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  #1  
Old May 22nd, 2002, 11:20 PM

Derek Derek is offline
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Default 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
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Old May 23rd, 2002, 03:26 AM

Derek Derek is offline
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Default 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
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Old May 23rd, 2002, 06:19 AM
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Spoo Spoo is offline
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Default 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!
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Old May 23rd, 2002, 06:42 AM

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Default 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.
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Old May 23rd, 2002, 07:23 AM

Derek Derek is offline
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Default 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
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  #6  
Old May 23rd, 2002, 08:47 AM
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Tnarg Tnarg is offline
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Default 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.
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  #7  
Old May 23rd, 2002, 09:38 PM
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Tnarg Tnarg is offline
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Default 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.
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