.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 17th, 2007, 02:07 AM

Devnullicus Devnullicus is offline
Sergeant
 
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
Devnullicus is on a distinguished road
Default DevnullMod 1.0 Released!

At long last, DevnullMod 1.0 for Space Empires V is done! Well, done enough to do an initial release, anyway..

Background:
===========
This mod is intended to make a somewhat faster-paced, though still epic-scale game of Space Empires V while addressing some of the balance issues that I have found in the weapons, facilities, and the tech tree. Through the use of the principles of miniaturization (i.e. the higher the tech level, the smaller the component/facility) and durability (the higher the tech level, the stronger the component/facility), and balancing, this mod attempts to introduce a new feel to the game and give a somewhat faster pace to the timing. Research starts out a little slower, but has a much higher potential to build up, usage of minerals, organics, and radioactives is somewhat reduced in many areas and much more balanced in general (i.e. most things don't just use minerals any more, but a more balanced mix of resources).

DevnullMod is NOT a direct port of DevnullMod for Space Empires IV, but there are a few of the same guiding principles. The changelist is just as large, though and I've personally lost track of where the mods have diverged. Suffice it to say, DevnullMod for SEV is a new mod that gives a nod to the previous mod, but is really a new and standalone mod.

This mod was built from a base of Captain Kwok's Balance Mod, V 1.09 and if many of the files look familiar, that's why. I have found Captain Kwok's work to be invaluable and a vast improvement over stock SEV (for many reasons which I won't bother going into here) and thus it was the best choice for a base to start from for DevnullMod. I have also included the readme.txt for the Balance Mod in order to give the reader a better idea of the changes from stock that the Balance Mod introduced.

A full list of changes for DevnullMod is in the history.txt file.

The full list of features along with the download, etc. is on my website. http://www.devnullsoftware.com/se5
__________________
How's my Programming? Call 1-800-DEV-NULL
Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
Reply With Quote
  #2  
Old September 17th, 2007, 02:24 AM

Devnullicus Devnullicus is offline
Sergeant
 
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
Devnullicus is on a distinguished road
Default Re: DevnullMod 1.0 Released!

Also, if anyone would like to post this announcement other places, I'm fine with that. I would post it myself on SpaceEmpires5.com, but for some reason, it won't let me log in any more. It says I'm online in the "who's online" window, but it won't let me post and keeps asking for login/password in the upper-left corner. Very annoying.
__________________
How's my Programming? Call 1-800-DEV-NULL
Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
Reply With Quote
  #3  
Old September 17th, 2007, 03:43 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: DevnullMod 1.0 Released!

I'm suprized you didn't wait till the next release of se5.
when it does come out you'll need to do a quick patch to make it compatible.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #4  
Old September 17th, 2007, 04:18 AM

Devnullicus Devnullicus is offline
Sergeant
 
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
Devnullicus is on a distinguished road
Default Re: DevnullMod 1.0 Released!

I've been waiting for several weeks. I got tired of waiting. When it comes out, I'll hopefully have time to make the necessary tweaks to both the editor and the mod. *shrug*
__________________
How's my Programming? Call 1-800-DEV-NULL
Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
Reply With Quote
  #5  
Old September 17th, 2007, 04:39 AM
Randallw's Avatar

Randallw Randallw is offline
Major General
 
Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
Thanked 1 Time in 1 Post
Randallw is on a distinguished road
Default Re: DevnullMod 1.0 Released!

Well I think my longest and best games in SE4 were with Devnull. I particularly liked that mixing two racial traits created unique components. I'll keep an eye out for a Devnull game.

I see there aren't any unique components, but I see the armour plating and missiles I forgot. Is there something preventing colonise all modules?
Reply With Quote
  #6  
Old September 17th, 2007, 07:16 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: DevnullMod 1.0 Released!

Didn't P&N have some trait mixing too?
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old March 12th, 2009, 06:37 PM
gregebowman's Avatar

gregebowman gregebowman is offline
Colonel
 
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
gregebowman is on a distinguished road
Default Re: DevnullMod 1.0 Released!

Ok, I'm playing the latest version of this mod, and I have a question. How do I get the research lab component to show up so that I can put them on my ships & bases? What do I need to research for it to appear?
Reply With Quote
  #8  
Old March 13th, 2009, 09:06 PM
Randallw's Avatar

Randallw Randallw is offline
Major General
 
Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
Thanked 1 Time in 1 Post
Randallw is on a distinguished road
Default Re: DevnullMod 1.0 Released!

Research 3, and it only goes on bases.
Reply With Quote
  #9  
Old March 14th, 2009, 04:21 PM
gregebowman's Avatar

gregebowman gregebowman is offline
Colonel
 
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
gregebowman is on a distinguished road
Default Re: DevnullMod 1.0 Released!

Quote:
Originally Posted by Randallw View Post
Research 3, and it only goes on bases.
Ok, thanks for the info. I haven't built any bases yet. I'll have to see about that. I must have been thinking about another mod where you could put research labs on ships.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:13 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.