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Devnull mod?
I heard a bunch of good stuff about this mod but no specifics...
Anyway, I'm about to join a PBW game using it so I was wondering if someone could give me the jist of what it's all about anyway?? And perhaps some advice on stragies with it? Thanks, Ken |
Re: Devnull mod?
Bumpity... ump... ump... ump...
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Re: Devnull mod?
Sorry, never played it. Just another mod that I really should get around to giving a test-drive....
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Re: Devnull mod?
Off the top of my head:
-a good dozen or so extra hullsizes, including --corvette --tiny carrier (aaw, innit cute?) --2 new fighter sizes --superdreadnought --large colony ship --low- maintenance mining hulls --oh... lots more of those -Revamped weapons. --external mount missiles (great fun) --loads more missile classes, in fact. --POint defence is now broken up into fighter and non-fighter pdc. --Point defence cannons can now clear mines. (no minesweeper component) -Whole new tech areas --monolithic construction --Engineering (Scotty! Give me more power!) --Much more of this, too, but my brain doesn't work on a Friday afternoon. A cool AI that can handle all of these changes. -Space Monsters --'nuff said. I think I'll just shut up and let someone else sell it to you, because I'm not doing a very good job. Anyway, it's great mod. Play it. |
Re: Devnull mod?
Sounds great! Can't wait for the game to start... Everyone join up! Devnull 2 in PBW!
Sooo... What sort of things should I take into consideration when designing my race using it? Thanks, Ken |
Re: Devnull mod?
When you design race for devnul, remember of cross-over tech ! For example, Organic+crystall gives you biocrystal armor that regenerates and recharge shields at the same time. Other race combination will give you surprises as well...
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Re: Devnull mod?
Thanks, oleg - I will add that to the list I am compiling for the differences in DNM vs. Regular Game. I'm gonna spend this rainy Saturday afternoon working on this some more so hopefully I will post a first pass at all the changes tonight to the following discussion area.
Also, we have a thread for discussing all things DNM here: http://www.shrapnelgames.com/cgi-bin...;f=23;t=006157 One note about the External Missile Mounts, there fire rate is 30! I.E. Once per combat. I learned this the hard way! http://forum.shrapnelgames.com/images/icons/icon7.gif So even though you can add a sh*tload of missiles to a hull with 'em, you're gonna blow you're wad only once (so to speak, guess that makes External Missile Mounts very male! LOL) Binford |
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