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-   -   Devnull mod Space Monsters (http://forum.shrapnelgames.com/showthread.php?t=7186)

DocShane August 27th, 2002 02:47 AM

Devnull mod Space Monsters
 
I have just installed the Devnull mod and am in my first solo game at about turn 75. I have 3 questions about the Space Monsters:

1) I understand the Space Monsters have hidden home planets. Can these be found and destroyed?

2) If the home planets can't be destroyed, can the monsters be beaten into submission or surrender?

3) Can the space monsters be used with other mods or the standard game?

Urendi Maleldil August 27th, 2002 05:01 AM

Re: Devnull mod Space Monsters
 
Here's a cool trick:

Mod out the "Master Computer" ability from all the monsters (give them regular control abilities so they work) and then go psycic and find some monsters. Arm your ships with subverters and go to town on the rest of the universe.

Capturing monsters can be tricky business, but the payoff is a fun fleet full of monsters.

Fyron August 27th, 2002 05:06 AM

Re: Devnull mod Space Monsters
 
1&2) That depends on the level of Sector-Sight Obscuration given to the comp/facilty that is cloaking the HWs. If it is level 3 cloaking, then yes, you can detect it eventually. If not, blow up the star in their home system, and that will get rid of them. http://forum.shrapnelgames.com/images/icons/icon7.gif

3) Yes. Technically, it wouldn't be the standard game, but a special mod. You'd have to find all Monster techs, comps, ships, facilities, etc. in the DNM data files and copy them into another mod (or a copy of the normal game). I do not know how much work it would take to get the monster AI files to work with the normal tech tree (or a modded one).

Baron Grazic August 27th, 2002 07:44 AM

Re: Devnull mod Space Monsters
 
Is there a Devnull mod for 1.49?

Fyron August 27th, 2002 08:25 AM

Re: Devnull mod Space Monsters
 
Yes.

Rollo August 27th, 2002 08:43 AM

Re: Devnull mod Space Monsters
 
I am just having a weird kind of deja vu http://forum.shrapnelgames.com/images/icons/icon12.gif .

Rollo

TerranC August 27th, 2002 06:26 PM

Re: Devnull mod Space Monsters
 
Quote:

Originally posted by Imperator Fyron:
1&2) That depends on the level of Sector-Sight Obscuration given to the comp/facilty that is cloaking the HWs. If it is level 3 cloaking, then yes, you can detect it eventually. If not, blow up the star in their home system, and that will get rid of them. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Too costly, too lazy, too much. Especially in 255 system quadrants http://forum.shrapnelgames.com/images/icons/icon10.gif

Toryin August 27th, 2002 07:29 PM

Re: Devnull mod Space Monsters
 
Rollo, you are a walking talking deja vu http://forum.shrapnelgames.com/images/icons/icon12.gif

Must have been a double post.

Rollo August 27th, 2002 10:15 PM

Re: Devnull mod Space Monsters
 
Quote:

Originally posted by Toryin:
Rollo, you are a walking talking deja vu http://forum.shrapnelgames.com/images/icons/icon12.gif

Must have been a double post.

<font size="2" face="Verdana, Helvetica, sans-serif">Hehe, a double post that was almost 24hours apart. I actually had to check my Calendar to make sure it's Tuesday and not caught in some 'groundhog day' time loop http://forum.shrapnelgames.com/images/icons/icon10.gif .

Rollo

Baron Grazic August 28th, 2002 01:07 AM

Re: Devnull mod Space Monsters
 
Sorry, brain wasn't working yesterday.
I downloaded the DevMod, but was looking for a 'Proportions' mod for 1.49


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