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Old May 21st, 2005, 02:18 AM

parabolize parabolize is offline
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Swarm said:
Please do - It would be a real shame for this mod to stagnate.

Could you also correct the repair rates of temporal spaceyards? ( the figures are correct in the descriptions, but wrong in the Ability Val field)
Done, though I am a bit wary of what this might do to high tech games.

Quote:
Unco said:
Hey Parabolize,

I'm glad Devnull isn't dying.

I kind of like your Anti-Fighter Missile changes. After playing a bunch of Devnull games, it always felt like fighters were powerful in the early game but lost value in the middle to late game. I like that you reduce the damage and range on the early components, but is there a reason why you increase damage and slightly reduce range on the later components?

Thanks again!

PS - A year or two ago, Spoon and I had some other change ideas for Devnull. I'll try and dig them up and post them here.
The range on level 4 did make them powerful but half the time they would be shooting something off screen. So I lowered the range and made up for it in damage.

I am thinking about updating devnull's SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt. Rollo made parts of these text files stock other parts FQM 1.13. The FQM parts really need a upgrade to 1.22 but editing around Rollo's files is a pain. Considering FQM has stock-like maps in it (with some extra abilities) would anyone mind if I flat-out replaced the text files with FQM 1.22?
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