|
|
|
 |

May 22nd, 2002, 11:20 PM
|
Corporal
|
|
Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Oh, and sorry about the save imcompatibility. I made a conscious decision not to expend effort worrying about save compatibility. I should have said that.
Once again, sorry about that.
Derek
|

May 23rd, 2002, 03:26 AM
|
Corporal
|
|
Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Latest Version (v1.08) posted. This should be the Last one for a while that messes with the components file, so you can avoid worrying about save incompatibility.
Here's the list of changes:
Quote:
v 1.08 05/22/2002
Played with AI some more. Still have AI problems.
Lowered the Tech Level requirements for Kaon Weapons and X Ray Laser Weapons so that they might actually be used
Changed Research generation of Research Facilities to 150/200/250 for I/II/III (compared to standard SEIVg of 500/600/700 this is still low) to speed up research a bit. Also slightly increased research amounts of various city/colony/arcology types.
v 1.07 05/19/2002
Incorporated the changes to Monsters from Rollo's DevnullMod v1.61
v 1.06 05/16/2002
Imported, basically intact, the ground combat troops and components from PvK's Proportions Mod. Basically, there are two types of troops: Infantry, with a weight of 1kT and Infantry Small Arms and Heavy Weapons which weigh 1kT, so those infantry units can use them, and regular small/medium/large 'troops' (which I will probably rename to something else) which can mount the normal troop components. Also, I made the changes PvK did, so that fighters can only mount fighter weapons, and troops only troop weapons.
Introduced Rapid Fire Missile Launchers I - V, a new component that launches missiles every round in order to saturate point defense, but the actual missiles are much lighter, with less damage resistance and do less damage, at slightly shorter ranges.
This Mod now REQUIRES the image mod. It is not included in the mod, but is located for download here : http://www.geocities.com/hohoho611ca/imagepack.html
If you do not have the imagemod, I recommend you get it and put it in your main SEIV directory; it holds images for almost every mod out there.
Fixed some typos in the tech areas that messed up the tech requirements for Kaon Weapons and for Bomb-Pumped X-Ray lasers
v 1.05 05/15/2002
Removed missile mounts, since no matter what you do in compenhancements.txt, the missiles still do the same damage, and have the same range. Depressing.
|
Here is the thread from which you can download the mod.
Derek
|

May 23rd, 2002, 06:19 AM
|
 |
First Lieutenant
|
|
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Changed Research generation of Research Facilities to 150/200/250 for I/II/III (compared to standard SEIVg of 500/600/700 this is still low) to speed up research a bit.
|
Probably just a typo, but how does decreasing the research generation speed up research? By the way, great job on this mod!
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
|

May 23rd, 2002, 06:42 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
I think he upped them from an even *lower* amount, and was comparing the new amount to unmodded SE4.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

May 23rd, 2002, 07:23 AM
|
Corporal
|
|
Join Date: Dec 2000
Location: Salinas, CA
Posts: 175
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by Spoo:
quote: Changed Research generation of Research Facilities to 150/200/250 for I/II/III (compared to standard SEIVg of 500/600/700 this is still low) to speed up research a bit.
|
Probably just a typo, but how does decreasing the research generation speed up research? By the way, great job on this mod! Well, in the previous Versions, the research centers were straight from PvK's Proportions Mod, which had them at 100/120/140 So, 150/200/250 is a big jump, but it still maintains somewhat of the sense of the Proportions, which is what I wanted. By the way, the point behind Proportions mod, as PvK has said, is that your homeworld, of which you have only one, is the most important planet. There can be colonies that are almost as good as it, but never as good as.
Derek
|

May 23rd, 2002, 08:47 AM
|
 |
Sergeant
|
|
Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Does anyone know if the lucky trait in Derek's Mod has any effect on getting those good events.
Yeah, half the chance for bad events, but is it also half the chance for good events too? Or does it really work to the advantage of a lucky race and good times just happen around every corner.
Thanks,
Derek, thanks for putting in the extra troops. One fellow ground pounder to another. 
|

May 23rd, 2002, 09:38 PM
|
 |
Sergeant
|
|
Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Another question. I noticed in the new mod 1.08 that the external mount missles were supposed to be taken out. However, I noticed that I can still research them. Should this be so? Or am I thinking that something completely different was taken out.
Also when I researched Missles II and the icon for Rapid Fire Missles came up as an orange laser looking cannon. No fears though; in the ship component screen, red triple mount missles appear.
One Last thing, what exactly does the telepathic armor and stunning troops do? Hows' that work in the game?
Thanks.
|
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
|
|
|
|
|