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  #1  
Old May 8th, 2002, 03:37 AM

Derek Derek is offline
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Default Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Long ago, I wrote a mod or two variously known as Derek's Mod/Dave's Mod. Devnull took that and used it to form the base of the original Devnull mod. Many of the ideas I had were based off the Starfire universe as written by David Weber. Geoschmo and Rollo took over the Devnull Mod, eventually ending up with Devnull Gold, including Space Monsters and such by Rollo.
In a completely seperate course, PvK wrote the Proportions mod, which drastically altered the economic and facility model, and also changed some other things, though none as drastic as the economic.

I took the Proportions and Devnull mods, combined them together, added QNP, along with some of my own things, and ended up with Derek's Mod Gold v1.00 Here it is for anyones enjoyment. If you have any questions feel free to ask on the Boards, or via email (listed in my profile)


Attached is the basic readme for Derek's Mod


quote:

Summary of Changes

V 1.00 05/07/2002

Initial release as a beta testable mod. If you encounter problems or suggestions, let me know.

Added the Events file from the EyeCandy Mod on the Gold CD, authored by Richard Bradley (Dracus).
The events data file increases the number of events from 17 to 55. There are about 10 positive
events included. The ratio insures that the lucky trait is not degraded.

Added the facilities of Proportions Mod, along with the economic model and some other minor
things from proportions.

Added most of Devnull Mod by Devnull (originally), modified by Geoschmo and Rollo.

Space Monsters courtesy of Rollo.

Added Heavy Sheild Generators from Suicide Junkie.

Added in quasi-Newtonian Propulsion, courtesy of many.

Changed Missiles to 40kT. They were 25kT in Devnull; I thought this was too little.

Changed all the ship sizes; see the attached spreadsheet for a list of the ship sizes and
abilities

Most of the ship sizes now include a good amount of radioactives for production, re-emphasizing
rads.

Added fighter mountable missiles to help absorb some of the point defense that fighters hate.

Weapon mounts are changed so that increasing classes of ships (scout class, destroyer class,
cruiser class, ship of the line, and Monitor) have increasing weapon mounts available to them

Changed many, many other things which I haven't typed up in a readme.




Enjoy!

Derek
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  #2  
Old May 8th, 2002, 04:24 PM

Devin D.Bass Devin D.Bass is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Wow! This looks like a great MOD. In fact it might be the ultimate MOD. However, I do have a question...I was looking in the component enhancement and I didn't see large mounts, heavy mounts, or massive mounts that were with devnull or standard SEIV. Did you remove them? And if so what was your rationale? Also, I see that you increased the cost of missles, did you think that it was unbalanced in devnull? I thought it made it extremely challenging, forcing you to pay atttenion to point defense. Finally, I have never used the proportions MOD before what economic changes were made and how will they make a difference in game play. Thanks for the great mod!!!
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Old May 8th, 2002, 04:36 PM

adder_inf adder_inf is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

Where are you hiding the mod?

thanks
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Old May 8th, 2002, 04:42 PM

Derek Derek is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

quote:
Originally posted by adder_inf:
Where are you hiding the mod?

thanks



That would be in the mods section, located here

Derek
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Old May 8th, 2002, 04:43 PM
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oleg oleg is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

quote:
Originally posted by adder_inf:
Where are you hiding the mod?

thanks




http://forum.shrapnelgames.com/newup...1020821557.zip
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Old May 8th, 2002, 04:47 PM
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oleg oleg is offline
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Default Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold

quote:
Originally posted by Devin D.Bass:
Wow! This looks like a great MOD. In fact it might be the ultimate MOD. However, I do have a question...I was looking in the component enhancement and I didn't see large mounts, heavy mounts, or massive mounts that were with devnull or standard SEIV. Did you remove them? And if so what was your rationale? Also, I see that you increased the cost of missles, did you think that it was unbalanced in devnull? I thought it made it extremely challenging, forcing you to pay atttenion to point defense. Finally, I have never used the proportions MOD before what economic changes were made and how will they make a difference in game play. Thanks for the great mod!!!


From Proportion' ReadMe.txt:
Mod Description:
================

Proportions makes large changes to the proportions of economy and development
in Space Empires IV. The scale of several aspects of play have been made more
realistic, along with various other changes.

The most important changes are that homeworlds now begin stocked with
"Cultural Center" facilities which represent the developed cultural homelands
of an empire. These would take a very long time to reproduce on an alien
world, and they are much more productive and capable compared to facilities
which can be quickly constructed on colony worlds. As a result, homeworlds
begin the game quite powerful, whereas colonies are less productive and would
likely take longer than an entire game to develop to the same level as a
homeworld. Colony worlds can be developed to fairly impressive levels with
enough time and population. More achievable than full cultural centers are
city facilities of various sizes, for example.

Contributing to this effect are the changes to populations, which now grow at
a more realistic rate (about 1/10th the normal SE4 rate) and which also
require a more realistic amount of effort to transport to planet to planet,
since they now weigh a more realistic 1000 kT, and cargo capacities mean a
large ship is required to move even one of these. A colony with a small
population also builds at a much slower rate than a world with billions on it.

All of this means that developing a colony infrastructure is still very
important but is also more challenging, and will not so quickly alter the
balance of power or research.
========================================
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