
January 7th, 2003, 03:33 AM
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Join Date: Feb 2001
Location: Hyde Park,UT,USA
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Re: Devnull Mod Gold: updates and discussion
Quote:
Originally posted by Rollo:
This thread needs a bump for two reasons:
Are people still playing DNM? I haven't gotten a lot of feedback after the Last release. Which means: a) the Last Version is running stable with no bugs, or b) it is not getting played.
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It is stable for me. I have played it a lot. It is my favorite mod. The only reason I am not playing it now, is the DYP (Double Your Pleasure) mod for Civ3 sucked me back into Civ3. Once I burn out on Civ3 I know I will be back to SE4Gold and DNM. Thanks for your work.
I play mostly single player. I was having a lot of fun using DNM to create a 'Terra Uber Alles' single player scenario. I call it: "Monsters vs the Galactic Patrol"
First I beefed up the Monsters: - Got the Monsters colonizing
- The first planetary build item is a Weapon Platform that includs a lvl 5 cloak
- Gave the Monsters a fast atmosphere converter
- Gave the Monsters a 3000kt attack ship.
- Tweaked the build queues so the Monsters maintain smooth exponential growth.
The Monsters spread like a plague. As they move forward, planets just disappear! After a while, their ships are everywhere.
Then, for myself, I created the Galactic Patrol (loosely based on EE Smith's GP.) This required a new racial trait (Patrol). I also added a new culture trait (QX). Then I added goodies at the end of most research chains that would kick in if the Patrol trait was present. For example, the end of the 'Null-Space Weapons' research will grant the 'GP Primary' with increased range and a reload rate of 2.
My target is a huge quadrant with lots of AI players including the Monsters and a single human playing the Galactic Patrol.
I am having a lot of fun balancing it. I am trying to make it so you win some of the time if you do not start too close to the Monsters.
It is currently on hold while I wait for: - The next Gold patch.
- Updated DevNull Mod
- Burning out on the Civ3 DYP mod.
Miles
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