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August 20th, 2002, 05:48 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
PerpetualNewbie, thanks for the catch. This is absolutely the right place to post this.
I don't think that the abilities to stop warp point manipulations were taken away from the facilities. It is rather that they weren't added to them like in the standard game. IIRC these abilties were added in SE4 1.49. The DNM facility.txt is based on an older Version.
Anyway, I am rambling... I'll add the abilities to the system shield in the next Version. In the meantime you can just edit the facilities file yourself. As Fyron already said, that shouldn't cause any problems.
Rollo
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August 22nd, 2002, 05:43 AM
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Private
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Join Date: Feb 2001
Location: Mass, USA
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Re: Devnull Mod Gold: updates and discussion
Does the current Version of devnull (ver1.63)take advantage of the new patch?
If so, can or how does the AI take advatage of the new mounts?
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August 22nd, 2002, 03:57 PM
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Re: Devnull Mod Gold: updates and discussion
The current Version of Devnull 1.63 doesn't take into account the new mounts from the latest patch. So no need to worry about the AI right now.
Rollo is however making a new Version that will take advantage of the new patch. Its just taking him a little while cause he has to edit all those pesky AI files.
If you want to play a game using the Devnull mod, go ahead however, as 1.63 is compatible enough to play .
Cheers
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I drank what? - Socrates
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August 23rd, 2002, 01:45 AM
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Brigadier General
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Join Date: Jul 2001
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Re: Devnull Mod Gold: updates and discussion
I am considering using shield mounts that will make shields more effective on smaller hulls and less effective on big hulls. Kind of a QNP-system for shield generators. Not sure, yet, if that will be part of the next Version or not (or used at all  ). Any opinions whether that is a good idea or not?
Rollo
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August 23rd, 2002, 07:24 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: Devnull Mod Gold: updates and discussion
Quote:
I am considering using shield mounts that will make shields more effective on smaller hulls and less effective on big hulls
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I don't know if that makes much sense. Bigger ships should be able to take a beating. The advantage of big ships is they Last longer. Little ships should be able swarm in large numbers, but they should go "poof" when they get hit by the bigger ships. Perhaps shields should be cheaper on smaller ships. This would compliment the strategy of building large numbers of small, expendable ships.
It would seem odd to me to have smaller ships that are better shielded than their larger counterparts.
__________________
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.
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August 23rd, 2002, 04:08 PM
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Re: Devnull Mod Gold: updates and discussion
I like that idea...
Smaller, Cheaper, less powerful shields for the smaller ships...
Larger, More Expensive, more powerful shields for the larger ships and bases...
Similar to shielding on fighters.
Either that or a higher regen rate on the larger ships.
__________________
I drank what? - Socrates
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August 23rd, 2002, 05:11 PM
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Brigadier General
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Join Date: Dec 2001
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Re: Devnull Mod Gold: updates and discussion
If possible, maybe institute a weapon that will balance the shields?
A weapon that does some kind of percentage based on ship hull, maybe?
IE:
Dreadnought 1000kt has 750 Shields
Escort 150kt has 300 shields
A weapon is fired at the two ships that deals damage half of the hull size.
Dreadnought takes 500, and left with 250 shields
Escort takes 150 and left with 150 shields
And the escort survives longer than the dreadnought.
... if it could be done...
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