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May 9th, 2001, 05:35 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
So, once I get 1.3 tested and put out, anyone interested in doing a PBEM game with this mod? I'd sure like to play against some humans at this point =)
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May 9th, 2001, 08:10 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Devnullmod
DEFINITLY! Would love to play this mod by email.
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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May 10th, 2001, 08:57 AM
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Sergeant
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Join Date: Feb 2001
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Re: Devnullmod
OK, it's posted. Use this thread to discuss errors, new features for 1.4, etc.
Download at http://www.shrapnelgames.com/ubb/For...ML/000018.html
[This message has been edited by Devnullicus (edited 10 May 2001).]
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May 10th, 2001, 12:07 PM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
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Re: Devnullmod
Just noticed that changing the Point Defense Mounting only increases the range at no extra cost
Also, you have always listed 150kt for the size requirement on small mountings when you really have changed it for satellites and the like =)
looking good though
Cant get enough.
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DM Matryx
Author of Dominatio Cosmicum
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
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Download as a .ZIP -( HERE)-
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May 10th, 2001, 12:50 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Devnullmod
Yow... HUGE mod. I'm very impressed. I think I might have to install this one.
If you ever do combine this with TDM I think we should lobby MM to make it part of an official patch.
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"Pinky, are you pondering what I'm pondering?"
"I think so, Brain, but if they called them sad meals, kids wouldn't buy them.
"
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May 10th, 2001, 05:32 PM
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Private
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Join Date: Dec 2000
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Re: Devnullmod
Very nice Devnullicus,
I´ve played your Mod for four and a half hours straight. Awesome work.
Give this man a virtual beer ...
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May 10th, 2001, 06:06 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Devnullmod
Pesonally I don't get why you are trying to get the Devnull and TDM mods put together. The TDMer's have always stated their goal is not to change the basic structure and tech trees of SEIV, just to tweak the ai to play smarter and to add some races not present in the basic game to give more variety and challange.
Devnull mod has a lot to offer, but it seems to me to have a different goal. From the begining he has been adding techs and lots of things that really change the way the game is played in some cases. This isn't bad at all, but it doesn't seem to me to be compatible with the TDM mod in principle.
Dev, if you are hoping that being part of the TDM mod will validate your work, I don't think you need that. Your work has many fans in the forums in its own right. It stands on its own as a wonderful piece of work with much to offer.
In my mind if, you put them together you will have the Devnull mod with TDM races and ai scripts. I'm not saying thats a bad thing, but it does eliminate what I thing is the TDM mods greatest asset.
I do hope that if the decision is made to incorporate the two together, the TDMer's will still maintain a seperate basic tech mod for those of us that want to have the option.
Geoschmo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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May 10th, 2001, 06:21 PM
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Sergeant
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Join Date: Aug 2000
Location: Greenville, SC
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Re: Devnullmod
I have really enjoyed playtesting devnullmod over the Last two weeks but agree that TDM and devnullmod should not be lumped together. I do feel strongly that devnull mod should be made compatable with the TDM modpack which is I think the current emphasis.
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May 10th, 2001, 06:49 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
The only pain I found with having more than one mod was switching between them. Someone has posted a program in the mod section to allow you to choose which mod you will use. I haven't tried it, I'm still at work, but if it works as advertised my problem is solved
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May 10th, 2001, 09:40 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
I do not want or intend to become a part of the TDM-ModPack. That is a separate mod and should remain so as their goals are much different than mine. I simply want to incorporate their good ideas into my mod for more enjoyable play.
There are three reasons I want to combine TDM-ModPack with DevnullMod, one of which is now invalid.
1) I really like what they've done with their AI for the standard races. It puts what I've done to shame, simply because their work is more well-rounded. I've mainly concentrated on tech, while they've modified every aspect of their races to be better. I admire their work and want my mod to be the best it can be, so therefore would like to have their standard racial AI in my mod so that it's better than what I currently have.
2) DevnullMod is, in many ways, an amalgamation of mods (including my own). When I see someone else's mod that I like the ideas, I want to include it. Partly though, this is because I'm trying to save myself some work -- if someone else has already done a good mod in an area, why should I redo their work? Since I put out DevnullMod 1.3 without TDM-ModPack, this reason is now invalid as I went ahead and re-did the files for the 4 standard races in TDM anyway.
3) I like the new races in TDM-ModPack and think it adds a lot to the game. Again, since DevnullMod is an amalgamation of many mods, I want to include other peoples' excellent work, and I think the new races are excellent work.
I do not feel like I need "validation" for my mod. The reason I do this mod at all is because I enjoy the process of creation. I don't even really >PLAY< SE4 all that much, really. I just like modding it =) I began this mod in the first place as a way to make the game more enjoyable for myself, but mainly to make the AI tough enough to be a little challenge. I think in this Version of the mod, I'm much closer to that than I was. In my current game, I'm actually seeing some really interesting things.
On turn 21, for example, I had the Cryslonites come at me with a fleet of 2 destroyers armed with ER Shard Cannon II's and Crystal Torpedoes. Pretty impressive for turn 21 for the AI, really. I still trounced them, but that's not the point -- the game is much harder than it was, and so I'm happier.
I'm going to continue tweaking the mod and for the next Version, I'm already planning some interesting new things -- new racial traits (I really like what Zippy has done with his Energy Race trait), new races that take advantage of combo-tech, and more combo-tech as well. I'll never really run out of ideas.
What I'm hoping is that this mod becomes accepted enough that I can get about 10 or so people to play via email with me =) But sine that hasn't happened yet, I'm working on the AI so that I can play solo and enjoy it.
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