|
|
|
 |

July 29th, 2002, 10:58 PM
|
Corporal
|
|
Join Date: May 2002
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Oh, I would love to see the Giant and Titanic planet types added to DevNull from The Admiral's System Mod as well.
These are smaller than Ringworld's and Sphereworld's but bigger then HUGE.
Binford
__________________
SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
|

July 30th, 2002, 12:25 AM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Binford - I am not aware of any list of features that you could link to. You'd have to use the readme. Maybe you can shorten it a bit for a post. Some of the early changes are obsolete by now or have been changed again. A synopsis for the mod would be great. Any volunteers?
I'll check out the Admiral's System Mod. Sounds like a good idea, as long as the bigger-than-huge planet are kept (very) rare. Is anybody aware of any problems that are connected to adding new planet sizes?
Rollo
|

July 30th, 2002, 01:44 AM
|
 |
Captain
|
|
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
If you want to add/change/include anything from the latest Versions of my MountMod (or my other one the 'D-Mod') you are welcome to. (I'd love to see the engine mounts and new ship sizes added to Devnull  )
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
|

July 30th, 2002, 08:44 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
If you want the huge planets to be really rare, only include 1 entry for them in SectType.txt. The number of different entries for each object type, size, etc. in that file is what determines how many "any" sized planets become large, small, etc., how many "any" planets become Rock, Ice, or Gas, and so on.
|

July 30th, 2002, 08:50 PM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Thanks Deathstalker, I am currently downloading your mod (Man, that is huge) and will see what I can use  . One thing I am trying to prevent, though, is opening another can of worms and add a lot of stuff that the AI won't use. I am more than 50% finished with updating right now and don't want to start all over again  . I assume that the Mount Mod is part of the D-Mod, right?
Thanks Fyron, I 'll see how it works out. If I have any more questions, I know where to find you  .
Rollo
|

July 30th, 2002, 11:46 PM
|
 |
Captain
|
|
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Rollo, the MountMod and the D-Mod are seperate entities. D-Mod uses a 'skeleton' Version of the MountMod (as I added gatling guns etc to the techs for it instead of the mounts). Most of the stuff is human exclusive but the AI will use such things as the crystalline engines (or organic) and of course the mounts are arranged for full use by the AI (and it will be even better after the next patch when mounts can be done by tech level etc.)
The main problem I see is how the weapon numbers/family numbers and Facility family numbers correspond. Devnull and I probally share numbers and that would have to be changed manually. If you need any help/advice just ask, and if you only want to use parts of it (or none at all) that is ok too. I think the MountMod can be added with minimal changes to the DevnullMod.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
|

July 31st, 2002, 10:12 PM
|
Corporal
|
|
Join Date: May 2002
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
OK, I just spent a great deal of time going through the devnull mod readme trying to compile a list of features for the mod as oppsoed to all the changes incorporated into every Version/point release. Problem is the original Versions of the mod were based on other mods and they're not referenced there. I am compiling a list of what I can make out and then will post for updates/additions etc that I will have missed (note I didn't say "may have missed").
When this is complete hopefully it can be added to the Mod ZIP file as a separate readme that newbies can read to see how much they might be interested in it.
I like the mod a lot because it makes things that in the regular game actually useful, (for example: Mining asteroids). Maint costs on mining ships really aren't cost effective like prospectors and barges are.
I do wonder if mines aren't REALLY powered down too much by letting PD Cannons sweep them? Have never built a Mine Sweeper in devnull because of that.
Binford
__________________
SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
|
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
|
|
|
|
|