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July 26th, 2003, 01:10 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: questions about devnull mod
Hmm, considering that the makers of Devnull made the mod for free and you're not paying anything for it, it seems to me that asking them to make a manual to go along with it seems a bit ungrateful. Hey, if you get familiar with the mod, why not write a manual of your own and post it here? I'm sure everyone will appreciate it. 
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July 26th, 2003, 01:18 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: questions about devnull mod
Also consider, someone started the Devnull mod -- I then other people took over when he didn't have time. So a simple, yet complete manual isn't going to be easy.
Search for original thread on the mod. Whatever concept started Devnullicus(?sp) on the path to the mod is the bast simple explanation for what the "flavor" he was working for in this mod.
I gotta say 'tho. I play mods mostly because they are unfamilliar to me. That's part of the fun. Give the AI only a low bonus, and they can still beat you.
[ July 26, 2003, 00:18: Message edited by: Arkcon ]
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July 26th, 2003, 01:44 AM
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Corporal
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Join Date: May 2002
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Re: questions about devnull mod
Quote:
Originally posted by deccan:
Hmm, considering that the makers of Devnull made the mod for free and you're not paying anything for it, it seems to me that asking them to make a manual to go along with it seems a bit ungrateful. Hey, if you get familiar with the mod, why not write a manual of your own and post it here? I'm sure everyone will appreciate it.
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Actually, I see binford has put together a kind of manual that explains the base changes and that helps.
And yes, maybe it SOUNDS ungrateful but I did say it just seems to be good sense. Of course it's fabulous that someone in the community took the time to mke the mod. But honestly, if you're going to go to the trouble of making so many changes, why WOULDN'T you also include some kind of explanation of what has been changed? Otherwise, it's too much of an "in-crowd" thing in which the only people likely to play it are the ones who have lots of time on their hands and can be bothered to sift through it all.
A "manual" (and what I'm talking about here wouldn't be a full manual by any means--just a few notes of explanation like binford has done so I have some context within which to understand what I'm reading in the Version history) isn't really an "extra," in my opinion. It isn't something you forego because you're doing it for free. It's an INTEGRAL part of the game because it allows players to get right to playing the game instead of making figuring the game out an exercise in itself.
(Look at MOO3--not free, I know, but ... Complex game, shipped with a manual, I hear, but one so poor that it contributed incalculably to the game's dismal reception and almost certainly turned away many potential purchasers before they got near the game. Who knows how things might have gone if a proper manual had shipped with it?)
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July 26th, 2003, 02:22 AM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: questions about devnull mod
Yeah, a little text blurb describing the mod would help, 'tho you said it was there. I never cheked myself, just played it and got toasted by the monsters. Have you seen this web page: web page Click
I found it with a search on google. Or is it the same as what's in the readme in the zip?
[ July 26, 2003, 01:23: Message edited by: Arkcon ]
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July 26th, 2003, 04:32 AM
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Shrapnel Fanatic
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Re: questions about devnull mod
Mods do not require any "manuals"... simple readmes suffice...
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July 26th, 2003, 04:36 AM
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Colonel
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Join Date: Jul 2001
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Re: questions about devnull mod
the deal is, there is a little too many changes there in DevNull to list them all - but on the other hand they're not drastic enough to make it difficult to play. Actually, you can play DNM on PBW and learn in progress. I did that.
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Let the game begin!
Green bug from outa space!
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July 28th, 2003, 12:53 AM
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Brigadier General
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Join Date: Jul 2001
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Re: questions about devnull mod
1) Like others have said before. I think Devnull Mod is a good one to learn as you play. The main change is that PDC does also sweep mines. But PDC can only target seekers. If you want PD against units also, you need Anti-fighter missiles (research Point-defense and also fighters tech for higher levels).
2) about the AI: TDM AI will not work correctly in Devnull Mod. The Vikings AI for Devnull as well as all the other AI have been adopted specificly for the mod. And don't use stock AI either. Just use the AI that comes with the mod.
Rollo
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