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

Rollo July 5th, 2002 08:07 PM

Devnull Mod Gold: updates and discussion
 
Hi all,
rather than opening a new topic everytime a new Version comes out, I'd like to keep it all in this thread.

Anyway, new Version available http://forum.shrapnelgames.com/images/icons/icon7.gif :

Devnull Mod Gold Version 1.63

This Version is compatible with games from 1.60 and higher.

Here is the new stuff from the readme.txt:
* changed family numbers of hardened shield generators, mini regenerators, harmonic shielding, and base engines, because designs would not upgrade correctly
* fixed typo with harmonic shielding. now displays correct roman numeral
* added redundant tech requirements for armor III, so the AI uses armor III instead of scatter armor (AI now prefers armor III to hardened shield generators I also, but will choose HSG II or ablative armor I over armor III)
* fixed typo where biocrystal armor II & III required Psychic Tech instead of Crystalline Tech
* added solar sails for drones
* added quadrants without black holes, because the AI doesn't handle damaging WPs well

Have fun http://forum.shrapnelgames.com/images/icons/icon7.gif ,
Rollo

Rollo July 5th, 2002 08:08 PM

Re: Devnull Mod Gold: updates and discussion
 
BTW, there is a new game on PBW about to start that will use Devnullmod. There is still room for new players. Don't miss this chance http://forum.shrapnelgames.com/images/icons/icon7.gif .

Rollo

geoschmo July 6th, 2002 06:08 AM

Re: Devnull Mod Gold: updates and discussion
 
Added PBW support for Devnull Mod Version 1.63. Enjoy.

Geo

Taz-in-Space July 25th, 2002 07:21 AM

Re: Devnull Mod Gold: updates and discussion
 
Geo & Rollo: Just started a game of Devnullmod and have notices that the sizes of the satellites is larger than the standard game. That is cool, but you didn't change the cargo capacity of the sat layer components to match.
I noticed this because I designed a base with a single sat bay and no other cargo components...Now I can't load a large sat in my large sat bay because of insuffient cargo space.
I thought maybe you would like to know about this for the next patch.

Rollo July 25th, 2002 09:14 AM

Re: Devnull Mod Gold: updates and discussion
 
Thank you, Taz
It'll be fixed in the next Version.

Rollo

[ July 27, 2002, 02:37: Message edited by: Rollo ]

Rollo July 27th, 2002 03:39 AM

Re: Devnull Mod Gold: updates and discussion
 
I should add that Geo and myself are not to be credited for the change of the satellites. I agree that this is a cool change. It was done by HreDaak in his mod (Version 1.01) and incorporated into the Devnull Mod 1.0 by Devnullicus in Feb 2001. I think it is time to give credit, where credit is due. So here is a list of the authors that contributed to the Devnull Mod or are authors of other mods that Devnullicus incorporated into the Mod (in no special order): Devnullicus, HreDaak, VernMcC, Elwood Bluze, Derek, Mephisto, Talenn, Lucas, Daynarr, Deathstalker, Suicide Junkie, GodEmperor, Dracus, Q, SunDevil, Henk Brouwer, Andrey Taskaev, Nerfman, Andrés Lescano, Damien Lescano, Dogscoff, Puke, Geoschmo, Rollo. Please correct me, if I missed anybody. The readme is rather long http://forum.shrapnelgames.com/images/icons/icon7.gif .

That's what I really like about this mod: It has a long history and many people contibuted to it. Btw, Version 1.64 is in the works. Maybe it is going to be 1.70 (not compatible with 1.6x), not sure yet. Some teasers (apart from the not so thrilling many little bugfixes): new toys to play with, some change of the rules to benefit the AI, and more AI races (long overdue really http://forum.shrapnelgames.com/image...s/rolleyes.gif , since that was (*I think*) the main reason that Geo "hired" me http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Enough rambling...

Rollo

Binford July 29th, 2002 10:47 PM

Re: Devnull Mod Gold: updates and discussion
 
Here's a link to the DevNull MOD forum on Sneaky Buffalo: http://www.sneakybuffalo.com/phpBB2/...?p=14428#14428

Rollo, is there a link to the complete list of features, changes, etc of DevNull over Standard 1.67 somewhere I can link to? I know the readme probably has it, but thought that might a large post if its elsewhere already?

Binford

Binford July 29th, 2002 10:58 PM

Re: Devnull Mod Gold: updates and discussion
 
Oh, I would love to see the Giant and Titanic planet types added to DevNull from The Admiral's System Mod as well.

These are smaller than Ringworld's and Sphereworld's but bigger then HUGE.

Binford

Rollo July 30th, 2002 12:25 AM

Re: Devnull Mod Gold: updates and discussion
 
Binford - I am not aware of any list of features that you could link to. You'd have to use the readme. Maybe you can shorten it a bit for a post. Some of the early changes are obsolete by now or have been changed again. A synopsis for the mod would be great. Any volunteers? http://forum.shrapnelgames.com/images/icons/icon7.gif

I'll check out the Admiral's System Mod. Sounds like a good idea, as long as the bigger-than-huge planet are kept (very) rare. Is anybody aware of any problems that are connected to adding new planet sizes?

Rollo

Deathstalker July 30th, 2002 01:44 AM

Re: Devnull Mod Gold: updates and discussion
 
If you want to add/change/include anything from the latest Versions of my MountMod (or my other one the 'D-Mod') you are welcome to. (I'd love to see the engine mounts and new ship sizes added to Devnull http://forum.shrapnelgames.com/images/icons/icon7.gif )

Fyron July 30th, 2002 08:44 AM

Re: Devnull Mod Gold: updates and discussion
 
If you want the huge planets to be really rare, only include 1 entry for them in SectType.txt. The number of different entries for each object type, size, etc. in that file is what determines how many "any" sized planets become large, small, etc., how many "any" planets become Rock, Ice, or Gas, and so on.

Rollo July 30th, 2002 08:50 PM

Re: Devnull Mod Gold: updates and discussion
 
Thanks Deathstalker, I am currently downloading your mod (Man, that is huge) and will see what I can use http://forum.shrapnelgames.com/images/icons/icon7.gif . One thing I am trying to prevent, though, is opening another can of worms and add a lot of stuff that the AI won't use. I am more than 50% finished with updating right now and don't want to start all over again http://forum.shrapnelgames.com/image...s/rolleyes.gif . I assume that the Mount Mod is part of the D-Mod, right?

Thanks Fyron, I 'll see how it works out. If I have any more questions, I know where to find you http://forum.shrapnelgames.com/images/icons/icon12.gif .

Rollo

Deathstalker July 30th, 2002 11:46 PM

Re: Devnull Mod Gold: updates and discussion
 
Rollo, the MountMod and the D-Mod are seperate entities. D-Mod uses a 'skeleton' Version of the MountMod (as I added gatling guns etc to the techs for it instead of the mounts). Most of the stuff is human exclusive but the AI will use such things as the crystalline engines (or organic) and of course the mounts are arranged for full use by the AI (and it will be even better after the next patch when mounts can be done by tech level etc.)

The main problem I see is how the weapon numbers/family numbers and Facility family numbers correspond. Devnull and I probally share numbers and that would have to be changed manually. If you need any help/advice just ask, and if you only want to use parts of it (or none at all) that is ok too. I think the MountMod can be added with minimal changes to the DevnullMod.

Binford July 31st, 2002 10:12 PM

Re: Devnull Mod Gold: updates and discussion
 
OK, I just spent a great deal of time going through the devnull mod readme trying to compile a list of features for the mod as oppsoed to all the changes incorporated into every Version/point release. Problem is the original Versions of the mod were based on other mods and they're not referenced there. I am compiling a list of what I can make out and then will post for updates/additions etc that I will have missed (note I didn't say "may have missed").

When this is complete hopefully it can be added to the Mod ZIP file as a separate readme that newbies can read to see how much they might be interested in it.

I like the mod a lot because it makes things that in the regular game actually useful, (for example: Mining asteroids). Maint costs on mining ships really aren't cost effective like prospectors and barges are.

I do wonder if mines aren't REALLY powered down too much by letting PD Cannons sweep them? Have never built a Mine Sweeper in devnull because of that.

Binford

Rollo August 1st, 2002 12:50 PM

Re: Devnull Mod Gold: updates and discussion
 
Deathstalker - I'll have a look at the Mount Mod as well, then. Devnull Mod already uses an early Version/variation of the Mount Mod, IIRC. One of the problems that always comes up with mounts that change the tonnage is the AI designs. So I have to be careful not to change any of the mounts that the AI already uses, since I tweaked the AI to make designs with them. The engine mount is cool. Not sure if it works with DNM, though. Better engines already use less fuel (down to 5 per move). So if these would use the engine mount, one solar collector would have the effect close to a quantum reactor http://forum.shrapnelgames.com/images/icons/icon12.gif .

Binford - That sounds good http://forum.shrapnelgames.com/images/icons/icon7.gif . Thanks for doing this. I'd really like to have a look at it. Don't worry if you get every little change. There are just too many over the time. Also if all changes are in there, people might be just as confused as looking at the readme http://forum.shrapnelgames.com/images/icons/icon12.gif . Maybe it is a good idea to focus on the main changes of the mod. Maybe make some categories and list 3-5 features in each of them. Anyway, inclusion in the mod zip is a great idea. So newbies can get an overview.

About mines, well yes, that is certainly debatable. It is however one of the features of the mod that is most likely to stay as it is. The way I view myself is just the current caretaker/editor/maintenance man of Devnull Mod (hmm, don't know if that is well put, but you probably get the idea). So, that is one of these 'spirit of the mod' things that I am not going to touch. Personally I like the way minesweeping works in DNM. Mines are less useful, the best part of it IMHO is that putting a few mines on your planets does not help you against the AI much. Still big mine fields are useful and you can put out mines quite fast, if you got the best warheads (note: in DNM the warheads get cheaper, so better warheads let's you churn out more mines). One thing that could be considered, though, is raising the mine limit per sector to 200, 300, or http://forum.shrapnelgames.com/images/icons/shock.gif 500. This way you could build big mine fields if you have the time. Still these could be swept with special mine sweepers. For example, a cruiser could have 20 PDC and be able to sweep 100 mines. Five of them could sweep the largest mine field possible.
Hmm, actually that's not a bad change. Would do you and everybody else think about that?

Rollo

Binford August 1st, 2002 06:11 PM

Re: Devnull Mod Gold: updates and discussion
 
I think using PDS'c for mine sweeping is fine, it's just a little overkill. My suggestion would be to A) Lower the # of mines a PDC can sweep (maybe let it do 1,2,3 mines at PDC levels 1,3,5) and B) up the number of mines an actual Mine Sweeper module can sweep to make it useful. Like I said, Mine Sweeper modules in DNM aren't ever used. Why bother when you can just build PDC's?

My opinion is, when an item can do many things, it shouldn't be able to do them as well as something expressly designed for the task.

Binford

[ August 01, 2002, 17:11: Message edited by: Binford ]

Rollo August 1st, 2002 06:20 PM

Re: Devnull Mod Gold: updates and discussion
 
Hmm, but there are no mine sweeping components other than the PDC in DNM. The standard mine sweeper components have been removed. So in that respect PDC are the components designed for the task.

Rollo

Binford August 1st, 2002 06:32 PM

Re: Devnull Mod Gold: updates and discussion
 
Oh... That might explain why I've never built them in DNM, huh? LOL

Binford

Quikngruvn August 2nd, 2002 06:43 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

...One thing that could be considered, though, is raising the mine limit per sector to 200, 300, or http://forum.shrapnelgames.com/images/icons/shock.gif 500. This way you could build big mine fields if you have the time. Still these could be swept with special mine sweepers. For example, a cruiser could have 20 PDC and be able to sweep 100 mines. Five of them could sweep the largest mine field possible.
<font size="2" face="Verdana, Helvetica, sans-serif">I like the idea of upping the unit limit per sector, but I wonder if that would weaken seekers, fighters, and drones. Five of your aforementioned PD cruisers would be able to spit out 100 point-defense per combat turn, effectively nullifying seekers etc. (Not completely, since the PD ships still have to stay close to the offensive ships, but still....) If the fleet did not need to prepare for the possibilty of 500 mines in a sector, it would (probably) not have not nearly so much PD in it, so seekers etc. may still be effective.

Is that as confusing as I think it is?

[edit] I almost forgot... mines also tend to suck up a lot of radioactives, which can cause a problem if you're not careful. I came this close to learning that the hard way in the DNM Learning game.... [/edit]

Quikngruvn

[ August 02, 2002, 05:46: Message edited by: Quikngruvn ]

Deathstalker August 2nd, 2002 11:12 AM

Re: Devnull Mod Gold: updates and discussion
 
Another Mine Proposal: Normal PDC could sweep ONE mine per PDC. Research Mines and it would give you access to an advanced PDC that would up the level of sweeping (and replace normal PDC on ship designs). That way PDC V would sweep only 1 mine but AdvancedPDC V would sweep 5. (or whatever # the original Devnull PDC V sweep was). In other words, crossover techs.

http://forum.shrapnelgames.com/images/icons/icon7.gif

Or I am just tired @5am and don't know what I am talking about. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Rollo August 3rd, 2002 01:59 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Is that as confusing as I think it is?
<font size="2" face="Verdana, Helvetica, sans-serif">Well Quikngruvn, at least it is a pretty confusing train of thought http://forum.shrapnelgames.com/images/icons/icon12.gif , because you could build these PD-Sweeper-Cruisers no matter how high the mine limit is anyways. I understand what you are saying, but a good (or even perfect fleet) should bring enough PD to cancel all seekers anyways. You are looking at the high mine limit as a reminder to include enough PDC in your fleet and I'll give you that. However, try to look at this the other way around. Let's say a decent fleet needs at least a total of 20-30 PDC. Let's also say you have PD level between 3 and 5. So that fleet will just plow through all mines field of size 60 (or 150, depending on the numbers you choose). Now, is that as confusing as I think it is? http://forum.shrapnelgames.com/images/icons/icon12.gif

Secondly keep in mind that bringing an (over-)abundance of PDC does not do you any good against fighters/drones/sats. PDC can only target seekers and sweep mines. To hit the other units you need the anti fighter missile (AFM) which doesn't sweep mines.

Quote:

I almost forgot... mines also tend to suck up a lot of radioactives, which can cause a problem if you're not careful...
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, mines can be rather expensive. You can research higher levels of warheads and they will get cheaper.

Deathstalker, dunno, I kinda like it that you don't have to research mines to be able to sweep them, but your idea does have merit (and I do like crossover techs http://forum.shrapnelgames.com/images/icons/icon7.gif ). Are you saying that you would only need mines 1 to get the Adv. PDC V? Or would you need level 3? Although, there is a little nasty technical detail about adding more Versions of PDC with higher tech requirements. This can cause the design minister to place the Adv. PDC in the design instead of the AFM. Currently the AI adds PDC for 'mine sweeping' and AFM for 'point-defense' and that is good that way. (note: for abilities that have no value like armor and point-defense the minister chooses the component with the highest number of tech level requirements that is furthest down the component file). &lt;- how's that for a running on sentence?
I am pretty sure I could counteract this by adding redundant tech requirements to the AFM, but it might end up a sticky mess and I am not sure that's worth it.

One other thing I just noticed with mines. Mine Layer components can lay 5 mines per turn for all three levels. How about lowering that to 3/4/5? So you would get an increase in your mine laying ability.

Hmm, the more I think about it the more I like it. Mine fields with a high limit that are easy to deploy, albeit costly, and easy to sweep. Opinions?

Rollo

edit: some typos

[ August 03, 2002, 01:09: Message edited by: Rollo ]

Deathstalker August 3rd, 2002 04:10 AM

Re: Devnull Mod Gold: updates and discussion
 
"Deathstalker, dunno, I kinda like it that you don't have to research mines to be able to sweep them, but your idea does have merit (and I do like crossover techs ). Are you saying that you would only need mines 1 to get the Adv. PDC V? Or would you need level 3?"

My 'vision"

PDC I: 1 mine sweep
PDC II: 1 mine
PDC III: 1 mine
PDC IV : 1 mine
PDC V: 1 mine
PDC II+ Mines I: AdvancedPDC: 2mine sweep
PDC III+ MinesII: APDC: 3 mines
PDC IV+ Mines III: APDC: 4 mines
PDC V+ Mines III: APDC: 5 mines (??Too powerful??)

So even if you had PDC I and Mines III the best you could sweep is ONE mine per PDC cannon till you research more. This is my suggestion, comments?? (or revisions??)

Edit: And as far as AI use if you keep the APDC right below the PDC in order (in the components.txt) the AI should choose the best one researched (just like engines).

[ August 03, 2002, 03:12: Message edited by: Deathstalker ]

Rollo August 5th, 2002 12:35 PM

Re: Devnull Mod Gold: updates and discussion
 
Deathstalker, sorry, but that idea doesn't grow on me for several reasons. Most importantly, as I mentioned earlier on this thread, because the way minesweeping works in DNM is kind of a taboo for me to change in order to preserve the spirit of the mod. That may seem like a lame excuse, but it is important for me.

Quote:

And as far as AI use if you keep the APDC right below the PDC in order (in the components.txt) the AI should choose the best one researched (just like engines).
<font size="2" face="Verdana, Helvetica, sans-serif">Engines and point defense are treated differently by the AI, because the 'Standard Ship Movement' has a value and 'point-defense' does not. I am not concerned with PDC vs. APDC, but with conflicts between APDC and Anti-Fighter-Missiles (which will occur). Having three different Versions of point-defense is kind of messy. For the extra work involved, I see only little 'bang for the buck'. (yeah, I am lazy http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Do keep suggesting stuff, though http://forum.shrapnelgames.com/images/icons/icon7.gif (that applies to everybody, of course). I am not against adding new stuff at all. Just changing something that was already modded in the original DNM, I am a little bit reluctant with. For example, we are still looking for some nifty, but not too powerful racial crossover techs for psychic/crystalline (and maybe temporal/religious).
Any ideas, anyone?

Rollo

Trajan August 6th, 2002 02:33 PM

Re: Devnull Mod Gold: updates and discussion
 
Rollo,

I want to thank you for constantly improving DevNull. It is my mod of choice!

Cheers!
Trajan

Rollo August 7th, 2002 12:45 AM

Re: Devnull Mod Gold: updates and discussion
 
Thank you for your kind words, Trajan http://forum.shrapnelgames.com/images/icons/icon7.gif . It is good to know that people are enjoying the mod. The new Version is still in the works. Actually it could be ready soon, but I'd like to include at least two or three new AIs before posting (and that takes some time). There will be overhauls of the racial combo techs and I want some AIs that actually use them. Looks more likely now that it is going to be 1.70 (not compatible with earlier Versions) rather than 1.64.

Btw, I have checked out the Admiral's system mod. Wow, those giant and titanic worlds are really huge. It's like placing quasi-Ringworlds and Sphereworlds over the map. That puts a little bit too much emphasis on the luck factor IMHO. As said before, I like the idea of adding bigger planets, so I'll include a much toned done variant. I was thinking of one extra planet size with 30/6 facility slots. Nothing spectacular. I was also thinking of doubling the cargo space of domed colonies (that should help the AI). Opinions?

Rollo

philjat August 7th, 2002 03:53 PM

Re: Devnull Mod Gold: updates and discussion
 
Hi
i am a newbie and certainly don't see the good path to the space true, but i don'tfind the place to donwload the devnull mod gold http://forum.shrapnelgames.com/image...s/confused.gif
So my question is : where is the url to dl this mod ?
thanks

oleg August 7th, 2002 04:21 PM

Re: Devnull Mod Gold: updates and discussion
 
Go to

http://www.shrapnelgames.com/cgi-bin...;f=50;t=000002

scroll down a little and you will find it.

Rollo August 7th, 2002 07:41 PM

Re: Devnull Mod Gold: updates and discussion
 
I have made a sig with the link to DNM 1.63 now

testing...

philjat August 8th, 2002 09:40 PM

Re: Devnull Mod Gold: updates and discussion
 
ok, it's super

thanks all

now i going to play with and try to go back under the sun http://forum.shrapnelgames.com/images/icons/icon10.gif

oleg August 9th, 2002 02:47 AM

Re: Devnull Mod Gold: updates and discussion
 
Rollo, I think quite a few people won't mind if you put an upgrade Version as well - it does take some time to load 3M if one has just a modem connection !

Rollo August 9th, 2002 12:36 PM

Re: Devnull Mod Gold: updates and discussion
 
Yeah oleg, tell me about it. I am one of those poor guys myself http://forum.shrapnelgames.com/images/icons/icon9.gif .
Anyway, good idea. Here is a patch that will upgrade Version 1.51 (SE4Gold CD Version) or higher to the current Version 1.63:

DNMpatch 1.63

Rollo

Rollo August 9th, 2002 12:42 PM

Re: Devnull Mod Gold: updates and discussion
 
new sig test...
again....

[ August 09, 2002, 11:44: Message edited by: Rollo ]

Binford August 10th, 2002 10:29 PM

Re: Devnull Mod Gold: updates and discussion
 
As soon as the new Gold Patch comes out and Rollo releases the new DNM Version, I am going to add another game to start using DevNullMod on the PBW server since I am having fun (and learned what mistakes I made designing my race) on the Learning Dev Null mod currently running on PBW (which Rollo is winning by a mile by the way).

I am thinking I may make a map using Fyron's Quadrant Mod for this game (no one will need that mod as the system will download that map to you when the game starts as I understand it).

Just a heads up so you can think of getting in. Hopefully we'll have enough this time to not have toi add any AI players (except maybe Space Monsters for fun)! http://forum.shrapnelgames.com/images/icons/icon7.gif

Binford

[ August 11, 2002, 20:57: Message edited by: Binford ]

Binford August 15th, 2002 05:58 AM

Re: Devnull Mod Gold: updates and discussion
 
OK, Rollo - any ETA when you're releasing the next DNM update now that patch 2 is out?

Binford

Rollo August 15th, 2002 09:10 AM

Re: Devnull Mod Gold: updates and discussion
 
Binford, I have no ETA on the new Version, yet. All I can say is that it will be at least one week. Version 1.63 of DNM should be compatible with the new patch, though.
Glad to hear that you are planning to make a new game using the next Version. As it is right now, using Fyron's Quadrant Mod might not be such a good idea, though. While maps created by FQM can be used with DNM 1.70 (beta), they will lack two features that will be new to DNM. One is extra huge planets, the other is a new ruins tech. However, I am going to include most (if not all) of FQM in the DNM. This way you'll able to use both Fyron's maps and the new features of DNM.
Please bear with me. As soon as I have FQM included and a new AI finished, I'll release the next Version.

Rollo

[ August 15, 2002, 08:11: Message edited by: Rollo ]

JJ Sonick August 15th, 2002 10:04 PM

Re: Devnull Mod Gold: updates and discussion
 
Binford, how is your summary of Devnull's features coming? I've never tried the mod and am very curious about what major changes it implements. I'm sure it's good from the comments I've seen, but I want to make sure I know what its juiciest features are before I start a game with it, and it IS bewildering to try to parse all the revisions and counter-revisions listed in the readme. http://forum.shrapnelgames.com/images/icons/icon12.gif

Binford August 15th, 2002 10:39 PM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

Originally posted by JJ Sonick:
Binford, how is your summary of Devnull's features coming? I've never tried the mod and am very curious about what major changes it implements. I'm sure it's good from the comments I've seen, but I want to make sure I know what its juiciest features are before I start a game with it, and it IS bewildering to try to parse all the revisions and counter-revisions listed in the readme. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Well, I havd all the ships, sats, mines, fighters done. Then I got a job finally after 6 months unemployed and haven't touched it this week. Might be a while.

HOWEVER, I did add another game of devnull starting up to the PBW site called, devnull2. Easiest way to learn it is to sign up for it! http://forum.shrapnelgames.com/images/icons/icon7.gif

Binford

JJ Sonick August 15th, 2002 11:25 PM

Re: Devnull Mod Gold: updates and discussion
 
Congrats on the job! But I hope you find time to finish the devnull summary, too. http://forum.shrapnelgames.com/images/icons/icon12.gif I'll consider the PBW game as well...

Binford August 17th, 2002 09:36 PM

Re: Devnull Mod Gold: updates and discussion
 
OK, here's my first shot at it. I know stuff is missing, so please everyone let me know anything you have to be added.

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

I know there's nothing about the crossover tech, but haven't messed with it at all either. Can someone let me know what techs x-over, and what you get out of them when you do it.

This is not a first Version, just a first draft. All comments, criticism, suggestion s welcome at this point.

Further, I note there is no DNM Home Page. I volunteer my web space for hosting the DNM downlaods, and so forth. If Rollo agrees, I'll fashion a DNM page and we'll get it up ASAP.

Binford

JJ Sonick August 18th, 2002 06:15 PM

Re: Devnull Mod Gold: updates and discussion
 
Thanks, Binford. Now I have a better idea of what's in the mod and am more excited about it. Keep up the good work. http://forum.shrapnelgames.com/images/icons/icon12.gif

Rollo August 18th, 2002 10:03 PM

Re: Devnull Mod Gold: updates and discussion
 
Thanks Binford,
well done on the first draft. Comments are in the mail.
DNM home page is a great idea http://forum.shrapnelgames.com/images/icons/icon7.gif . Go for it.

Still no ETA on 1.70. We had a big family party that had me ..uuhmm.. 'occupied' for a couple of days.

Rollo

[ August 18, 2002, 21:06: Message edited by: Rollo ]

Binford August 18th, 2002 11:34 PM

Re: Devnull Mod Gold: updates and discussion
 
Thanks all. I have updated the Description again with Rollo's changes and re-posted it:

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

This week I will work on getting up a DNM Home Page, with links to all the files and this update and whatever else I can think of.

Binford

Rollo August 19th, 2002 01:07 AM

Re: Devnull Mod Gold: updates and discussion
 
Binford, two minor nitpicks.

1) Geo has updated the Amonkrie and Fazrah, not the Vikings
2) The United Flora have no updated AI in 1.63, but they will have a new AI in 1.70. So, might as well leave that in http://forum.shrapnelgames.com/images/icons/icon12.gif .

PerpetualNewbie August 20th, 2002 05:37 AM

Re: Devnull Mod Gold: updates and discussion
 
Sorry if this is the wrong place to post this:

I noticed that the Devnull Mod removes the abilities of the system shield to stop warp point manipulations in the system (actually I found this out the hard way, by researching like crazy to get the system shield and then not getting the ability...didn't believe it until I checked the facilities.txt file).

Was there a balance reason why this was removed? To me it seems like the only thing that allows a decent defense later on in the game.

Another newby question: I re-inserted the warp point abilities in the devnull facilities file...is this going to affect (or possibly crash) the game I've in progress?

Fyron August 20th, 2002 05:57 AM

Re: Devnull Mod Gold: updates and discussion
 
Re-adding the ability won't adversely affect current games you are running (it will add the ability, but it won't crash anything).

Rollo August 20th, 2002 05:48 PM

Re: Devnull Mod Gold: updates and discussion
 
PerpetualNewbie, thanks for the catch. This is absolutely the right place to post this.

I don't think that the abilities to stop warp point manipulations were taken away from the facilities. It is rather that they weren't added to them like in the standard game. IIRC these abilties were added in SE4 1.49. The DNM facility.txt is based on an older Version.
Anyway, I am rambling... I'll add the abilities to the system shield in the next Version. In the meantime you can just edit the facilities file yourself. As Fyron already said, that shouldn't cause any problems.

Rollo

Devin D.Bass August 22nd, 2002 05:43 AM

Re: Devnull Mod Gold: updates and discussion
 
Does the current Version of devnull (ver1.63)take advantage of the new patch?
If so, can or how does the AI take advatage of the new mounts?

Toryin August 22nd, 2002 03:57 PM

Re: Devnull Mod Gold: updates and discussion
 
The current Version of Devnull 1.63 doesn't take into account the new mounts from the latest patch. So no need to worry about the AI right now.

Rollo is however making a new Version that will take advantage of the new patch. Its just taking him a little while cause he has to edit all those pesky AI files. http://forum.shrapnelgames.com/images/icons/icon12.gif

If you want to play a game using the Devnull mod, go ahead however, as 1.63 is compatible enough to play .

Cheers

Rollo August 23rd, 2002 01:45 AM

Re: Devnull Mod Gold: updates and discussion
 
I am considering using shield mounts that will make shields more effective on smaller hulls and less effective on big hulls. Kind of a QNP-system for shield generators. Not sure, yet, if that will be part of the next Version or not (or used at all http://forum.shrapnelgames.com/images/icons/icon12.gif ). Any opinions whether that is a good idea or not?

Rollo

Spoo August 23rd, 2002 07:24 AM

Re: Devnull Mod Gold: updates and discussion
 
Quote:

I am considering using shield mounts that will make shields more effective on smaller hulls and less effective on big hulls
<font size="2" face="Verdana, Helvetica, sans-serif">I don't know if that makes much sense. Bigger ships should be able to take a beating. The advantage of big ships is they Last longer. Little ships should be able swarm in large numbers, but they should go "poof" when they get hit by the bigger ships. Perhaps shields should be cheaper on smaller ships. This would compliment the strategy of building large numbers of small, expendable ships.

It would seem odd to me to have smaller ships that are better shielded than their larger counterparts.


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