I am still pretty new to SE4, so I have never tried Devnull Mod. I think it is a great idea to bring it back

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Geoschmo, I will make a Viking AI for Devnull Mod as soon as I can. Once I have finished that and got more comfortable with this Mod, I volunteer to help adapting any remaining AIs, if you want that help.
At first glance, here is couple of comments and suggestions:
- filler tech is not needed anymore, since the research works correctly now. OTOH it doesn't hurt either.
- please consider putting ripper beams, incinerator beams and WMGs in different weapon families. This way the AI can call for a certain weapon and rippers do not get upgraded unless wanted. (actually, I will also suggest that to Aaron for the stock Version. I could never understand why rippers would be changed to WMGs. Can anyone think of any weapons that are more different than these two?)
- torpedos need to be more useful, IMHO. Either more damage or getting a "to hit" bonus and some more range. Compared to the APB, which have the same research cost they are a lot weaker. I know you want to keep changes at a minimum and I agree with that. A few balance issues can't hurt to be discussed, though (at least IMHO).
Rollo
edit:typo
[This message has been edited by Rollo (edited 21 November 2001).]