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Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
Now that this final patch is out, I'm going to do some re-working of the Dark Nova Mod. I'm looking for suggestions from those who have played it and for those who might have suggestions for it.
The concept behind everything entered into the mod is Diversity. To the max! The DN2 Version accoplished this by being built around the Ultimate ShipSize mod incorperated with an altered Intel projects list (thanks to those of you who helped with that). DN3 expanded on this concept by putting each ship type into it's own research tree: Standard Hull tech Colony Hull Tech Transport Hull Tech Carrier Hull Tech And by having added various mods that expanded on the Events. I also added many new Unique techs taken from different Racial Techs. It also has Giant and Titanic Planet sizes with population modifiers to account for larger populations. Now I want to go even further. Now I'm looking at increasing facilites. I will be adding 3-5 levels of Min/Org/Rad/Intel/Research Generation, but what other sorts of things would people like to see in a mod whose focus is Diversity? I'm looking at various cloaking types for each sensor types. Mod Highlights to date: 67 Standard ship Sizes 12 fighters 6 colony ship planetary shields 300+ events Dozens of Mounts 35 Unique Techs Giant and Titanic planet Sizes [ February 27, 2004, 05:19: Message edited by: bearclaw ] |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
Something that I thought of putting into the mod is to take off the cloaking ability of mines and make mine cloaking devices of different types. Max level would make them invisible to all but that sensor type. So one person could be using Hyper-Optics but thier opponent has mines that block Active EM, forcing them to research a new sensor type, etc. Arms race with mines kind of situation. Good idea? or bad?
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Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
Someone reported that Nature Shrine and Time Shrine gained from ruins don't work (it was on pbw forum). Some AI designs keep poping into my design window, despite the fact that I marked them obsolete (Design 115 for me). Also AI keeps constructing WP with tons of minimounted Assualt Rockets. AFAIK they can installed on Fighters only, but AI dont't get bothered with such restrictions http://forum.shrapnelgames.com/images/icons/icon7.gif
I believe these are bugs. Some thoughts: as we have a Tugboat hull you can implement Science and Spy Satellites with generate research and intel abilities on hull (but no weapon can be put on them http://forum.shrapnelgames.com/images/icons/icon7.gif ), drone and mine warheads with special types of damage, add some guns with Point-Defence weapon type which can target ships/planets/bases (flying shoting stars hehe)... As for mine cloacking devices, well you can use your minesweapers as always, to avoid reseaching a bunch of sensors. |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
Definetly bugs. Thanks, I'll take care of those. I had come across some bugs with unique techs but was unaware of those. I'll get right on that. As for the point defense... perhaps different research trees for different types of point defense weapons?
Thanks. |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
hey bro http://forum.shrapnelgames.com/images/icons/icon12.gif
dn2 was fun ... only problem was the very easy carrier research vs normal ships i think you mentioned dn3 took care of that -- so outside of that i think its pretty good now still kinda hard to agree with so so many fighters and ship sizes -> and so many mounts (ie, i dont know if they really work out 'balanced') but it does make for a fun mod http://forum.shrapnelgames.com/images/icons/icon7.gif keep up the good work |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
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The Swarm of SEDx Zero-G-Troopers is tough. I even think that nothing can stop this horror. (Except for Horde of religious LC with a tons of gatling mounted weapons, maybe). |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
Personally, I'm not so sure about the Zero-G troops. I've concidered removing them. Any comments?
And yeah, Cirvol, DN3 mod has carriers slightly harder to reasearch and standard ships quite cheaper to research. I will probably reduce the standard hull research even more, actually. DN2 was a bLast. Was really looking forward to my fleets of Star Destroyers getting 'nasty' http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
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The mounts were altered slightly for DN3 in that there is a mount for each type of ship size (escort, frigate, destroyer, etc.) instead of Large, Heavy and Massive mounts. I think, though, that they are not balanced quite right... I'm open to input on this matter. [ March 01, 2004, 04:57: Message edited by: bearclaw ] |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
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What do you think? |
Re: Played Dark Nova Mod (DN2 or DN3)? Looking for Mod suggestions.
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[ March 02, 2004, 04:17: Message edited by: bearclaw ] |
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