
November 22nd, 2001, 07:39 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: Devnull Mod is back!
Hi,
here are a couple of things:
- the .emps of the Devnull races do not work. The .emp that I am using for the Vikings (the same one as for the standard game) does work. I assume there were some changes with racial traits in older Versions of Devnull Mod which have been changed back to "normal" in this Version.
- I agree that the fighter weapons have to be balanced. Also, don't forget that some races (organic, psychic) could use the smaller weapons for troops. Some of them are better than troop weapons in the unmodded game.
- There is another issue with ship/base/unit designs, this time concerning point-defense: It is no problem to get normal PDC added since you can use the minesweeping ability. When the design calls for point-defense the PDC is added at the beginning, when anti-fighter-missiles I and mini-PD is available the AFM gets added (good). When higher levels of point-defense are researched the AFM gets replaced with mini-PD II (not good, IMHO). This has to do with order in the components file, roman numerals or whatever (S_J, Phoenix-D: Help!). Here is what I would find desirable in regard to AI designs: arrange the components in a way that either ASM or mini-PD always gets added when calling for point-defense (doesn't matter which one really). After that works we could add another useless ability to the other one (star unstable or some such). This way an AI design could ask for each component specifically. For example: if you want PDC, you use mine sweeping; for AFM, you use point-defense; and for mini-PD, you use star-unstable (or whatever).
- PD eyecandy: when anti-fighter-missiles are launched, nothing is displayed in the game (at least I didn't see anything). This probably has to do with the AFM being a direct fire weapon, but calling for a seeker display. Weapon display "torp" with numbers 10 or 20 looks pretty nice, IMHO (already tried that, it works).
- Satellite mounts: Personally I would prefer, if the pulsed and large satellite mounts would be reversed in order. This way the AI uses the pulsed mount, which is better IMHO, because of better range and higher "to hit" bonus. Sure it does less damage, but because of the smaller size another weapon could be stuffed in (or some other goodie). If we can reach a consensus on this, fine. If not, just as well.
Here are the mounts' data. Please discuss.
Long Name := Pulsed Satellite Mount
Short Name := Pulse Mount
Description := Weapon fires short bursts giving +50% to hit, +25% damage and +3 range, but costing +50%. Requires a satellite of at least 120kT. Can only be used on Direct Fire weapons.
Code := P
Cost Percent := 150
Tonnage Percent := 100
Tonnage Structure Percent := 100
Damage Percent := 125
Supply Percent := 150
Range Modifier := 3
Weapon To Hit Modifier := 50
Vehicle Size Minimum := 120
Weapon Type Requirement := Direct Fire
Vehicle Type := Satellite
Long Name := Large Satellite Mount
Short Name := Large Mount
Description := Larger sized weapon mount which increases damage from the weapon by 2 times. Increases the range of the weapon by 2. Requires a satellite size of at least 120kT. Can only be used on Direct Fire weapons.
Code := L
Cost Percent := 125
Tonnage Percent := 125
Tonnage Structure Percent := 200
Damage Percent := 200
Supply Percent := 200
Range Modifier := 2
Weapon To Hit Modifier := 20
Vehicle Size Minimum := 120
Weapon Type Requirement := Direct Fire
Vehicle Type := Satellite
- I have suggested this before and I'll do it again: It would be much nicer, if the high-energy weapons would use different weapon numbers. Devnullicus has done this for the various missiles, so let's do it for RB, IB, and WMG as well. Maybe I am alone on this one, but I do think that a Ripper Beam with range 9 and doing 350 damage is a cool thing on a Starbase that the AI should be able to use. The way it is right know, I would always run the risk that the rippers will be replaced by the crappy Incinerator Beam I. Also it would be nice to have ships use RB and WMG at the same time. Just think of a Roman Legionnaire charging in, first throwing his Pilum/javelin (WMG) and then drawing his short sword (RB) for melee. Again, maybe I am alone on this one, but I think it would be cool
.[/list]
Okay, 'nuff said... 
Rollo
edit:typos
edit: more typos
[This message has been edited by Rollo (edited 22 November 2001).]
[This message has been edited by Rollo (edited 22 November 2001).]
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