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  #1  
Old April 12th, 2001, 09:41 PM

Devnullicus Devnullicus is offline
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Default 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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  #2  
Old April 12th, 2001, 09:59 PM

Nitram Draw Nitram Draw is offline
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Default 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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  #3  
Old April 13th, 2001, 01:08 AM

chewy027 chewy027 is offline
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Default 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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  #4  
Old April 13th, 2001, 09:43 AM

Devnullicus Devnullicus is offline
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Default 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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  #5  
Old April 13th, 2001, 09:00 PM

tictoc tictoc is offline
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Default 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.

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Old April 13th, 2001, 09:25 PM

chewy027 chewy027 is offline
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Default Re: Devnullmod

Devnullicus the website is www.hyperionbase.com\ It's in the mod section . It splits each different stellar manipulation into a different tech area. Ex. one for warp open/close, one for planet creation etc.
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Old April 13th, 2001, 09:59 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

I checked that site, but when I try to actually download the mod I get a page not found error...
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