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April 12th, 2001, 06:15 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
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Re: Devnullmod
Thanks (for testing the mounts), I find with the MiniMissile the AI can hold its own with all the PDC the TDM-Modpack uses. Also makes races like the Zorian which usually only have one launcher per ship harder. My personal fave to use these with is either a whole wack of crystal torp or plasma missiles (as plasma is cheap compared to capital.).
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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April 12th, 2001, 07:12 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Devnullmod
I looked at the text description of the mod and it looks interesting. Does the whole mod need to be installed or can just pieces be used?
Also, I noticed a lot of added missile benefits. How come there are no improvements to PD? Have you thought about trying a close in point defense component, 1-2 range, low damage, 2-5kt in size? Seems like those small missiles cannot be countered.
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April 12th, 2001, 09:41 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Pretty much the whole mod needs to be installed. Almost all of the files in the data directory are modified. I'm working on making it compatible with TDM-ModPack 1.70 so you would install that first and then DevnullMod. It will probably overwrite a couple files (data/formations.txt and AI/Default_AI_PlanetTypes.txt), but they'll have all of TDM-ModPacks changes in there.
Well, the problem really is that PD is too powerful already. A couple PD V's on a few ships in a fleet can basically make you immune to missiles. Fighters are somewhat tougher, but still PD will ruin their day.
The reason I like the light missile mod as well as the fast seeking speed of the sprint missiles, etc is that they can overwhelm or get by PD. It really helps balance things. With the new mods, ships in a fleet with *JUST* PD on them are now useful, if not necessary.
So while more PD is certainly an option, before I add more PD, I'll probably just tone down the new missile mods a bit.
[This message has been edited by Devnullicus (edited 12 April 2001).]
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April 12th, 2001, 09:59 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
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Re: Devnullmod
The small missiles look great and fill a needed area. Its hard to make a good small missile ship due to the cost, size and reload rate of the standard missile component.
You are right about PD being powerful, I load up 2-3 LC with them and nothing gets through. It would be nicer if you could make a component that would affect the missile and PD accuracy to make both of them less of a sure thing.
Looking forward to trying it.
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April 13th, 2001, 01:08 AM
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Second Lieutenant
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Join Date: Mar 2001
Posts: 539
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Re: Devnullmod
There is a mod in hyperionbase where the stellar manipulations are split up into different techs why don't you include that one?
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April 13th, 2001, 09:43 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
umm, sounds interesting. I don't include it because I don't know about it =) Do you have a URL?
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April 13th, 2001, 09:00 PM
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Corporal
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Join Date: Jan 2001
Location: england
Posts: 106
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Re: Devnullmod
Nice to be using the mod again, i'm in my next 1k turn game using this mod and am glad the missiles were sorted out (got really frustrating in the first mod). Kudo's for sorting it out and regards to all who contibuted to it. Many thanks.
tic
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