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  #1  
Old September 9th, 2002, 03:45 AM
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Default Re: Devnull Mod Gold: updates and discussion

Wow, those imagemod pictures give that sci fi feeling Good job.

but one thing: did you only program Extra Huge planets to use imagemod?
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Old September 9th, 2002, 11:34 AM
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Default Re: Devnull Mod Gold: updates and discussion

Yes, only the new planets have the new pictures.

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Devnull Mod Gold:
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Old September 9th, 2002, 03:40 PM

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Default Re: Devnull Mod Gold: updates and discussion

I agree with TerranC that the new image for the huge planets are fantastic. Also, the merging of the Fyron's Mod is a great add-on. The new (to me) maps are making for some very interesting problems vs. the AI.

Cheers!
Trajan
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Old September 13th, 2002, 05:05 PM
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Default Re: Devnull Mod Gold: updates and discussion

Some suggestions for the mod, though some of them apply to Fyron's mod instead.

The main suggestion for Devnull mod is to reduce the maintenance of starbases. Units can be amassed like no tomorrow (woo fighters! I love how point defense weapons don't kill them anymore), which of course have no maintenance to worry about. Meanwhile bases can't move around to intercept baddies, shift uneven defenses, ect., and they have maintenance costs to boot.

Another suggestion would be to make fighters harder to hit (and likewise, increase the to-hit modifier of anti-fighter missiles). I see my ships charge into battle and easily wipe out a small contigent of fighters without batting an eye, and with huge mounted weapons no less. And they have 0 experience with only level 2 combat sensors, with my race having a +8 offensive characteristic.

I think the mounts should be re-ordered somewhat for the sake of the poor AI, with possibly more Versions thrown in (huge pulse mount weapons, for example). I'm also a little confused about some of the added ship types that act as "inbetween" ships yet are discovered at the same time as the larger ships. That is, they don't seem terribly useful unless perhaps they expanded the ship construction tree by making dreadnauts higher level.

For Fyron's Quadrant Mod:

Way too many planets in the standard midlife quadrant. I like the many moons and that makes things interesting (is it possible to have even more? ), but I'd like to see less planets. One difficulty with moons is that it's hard to see which ones have breathable atmospheres on the map.

There are also a large number of asteroids, too. I _think_ the single-cell units of asteroids are meant to represent a belt rather than just a simple stationary clump, but having a ship equipped with a matter condensor and an engineering bay can quickly turn an asteroid belt into another 15 planets.

[ September 13, 2002, 16:17: Message edited by: Mylon ]
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Old September 13th, 2002, 05:24 PM
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Default Re: Devnull Mod Gold: updates and discussion

Is it possible to make maintenance reducing components? I was just considering the idea of a component that could make starbases more expensive to buid but cheaper to maintain. And it could be added as the second level of "engineering". I'd also like to see an Engineering Bay II that repairs 2 components per turn for those of us that take a penalty to repair.
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Old September 13th, 2002, 05:57 PM

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Default Re: Devnull Mod Gold: updates and discussion

In Devnull, bases can move tactically, though not stretegically. I wish that there was a way for them to be moved via a Tug unit, say at the rate of one move per turn.

The idea of more engineering components is not a bad idea. Have them apply to bases or ships but not both. Have the base Version reduce some cost to build or maintenance, and have the ship Version repair at higher levels.

I am just tossing out ideas here...

I love devnull, so keep up the good work.

Cheers!
Trajan
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Old September 13th, 2002, 07:46 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Trajan:
In Devnull, bases can move tactically, though not stretegically. I wish that there was a way for them to be moved via a Tug unit, say at the rate of one move per turn.
There is no way to have a base be moved on the strategic map by another ship. You could make bases temselves movable on the strategic map. We almost did it a while back but decided they lost their difference from ships though.

Mylon,

Yes, you can mod in a component that will reduce mainteance for a ship.

Geoschmo
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