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  #1  
Old August 27th, 2002, 02:47 AM
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Default 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?
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I fear no barrier of crystal or glass;
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That which others saw from afar, I leave far behind me.

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On the Infinite Universe and Worlds, 1584
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Old August 27th, 2002, 05:01 AM
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Default 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.
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  #3  
Old August 27th, 2002, 05:06 AM
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Default 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.

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).
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Old August 27th, 2002, 07:44 AM

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Default Re: Devnull mod Space Monsters

Is there a Devnull mod for 1.49?
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Old August 27th, 2002, 08:25 AM
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Default Re: Devnull mod Space Monsters

Yes.
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Old August 27th, 2002, 08:43 AM
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Default Re: Devnull mod Space Monsters

I am just having a weird kind of deja vu .

Rollo
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