|
|
|
|
|
March 7th, 2003, 06:45 AM
|
Corporal
|
|
Join Date: May 2002
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Have added a whole se4 section - comments welcome:
http://www.jeffleggett.com/se4main.html
__________________
SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
|
March 13th, 2003, 12:36 AM
|
|
Corporal
|
|
Join Date: Dec 2002
Posts: 132
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Just curious if a 1.71 Version is in the works, and if so, whats planned for it?
|
March 14th, 2003, 12:24 AM
|
Private
|
|
Join Date: Jan 2001
Posts: 33
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Binford,
I just would like to thank you for your comprehensive coverage of the Devnull mod on your website. It covinced me to give the mod a try and so far I am really enjoyng it.
Rollo,
I am also curious to the status of 1.71 of Devnull and when we might expect it?
BTW- Thank you for providing this mod for our enjoyment.
-Wulf
|
March 14th, 2003, 12:57 AM
|
|
Private
|
|
Join Date: Oct 2002
Location: Chicago
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
The devnull mod has been my and my primary opponents fav mod for a long time-you will enjoy it
|
March 14th, 2003, 10:42 AM
|
Corporal
|
|
Join Date: May 2002
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Thanks!
I need a graphic that sums up the spirit of DNM for the DNM page. Any suggestions?
__________________
SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
|
March 14th, 2003, 10:37 PM
|
|
Corporal
|
|
Join Date: Dec 2002
Posts: 132
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
The space monsters race pic. I know that doesn't sum up everything is this great mod, but its a very identifable part of it.
|
March 21st, 2003, 01:16 AM
|
|
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
A new Version 1.71 is under development. Or maybe I should better say it was. RL and computer problems have put the current development on a hiatus. I am not sure yet, when I will get back to work on it. It mainly contains more AI updates, as well as some smaller tweaks and additions that were discussed on this thread.
There is no DNM logo that I know of, but I do think it is a neat idea. Maybe some of the board artists can make something .
Using the Space Monster race pic is not so good IMO. It is copyrighted material. I was never comfortable with using that at all, but I had no better art at the time of release. If somebody wants to make a new race pic for the monsters (or any other monster pics for that matter), I would appreciate it.
cya,
Rollo
|
March 21st, 2003, 04:19 AM
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Rollo, sorry to hear that the next update is to be delayed. Devnull Mod is my favorite.
(I guess I just like Monsters! )
BTW who designed the Sonne? Just went head-to-head with them in my latest Devnull game. They are fast making me a believer in emmisive armor!
I may have to modify my thinking on this component - at least in THIS Mod.
And NO they haven't beaten me...Yet.
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|
March 21st, 2003, 04:13 PM
|
|
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Taz, the Sonne pics, race description and speech are designed by Marc Angstadt. I saw that race on USY and just had to make an AI for that .
Glad to hear that the plan is working and they are giving you some problems . Yes, emissive armor can be effective in DNM. I thought it might be nifty to have a race advance that tech early.
Have fun,
Rollo
|
April 13th, 2003, 04:46 AM
|
Corporal
|
|
Join Date: May 2002
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
I think we might have found a bug in DNM with the Religious Facilities. Both gharper and I have Nature Shrines in systems, but after a number of turns, none of our planets values have increased. As I read it and understand it, my Min, Org, and Rad's should increase 3% per turn for all planets in the system. Yes?
Binford
__________________
SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|