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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 |
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 |
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> |
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 |
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
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Re: Devnull Mod Gold Version 1.60
Will this change any games running the mod now or can I over write them????
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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 |
Re: Devnull Mod Gold Version 1.60
LOL It IS MONDAY!!!!!! http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Devnull Mod Gold Version 1.60
Seems I can't load v1.51 savegames into v1.60. Is there a fix?
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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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