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Old November 21st, 2001, 04:21 PM
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Rollo Rollo is offline
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Default Re: Devnull Mod is back!

I am still pretty new to SE4, so I have never tried Devnull Mod. I think it is a great idea to bring it back .

Geoschmo, I will make a Viking AI for Devnull Mod as soon as I can. Once I have finished that and got more comfortable with this Mod, I volunteer to help adapting any remaining AIs, if you want that help.

At first glance, here is couple of comments and suggestions:

- filler tech is not needed anymore, since the research works correctly now. OTOH it doesn't hurt either.

- please consider putting ripper beams, incinerator beams and WMGs in different weapon families. This way the AI can call for a certain weapon and rippers do not get upgraded unless wanted. (actually, I will also suggest that to Aaron for the stock Version. I could never understand why rippers would be changed to WMGs. Can anyone think of any weapons that are more different than these two?)

- torpedos need to be more useful, IMHO. Either more damage or getting a "to hit" bonus and some more range. Compared to the APB, which have the same research cost they are a lot weaker. I know you want to keep changes at a minimum and I agree with that. A few balance issues can't hurt to be discussed, though (at least IMHO).

Rollo

edit:typo



[This message has been edited by Rollo (edited 21 November 2001).]
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