|
|
|
 |

May 10th, 2001, 06:21 PM
|
Sergeant
|
|
Join Date: Aug 2000
Location: Greenville, SC
Posts: 377
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
I have really enjoyed playtesting devnullmod over the Last two weeks but agree that TDM and devnullmod should not be lumped together. I do feel strongly that devnull mod should be made compatable with the TDM modpack which is I think the current emphasis.
|

May 10th, 2001, 06:49 PM
|
First Lieutenant
|
|
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
The only pain I found with having more than one mod was switching between them. Someone has posted a program in the mod section to allow you to choose which mod you will use. I haven't tried it, I'm still at work, but if it works as advertised my problem is solved 
|

May 10th, 2001, 09:40 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
I do not want or intend to become a part of the TDM-ModPack. That is a separate mod and should remain so as their goals are much different than mine. I simply want to incorporate their good ideas into my mod for more enjoyable play.
There are three reasons I want to combine TDM-ModPack with DevnullMod, one of which is now invalid.
1) I really like what they've done with their AI for the standard races. It puts what I've done to shame, simply because their work is more well-rounded. I've mainly concentrated on tech, while they've modified every aspect of their races to be better. I admire their work and want my mod to be the best it can be, so therefore would like to have their standard racial AI in my mod so that it's better than what I currently have.
2) DevnullMod is, in many ways, an amalgamation of mods (including my own). When I see someone else's mod that I like the ideas, I want to include it. Partly though, this is because I'm trying to save myself some work -- if someone else has already done a good mod in an area, why should I redo their work? Since I put out DevnullMod 1.3 without TDM-ModPack, this reason is now invalid as I went ahead and re-did the files for the 4 standard races in TDM anyway.
3) I like the new races in TDM-ModPack and think it adds a lot to the game. Again, since DevnullMod is an amalgamation of many mods, I want to include other peoples' excellent work, and I think the new races are excellent work.
I do not feel like I need "validation" for my mod. The reason I do this mod at all is because I enjoy the process of creation. I don't even really >PLAY< SE4 all that much, really. I just like modding it =) I began this mod in the first place as a way to make the game more enjoyable for myself, but mainly to make the AI tough enough to be a little challenge. I think in this Version of the mod, I'm much closer to that than I was. In my current game, I'm actually seeing some really interesting things.
On turn 21, for example, I had the Cryslonites come at me with a fleet of 2 destroyers armed with ER Shard Cannon II's and Crystal Torpedoes. Pretty impressive for turn 21 for the AI, really. I still trounced them, but that's not the point -- the game is much harder than it was, and so I'm happier.
I'm going to continue tweaking the mod and for the next Version, I'm already planning some interesting new things -- new racial traits (I really like what Zippy has done with his Energy Race trait), new races that take advantage of combo-tech, and more combo-tech as well. I'll never really run out of ideas.
What I'm hoping is that this mod becomes accepted enough that I can get about 10 or so people to play via email with me =) But sine that hasn't happened yet, I'm working on the AI so that I can play solo and enjoy it.
|

May 10th, 2001, 09:44 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
BTW, I forgot to mention in the Readme for the mod Nerfman's invaluable help in testing this mod. He is the reason behind a number of the changes in mounts, etc this mod as well as the reason it has fewer bugs than it otherwise would have. I am rectifying my oversight now in the readme, but that doesn't fix the one that people already have. So I'm publicly thanking him for his help thus far and I hope that he'll continue to help me test new Versions in the future =)
|

May 10th, 2001, 09:51 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
quote: Originally posted by Matryx:
Just noticed that changing the Point Defense Mounting only increases the range at no extra cost 
Yeah, good thing it only works on bases and immovable things, eh? Would make ship PD a whole lot more deadly if it was allowed on ships. A great idea by Daynarr, actually. Helps defense bases a lot.
quote: Originally posted by Matryx:
Also, you have always listed 150kt for the size requirement on small mountings when you really have changed it for satellites and the like =)
Oops, you're right. I just fixed it, though, so the descriptions should be good for next Version.
|

May 10th, 2001, 10:09 PM
|
Sergeant
|
|
Join Date: Aug 2000
Location: Greenville, SC
Posts: 377
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
Thanks Lee, but I haven't done much, yet. I am toying around w/ some more ideas to send you. I will get them out to you later tonight.
|

May 10th, 2001, 10:14 PM
|
Sergeant
|
|
Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnullmod
BTW, Nerfman, my email has been real flaky lately =(. Did you get my reply to your list of questions? I re-sent it again, but never heard from you as to if you got it the second time around.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|