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-   -   Devnull Mod Gold Version 1.60 (http://forum.shrapnelgames.com/showthread.php?t=5818)

Rollo April 28th, 2002 09:16 PM

Devnull Mod Gold Version 1.60
 
Hi,
there is a new Version of the Devnull Mod. Now featuring Space Monsters! http://forum.shrapnelgames.com/images/icons/shock.gif

short summary:
* added Space Monsters
* two more races updated (UkraTal and XiChung)
* reduced costs of drone engines

DevnullModGold_v1.60

Happy gaming http://forum.shrapnelgames.com/images/icons/icon7.gif ,
Rollo

TerranC April 28th, 2002 09:39 PM

Re: Devnull Mod Gold Version 1.60
 
What I don't like:

- Lack of Description
- Not much *scary* stuff for monsters.

What I do like:

- Frigging big Space Monster http://forum.shrapnelgames.com/images/icons/icon10.gif

Rollo April 29th, 2002 12:28 AM

Re: Devnull Mod Gold Version 1.60
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by TerranC:
What I don't like:

- Lack of Description
- Not much *scary* stuff for monsters.

What I do like:

- Frigging big Space Monster http://forum.shrapnelgames.com/images/icons/icon10.gif
<hr></blockquote>

You mean lack of description of the Mod itself or the missing race descriptions of the Monsters? Gosh, I hope it is the latter, because most of the time today I was writing readme files (booooring).

Also what do you mean with *scary* stuff? Something like blood dripping from the monitor and barely clothed college girls running around screaming? Sorry, can't do that (requires hard code changes) http://forum.shrapnelgames.com/images/icons/icon12.gif .

Rollo

edit: typos
edit: more typos, sigh
edit: even more typos, I give up

[ 28 April 2002: Message edited by: Rollo ]

[ 28 April 2002: Message edited by: Rollo ]

[ 28 April 2002: Message edited by: Rollo ]</p>

TerranC April 29th, 2002 03:44 AM

Re: Devnull Mod Gold Version 1.60
 
I'd say that a little from columm a, a little from columm b.

I don't mind the race descriptions, as they do little good, but on the Monster Habitats and the Monster components don't say anything at all or this:

Monster Claw: Claws for Monsters.

And also some of the abilities on the ships I don't understand.

And what I meant for Scary stuff is... more like unexpected, weird stuff, rather than Godzilla clip-ons. No offense.

But people who worked on this did heck of a good job. It's really fun making a Frigging Huge Monster and using them on neutrals.

http://forum.shrapnelgames.com/images/icons/icon12.gif

Andrés April 29th, 2002 05:42 AM

Re: Devnull Mod Gold Version 1.60
 
I think the Habitat problem is because monsters are supposed to be AI players, human players aren't supposed to ever see those facilities

mottlee April 29th, 2002 06:06 PM

Re: Devnull Mod Gold Version 1.60
 
Will this change any games running the mod now or can I over write them????

Rollo April 29th, 2002 07:08 PM

Re: Devnull Mod Gold Version 1.60
 
TerranC - Hehe, I think now I understand. You are playing as monster, right? It is not supposed to work that way. The monsters were designed to be an AI and make things a little more interesting. Try adding the monsters as a computer player. The monsters will use designs otherwise impossible for an AI (like using 3 or more weapons, special components and so on). I am fairly certain you'll find a few surprises then.

Andres - Yes, you are completely right. Humans would never see a habitat facility, so I didn't bother with descriptions.

mottlee - Hmm, good question. Gee, I am not sure. Let's see what I did:
* added a new racial trait (that will make old .emps obsolete)
* changed requirements for some intel ops and added new tech area (basic intel)
* changed a few components and added a lot new ones to the end of the file
* changed most races AI files in respect to resource production
* maybe some other stuff I can't recall from the top of my head

I would suggest that you rename your old DevnullMod folder and then install the new Version. Try loading the old savegames with the new Version and see what happens. Sorry, I can't be of more help here.

to all - looks like I screwed up a little with my calculations and made monster tech way too cheap http://forum.shrapnelgames.com/images/icons/icon9.gif . I did most tests with only one planet, 2000 points and under minister control (which means no bonus).
Anyway, in my current actual game I used 3 planets, 3000 points and low AI bonus and the monsters had maxed out their tech by turn 20 http://forum.shrapnelgames.com/images/icons/shock.gif OOPS.

I suggest raising the cost of monster tech to a large amount, say 150000.

You can do this yourselves.
1. Find the techarea.txt file in .../DevnullModGold/Data.

2. Change the Last entry to:

Name := Monster Tech
Group := Applied Science
Description := Only for the bad and ugly guys.
Maximum Level := 12
Level Cost := 150000
Start Level := 1
Raise Level := 2
Racial Area := 6
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0


I will test this tonight and make it part of a patch, if more bugs / suggestions come in.

Rollo

mottlee April 29th, 2002 08:10 PM

Re: Devnull Mod Gold Version 1.60
 
LOL It IS MONDAY!!!!!! http://forum.shrapnelgames.com/images/icons/icon12.gif

afried April 30th, 2002 06:47 AM

Re: Devnull Mod Gold Version 1.60
 
Seems I can't load v1.51 savegames into v1.60. Is there a fix?

Rollo April 30th, 2002 08:45 AM

Re: Devnull Mod Gold Version 1.60
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by afried:
Seems I can't load v1.51 savegames into v1.60. Is there a fix?<hr></blockquote>

Is this a simultaneous or turn based game? SE4 will not load any simultaneous games after a change of the data files.

Rollo

edited post after second thought

[ 30 April 2002: Message edited by: Rollo ]</p>


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