
Hey Binford,
here are some additions/corrections for the DNM description: Devnull Mod Gold Version 1.70 Date: September 9, 2002 SE IV Gold Version 1.84 originally by Devnullicus and others (HreDaak, VernMcC, Elwood Bluze, Derek, Mephisto, Talenn, Lucas, Daynarr, Deathstalker, Suicide Junkie, GodEmperor, Dracus, Q, SunDevil, Henk Brouwer, Andrey Taskaev, Nerfman, and probably more) revision for SE4 Gold by Rollo & Geoschmo currently maintained by Rollo ... Mines ===== add: The mines limit per sector has been raised to 500. Research of better warheads is useful, as warheads not only do more damage at higher tech, but more importantly they get cheaper. Thus mines can be be built faster. Advanced mine layers can deploy more mines per tuns. Drones ====== add: Drones have their own engine type which only costs about half of ship engines. This way drones are cheaper/faster to build. Troops ====== corr: Troops are the same as SE4 with the exception of the bio engineered fanatic (rel/org combo tech). The bio-fanatic acts as a troop cockpit for normal troops or can also be used as only component using a 1kt drop pod/infantry vehicle size (that vehicle size is for the rel/org combo only). corr: Weapon Platforms use special mounts that make them more effective than SE4. Components ========== add: lower levels of PPB have been toned down. PPB V remains unchanged, but reserach is now 10k base cost racial armor: Splinter Armor (cry), a 1kt armor. Reactive Armor (psy) with built-in flare against seekers/units(one shot per battle) racial combo techs: org/cry - Biocrystal Armor org/temp - Hyper-Reflex Device org/psy - Telepathic Armor, Biokinetic Shield Disperser org/rel - Bio-Engineered Fanatic, Drop Pod cry/temp - Harmonic Shielding cry/psy - Psychic Stun Crystals cry/rel - Chant Crystal temp/psy - Accelerated Psychic Sensors temp/rel - Spirit Crew Quarters psy/rel - Wisdom Shrine Races ===== corr: Geoschmo has adapted the Amonkrie/Fazrah, not the Vikings. The DNM Vikings are also based on the TDM Version. add: Sonne race has been added, using psy/temp combo tech. Shipset by Marc Angstadt, AI by Rollo What else? ========== add: All training facilities are system wide. Psychic training facilities are more effective than normal ones. new ruins tech: Artifical Stellar Moons, a constructed planet smaller then the Ringworld. Components can be fit into ships for creation. Extra Huge planet sizes with pictures from the image mod. Additional quardrants from Fyron's Quadrant Mod. Cargo Space for domed colonies is doubled. Raised bonus for Mineral Scanners, Radioactive Colliders and Eco Farms to 20/40/60, makes Robo Factory less of a no-brainer That's all I can think of right now, there is probably more... Cheers, Rollo |
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Re: Devnull Mod Gold: updates and discussion
Just curious if a 1.71 Version is in the works, and if so, whats planned for it?
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Re: Devnull Mod Gold: updates and discussion
Binford,
I just would like to thank you for your comprehensive coverage of the Devnull mod on your website. It covinced me to give the mod a try and so far I am really enjoyng it. Rollo, I am also curious to the status of 1.71 of Devnull and when we might expect it? BTW- Thank you for providing this mod for our enjoyment. -Wulf |
Re: Devnull Mod Gold: updates and discussion
The devnull mod has been my and my primary opponents fav mod for a long time-you will enjoy it
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Re: Devnull Mod Gold: updates and discussion
Thanks!
I need a graphic that sums up the spirit of DNM for the DNM page. Any suggestions? |
Re: Devnull Mod Gold: updates and discussion
The space monsters race pic. I know that doesn't sum up everything is this great mod, but its a very identifable part of it.
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Re: Devnull Mod Gold: updates and discussion
A new Version 1.71 is under development. Or maybe I should better say it was. RL and computer problems have put the current development on a hiatus. I am not sure yet, when I will get back to work on it. It mainly contains more AI updates, as well as some smaller tweaks and additions that were discussed on this thread.
There is no DNM logo that I know of, but I do think it is a neat idea. Maybe some of the board artists can make something http://forum.shrapnelgames.com/images/icons/icon7.gif . Using the Space Monster race pic is not so good IMO. It is copyrighted material. I was never comfortable with using that at all, but I had no better art at the time of release. If somebody wants to make a new race pic for the monsters (or any other monster pics for that matter), I would appreciate it. cya, Rollo |
Re: Devnull Mod Gold: updates and discussion
Rollo, sorry to hear that the next update is to be delayed. Devnull Mod is my favorite.
(I guess I just like Monsters! http://forum.shrapnelgames.com/image...s/rolleyes.gif ) BTW who designed the Sonne? Just went head-to-head with them in my latest Devnull game. They are fast making me a believer in emmisive armor! I may have to modify my thinking on this component - at least in THIS Mod. And NO they haven't beaten me...Yet. |
Re: Devnull Mod Gold: updates and discussion
Taz, the Sonne pics, race description and speech are designed by Marc Angstadt. I saw that race on USY and just had to make an AI for that http://forum.shrapnelgames.com/images/icons/icon7.gif .
Glad to hear that the plan is working and they are giving you some problems http://forum.shrapnelgames.com/images/icons/tongue.gif . Yes, emissive armor can be effective in DNM. I thought it might be nifty to have a race advance that tech early. Have fun, Rollo |
Re: Devnull Mod Gold: updates and discussion
I think we might have found a bug in DNM with the Religious Facilities. Both gharper and I have Nature Shrines in systems, but after a number of turns, none of our planets values have increased. As I read it and understand it, my Min, Org, and Rad's should increase 3% per turn for all planets in the system. Yes?
Binford |
Re: Devnull Mod Gold: updates and discussion
IIRC, it's 3% per year, not per turn.
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Re: Devnull Mod Gold: updates and discussion
Thus, each time 24XX.1 rolls around, you will get your 3%. If your facility is going to finish very close to that date, I suggest Emergency building it.
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Re: Devnull Mod Gold: updates and discussion
I rarely use Monitor or Super Monitor that's why I noticed a typo only recently. Massive mount describes the increase of damage by 5 times when it actually is 7.
Just my 2 cents http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Devnull Mod Gold: updates and discussion
Ok, after being on my "todo" list for a long time I am about to take the plunge and play my first Devnull Mod game, single player to learn. I sure wish I had more time to play all the various permutations of each mod...
I read the readme. Anything else I need to know or is it best to just dive in? Slick. |
Re: Devnull Mod Gold: updates and discussion
Just dive in, thats what I did http://forum.shrapnelgames.com/images/icons/icon7.gif
However, I did restart a few times. You know, those "I should have researched this a long time ago..." moments. |
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Re: Devnull Mod Gold: updates and discussion
Thanks for the catch, Pablo.
As for learning the Devnull Mod, I agree diving right in. The mod basicly plays like standard SE4 with extra gimmicks. Note two changes of gameplay though: 1) Mine sweeper components have been removed., instead Point-Defense-Cannnons now also sweep mines. 2) PDC can only target seekers. If you want something that also hits units, you need Anti-Fighter-Missiles, which can hit fighters, sats, drones, and seekers. Have fun, http://forum.shrapnelgames.com/images/icons/icon7.gif Rollo PS: It might be fun to take two racial tech traits, to get some extra gimmicks (combo techs). And also maybe not use the monsters on the first try. [ April 16, 2003, 22:03: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
I read the readme and the monster readme but it wasn't clear if you can play as the monsters. Or more properly it wasn't clear if the mod was intended to have humans play as monsters.
Slick. |
Re: Devnull Mod Gold: updates and discussion
well, you can play as monsters. That is to say it is possible. But not intended really. It is quite boring as your tech is vastly superior and your construction and intel is insane.
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MonsterRacePics.zip God, I love Giger. |
Re: Devnull Mod Gold: updates and discussion
Slick, go ahead ant try it out. Just have in mind the two things Rollo said and everything else you can deal with in the game. I wish Rollo told me that when I was first playing DNM. Just imagine a cloud of fighters coming close to you and your PD cannons do not even try to fire http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/confused.gif
One more thing - some AIs also use combo techs so don't get surprised when you meet a ship with organic armor, parasites and shrad cannons http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Devnull Mod Gold: updates and discussion
Hi, everybody...I figured this would be the best place to post this:
First: Is there anyplace where I can download DevNull Mod, NOT Gold? I tried running the Gold mod with normal SEIV, it doesn't work http://forum.shrapnelgames.com/images/icons/icon9.gif Second: If someone had the time, money, slaves, whatever you need to do so http://forum.shrapnelgames.com/images/icons/icon12.gif ...could somebody pleeease take the Current Version of Devnull Mod GOLD, and make an alternate Version so SEIV normal can run it? I get the feeling that if I get a copy of Non-Gold DevNull Mod, it'll be something that hasn't been updated in a long time http://forum.shrapnelgames.com/images/icons/icon9.gif But even if nobody has the time to make an alternate Devnull, if someone could show me where the "old", Pre-Gold Devnull mod can be downloaded, that would be great http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks, Dingocat85 P.S: Does anybody know what http://forum.shrapnelgames.com/images/icons/blush.gif is supposed to mean? Looks like a person singing, if you ask me http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: Devnull Mod Gold: updates and discussion
Here is a link of the Last pre-Gold Version that I am aware of:
Devnull Mod 1.40 for SE4 Version 1.49 (pre-Gold) This was the base that Geo and myself used to create the gold Version from. Rollo PS: I think that http://forum.shrapnelgames.com/images/icons/blush.gif is used to show embarrasment. [ April 17, 2003, 14:01: Message edited by: Rollo ] |
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But wait a second... I don't recall that you asked for advice like Slick did. http://forum.shrapnelgames.com/images/icons/tongue.gif or did you? Rollo |
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nice pic. yeah, Giger is cool. Rollo |
Re: Devnull Mod Gold: updates and discussion
... to me http://forum.shrapnelgames.com/images/icons/blush.gif looks more like someone asleep and snoring. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Devnull Mod Gold: updates and discussion
Well if you hover the mouse cursor over it in the Instant Graemlins box when making a post, it tells you what the smiley is for...
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Re: Devnull Mod Gold: updates and discussion
Idea Time! http://forum.shrapnelgames.com/images/icons/tongue.gif
First, I have no idea if this has been implemented or not, since I don't have DevNull Gold, only regular http://forum.shrapnelgames.com/images/icons/icon9.gif . Second, if it's impossible to alter a ship's movement during combat, then ignore this post entirely. Now, with all that aside: ------------------------------ Name: [for now] Hyperspace Converter I, II, III, IV Available: With every third Propulsion tech level (i.e. when you get Ion Engines III, Jacketed-Photon Engines III, etc.) Available for: Ships only, 1 per ship Description: [for now] Massive device which utilizes hyperspatial particles to greatly increase a ship's long-range movement, but decrease maneuverability. Effect: (per level) >>>>> +1 bonus movement point >>>>> -1 movement in combat >>>>> -10% to defense Size: Probably 30kT Image: I was thinking the 'Gas Giant Colony component' image, sideways, color changed, the "wings" edited out, and the background made black. ------------------------------ I imagine making this wouldn't be too hard to make...I just don't have the resources to do so myself http://forum.shrapnelgames.com/images/icons/icon9.gif Plus, implementing this would actually give people an incentive to spend research points to go all the way to Quantum Engine III, and not stop at QE I...Why else would someone spend 600,000 research just to get 50 more storage out of an engine? http://forum.shrapnelgames.com/images/icons/icon12.gif That's my idea...hope someone runs with it http://forum.shrapnelgames.com/images/icons/icon6.gif Regards, Dingocat85 P.S.: Come to think of it...Does anyone think this post should be a separate thread entirely? http://forum.shrapnelgames.com/images/icons/blush.gif |
Re: Devnull Mod Gold: updates and discussion
...anybody have any idea if this is doable, or not?
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Re: Devnull Mod Gold: updates and discussion
Unfortunately, it will not work, Dinocat. I tried to make a "repulsion" system - Nova star, exploding and pushing ships away ... cool idea, right ?... but it does not work http://forum.shrapnelgames.com/images/icons/icon9.gif . If only MM sacrifice some memory requirements and use real numbers throught http://forum.shrapnelgames.com/images/icons/icon9.gif
[ April 27, 2003, 16:09: Message edited by: oleg ] |
Re: Devnull Mod Gold: updates and discussion
I haven't tried this myself, but others did and reported that negative values for combat move don't work.
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Rollo |
Re: Devnull Mod Gold: updates and discussion
Hmmm, I may have just found an exotic bug in Devnull Mod. In a recent game I played I built a sphereworld and, pulling population from all over my empire, filled up much of it. After some more time, it filled up to 77 Billion and having built two more Sphere worlds, I wanted to transport some population to the new digs.
The Problem: I loaded some population to the transport fleet and then decided that maybe I should also transport some defense items as well. So I offloaded, immediately, some population back to the planet to make room. Everything seemed to go alright when I noticed I only had 64 Billion left on the planet. The fleet could only hold about 6 Billion Max. So where did the extra 7 Billion go? http://forum.shrapnelgames.com/images/icons/icon9.gif I was using the extra space storage trait. So is this bug a SE4 bug or a Devnull Bug? Did I exceed a numeric limit or something? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Devnull Mod Gold: updates and discussion
Well I am into my 2nd game and here are some of my observations. Pardon any redundancy in this post as I haven't read this entire thread yet.
- First, I like the mod very much and it shows that lots of hard work went into it! - I like the idea of PDC sweeping mines because it makes the AI less susceptible to mines. I also like the split between seeker and fighter PD. Gotta remember to put the weapons on the ship in the order I want them to fire. - I like the idea of staggered normal/phased shields in the research tree. However, it seems to me at least that phased shields are usually better (yea, I know that they have less shield points) so it is frustrating for me to upgrade a ship because it will upgrade Phased Shields to Normal shields. Recommend splitting the family numbers or whatever to prevent phased shields from upgrading to the normal shields. Also, since I don't really like normal shields, the effect is that phased shields just cost more research - maybe just make them cost more in a separate branch of the tree?? - There is a strange intel thing going on. My CI is being severely drained (to zero actually) with no Messages of attack. Must investigate this further. - Monsters. Cool. I like them a lot. Haven't been up against any big ones yet. Can't wait. - I like the idea of mine warheads getting cheaper. Makes researching that tree a little more attractive. - I really like the idea of the universal colony module. - I like the idea of more cargo space on planets. I have always thought that in the unmodded game, there wasn't enough room for a "reasonable" amount of defenses. - I don't find myself using all the different ship sizes. It seems like there are so many. Maybe even unnecessary. Any tips on effectively using all the ship sizes? - Haven't explored too many of the new mounts yet. Looks promising. I will add more later as the game(s) progress. Great work to all who made this mod! Slick. |
Re: Devnull Mod Gold: updates and discussion
Taz, that is a bug in SE4. Nothing that can changed in the data files, sorry.
[ April 29, 2003, 12:39: Message edited by: Rollo ] |
Re: Devnull Mod Gold: updates and discussion
As it happened to me while playing the DNM I will post it here. I tried to capture a planet with a full cargo of weapon platforms. I was successful but... the cargo space on the planet was several times smaller than the amount of troops I landed there. I mean, cargo space on the planet was (weapon platforms of course were destroyed before that) 1200 kt and I landed ~300 troops there. The troops remained in the planet's cargo http://forum.shrapnelgames.com/images/icons/icon7.gif Next turn the defending forces wiped them out so I could not test anything else. Just an observation. I think this is not DNM issue and I don't have anything against it, but that looked funny.
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Re: Devnull Mod Gold: updates and discussion
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Use the "normal" ship sizes like corvette, etc. to try to play with numbers so that I can get a closer match to a multiple of the production rates of my ship yards. Fast transports, etc. I use extensively, as transports and scouts. I havn't don't much asteroid mining, the one time I tried to use some of the prospecting ships my defenses weren't as good as I thought and I they all got slaughtered http://forum.shrapnelgames.com/images/icons/icon7.gif I do replace my colony ships with ark ships but by then I'm making warships vs. colonizers so the maint. savings doesn't seem all that helpful. |
Re: Devnull Mod Gold: updates and discussion
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1) Only have three levels of Hyperspace Converters (get level 1 when you research Jacketed-Photon Engine III) 2) Hyp-Converter I reduces defense by 40% >> Hyp-Converter II reduces defense by 60% >> Hyp-Converter III reduces defense by 80% 3) Scratch the '-1 movement in combat' idea...if it doesn't work, no use using it. So, is this doable? (Or am I pressuring too much? http://forum.shrapnelgames.com/images/icons/blush.gif ) Quote:
--------- Also, on a completely unrelated topic...why is Emergency Propulsion available for bases? http://forum.shrapnelgames.com/image...s/confused.gif I've tried using one on a base, but it gains no movement at all - imagine building 20 starbases with emergency propulsion on them, to build a sphereworld - then being unable to move any of them from the planet that built them http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif [ May 03, 2003, 21:25: Message edited by: Dingocat85 ] |
Re: Devnull Mod Gold: updates and discussion
Excuse me, I know this is dumb question, but I have not played the mod yet, but in looking over the files, I only saw 1 monster folder, how many monster races are available in the game? How do you know which one you can pick if there is more then one, You must excuse this old ones ludicrus questions, but as stated, I have not played it yet but will be shortly.
just some ideas Mac |
Re: Devnull Mod Gold: updates and discussion
Mac, there is only one Monster race in 3 flavors:
2000, 3000, & 5000 points. Believe me that one race should give you plenty of problems - especially once the larger monsters show up. http://forum.shrapnelgames.com/images/icons/icon12.gif If they should happen to start within 2 systems of you; have your will made in advance! http://forum.shrapnelgames.com/images/icons/tongue.gif In addition to monsters, there are plenty of new components, facilities, etc to explore as well. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Devnull Mod Gold: updates and discussion
tks Taz, appreciate it, have some trible wings on me.... http://forum.shrapnelgames.com/images/icons/icon7.gif
mac |
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