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Dark Nova Mod READY to Play!!
I'm in the process of finishing up my Dark Nova 4 Mod. For those of you who have played DN3 or eariler, I'm looking for suggestions and/improvements to be made.
For those of you who haven't played it, the origianl work was a compilation project to create a mod where diversity became paramount. By the EndGame, not everyone is running around with huge fleets of DN's armed with APB XII's. Instead, this mod combines aspects found in many other mods that increases diversity. Some Highlights include -Many many mounts -30 shipsizes -12 fighter sizes -13 unique techs edit- currently, the unique techs are up to 29 techs. Each one has at least 3 levels of research to them. -re-vamped cloak/sensor system -increased facility techs -planetary shields -more planet sizes. -re-vamped Intel projects. -specialized ships -seperate tech tree for each hull type and many more! Dark Nova 3 mod is avalible on PBW and has most, but not all, of the above mentioned features. Dark Nova 4 Mod is also on PBW, but has only standard AI (which will work but doesn't quite take full advantage of the mod). DN4 is still a work in progress as I expect some stuff will change before a PBW game is started with it, which I do plan before too long. Please, if any of you have any suggestions I'd love to hear them. [ July 16, 2004, 03:11: Message edited by: bearclaw ] |
Re: Dark Nova Mod READY to Play!!
You will have to upgrade for SE5
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Re: Dark Nova Mod READY to Play!!
yeah, my plan is to have this pretty much where it should be and DN5 will be to match SE5.
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Re: Dark Nova Mod READY to Play!!
Where do I find the other DN mods?
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Re: Dark Nova Mod READY to Play!!
DN2 and DN3 are both avaliable from PBW. DN2 is much closer to stock SE4 except for a whole lot more vehicle/unit sizes (65 standard shipsizes alone). Also, DN2 has many Mounts.
DN3 has the same shipsizes but they are each hull type has it's own research tree (carriers, standard, colony, transports) and also adds a Tugboat shipsize. Also, you'll find that in DN2 the research cost for ships is normal so it ends up costing more to develope destroyers than it takes to develope warp openers http://forum.shrapnelgames.com/images/icons/shock.gif Hence the changes to DN3. If you are looking for Dark Nova 1, you won't find it. There isn't one. The original Dark Nova game was a stock SE4 game. It was the colletive work of the players in that game that started the mod. |
Re: Dark Nova Mod READY to Play!!
Oh, and if anyone is willing to take a look at the AI to make it suitable for this mod, that would be great. Or at the very least, let me know how they could be made to work with the mod. I tried some changes but they made the AI even whimpier than usual.
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Re: Dark Nova Mod READY to Play!!
Well i find the best AI are ones that are strong in the following
Raised research, mining, ship building abilities Have access to 2x psychic and temporal This is just the way to make em play hard lol. |
Re: Dark Nova Mod READY to Play!!
This is great news. The mod is awsome.
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Re: Dark Nova Mod READY to Play!!
Paul, the task is not to make best AI ever, but to make adequately working AI.
I think it's definetely possible to make default scripts for DN4 AI, since it doesn't change weapons and components much. bearclaw, I guess, that stuff from unreleased DN3 patch went to DN4? |
Re: Dark Nova Mod READY to Play!!
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What I'm working on now are more unique tech levels, combo colony modules, moving Mine Sweepers to PD and 2 new mounts for Scout and Escort shipsizes. I was also concidering some new traits and culture types, but the existing ones will all remain so those shouldn't have an effect on AI. Still not sure if those will get implemented. [ July 14, 2004, 15:57: Message edited by: bearclaw ] |
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