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May 31st, 2001, 01:32 AM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
Posts: 289
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Re: Devnullmod
Take your time
Your mod is the one I play with most at the moment, although I think I have about 4 games on the run because of all the different mods
Matryx
__________________
The Unofficial Space Empires 4 Mod Utility V2.26
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Download as a .ZIP -( HERE)-
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May 31st, 2001, 04:49 PM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
Posts: 250
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Re: Devnullmod
Devnullicus,
Wished you would have given me credit when you decided to use the ai_anger and ai_politics files that I revised in your mod.
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May 31st, 2001, 06:02 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: Devnullmod
huh? I DID give you credit...It's right there in the readme...
Race AI Update 1.02 by SunDevil
-Updated AI/Aggressive, AI/Defensive, and AI/Neutral Politics,Anger,Settings Files
-Updated Politics, Anger, and Settings files for all standard races
1. Increased overall Intelligence and Research production.
2. Made the more peaceful races more forgiving and easier to give out and keep treaties.
3. Made the more aggressive races less forgiving and less likely to keep treaties.
4. Updated all ai_anger files with minor corrections.
Is this not what you're referring to? If there's some other mod I included of yours and didn't give you credit for, believe me, it was unintentional. I try hard to give credit where it's due...
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How's my Programming? Call 1-800-DEV-NULL
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May 31st, 2001, 10:51 PM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
Posts: 250
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Re: Devnullmod
I didn't find a readme file in the zipped Version of your mod. Went back to the download section and saw it. I would of liked an email or post on the board at least telling me my mod would be included, and at the most asking if it was cool to include my mod in yours. No harm done, and at least my mod was included in a quality add-on.
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May 31st, 2001, 11:00 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
*sigh*
I can't win.
I apologize, SunDevil.
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How's my Programming? Call 1-800-DEV-NULL
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June 1st, 2001, 12:01 AM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
Posts: 250
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Re: Devnullmod
No need to apologize, just get your mod's next Version out to the waiting public.
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June 2nd, 2001, 05:33 AM
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Private
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Join Date: Apr 2001
Location: Ocean City, NJ
Posts: 22
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Re: Devnullmod
I seem to be having a problem with High Yield missles. When using the missle it only uses the regular damage instead of the increased damage. The ComponentEnhancements.txt has the right values in it, and I tested it in the simulator.
One other question I had is about the external mount missles. I was doing some calculations with them and I noticed something. Take, for example, a ship loaded with 5 External Missle Vs. It can fire once for 600 points of damage. Take another ship loaded with 2 Capital Ship Missle Vs, same tonnage. In order to do the same amount of damage that the External missles do it only has to fire 3 times. What is seems to me is that External missles are only good for swamping the point defenses of a ship. Is this the intention behind them? If it isn't, then would it be a good idea to either increase the tonnage on normal missles back to what it was originally or make the Externals take up half as much tonnage? (Thereby requiring 5 shots with normal missles to equal one volley of External Missles)
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June 29th, 2001, 09:14 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
Posts: 2,961
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Re: Devnullmod
Hey, just wondering when 1.40 is scheduled to be out. I was about to send the latest Version of the mod over to the SEIV.PBW.CC and beg that it be supported, but I will wait if the new Version is on its way soon. Any chance that DevNull will combine with any of the stuff in SJ's Pirates and Nomads mod? huh? come on, satiate me, im a rabid fan.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 2nd, 2001, 03:27 PM
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Sergeant
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Join Date: Jan 2001
Location: Northern Virginia, United States
Posts: 203
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Re: Devnullmod
Cyrus: I had the same problem once...I tried to play a savegame with the new CompEnhancements file (this was back in v1.31 or something). Apparently, SEIV doesn't like adding in extra compenhancements in mid-game. I haven't checked with my new 'from scratch' game, though. It seems to be working, but then again, the AI packs on like 10 launchers per dreadnought, so it's hard to tell. I should go check it for the current Version.
zen
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July 9th, 2001, 07:15 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Sorry to disappoint people, but due to lots and lots of issues in life, I have had NO time to work on modding lately. And to be honest, it's looking likely that this will continue for a while. Mainly, I'm just busy at work -- we're on deadline to put out the next beta Version of our product. Anyway, if someone else wants to take a crack at updating the mod for Version 1.41 of SE4, they're welcome to. At some point, I will be back in the modding business - I have lots and lots of ideas floating around in my head for new races, components, mods, etc. Thanks for everyone's support and I've appreciated everyone's usage of the mod!
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How's my Programming? Call 1-800-DEV-NULL
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