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  #1  
Old April 17th, 2003, 03:14 PM
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Rollo Rollo is offline
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by QuarianRex:
...I just couldn't take MechaGodzilla seriously....
No, neither can I... .
nice pic. yeah, Giger is cool.

Rollo
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Old April 18th, 2003, 08:14 PM

Taz-in-Space Taz-in-Space is offline
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Default Re: Devnull Mod Gold: updates and discussion

... to me looks more like someone asleep and snoring.
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Old April 18th, 2003, 08:23 PM
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Default Re: Devnull Mod Gold: updates and discussion

Well if you hover the mouse cursor over it in the Instant Graemlins box when making a post, it tells you what the smiley is for...
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Old April 22nd, 2003, 11:38 PM
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Default Re: Devnull Mod Gold: updates and discussion

Idea Time!

First, I have no idea if this has been implemented or not, since I don't have DevNull Gold, only regular . Second, if it's impossible to alter a ship's movement during combat, then ignore this post entirely. Now, with all that aside:
------------------------------
Name: [for now] Hyperspace Converter I, II, III, IV

Available: With every third Propulsion tech level (i.e. when you get Ion Engines III, Jacketed-Photon Engines III, etc.)

Available for: Ships only, 1 per ship

Description: [for now] Massive device which utilizes hyperspatial particles to greatly increase a ship's long-range movement, but decrease maneuverability.

Effect: (per level)
>>>>> +1 bonus movement point
>>>>> -1 movement in combat
>>>>> -10% to defense

Size: Probably 30kT

Image: I was thinking the 'Gas Giant Colony component' image, sideways, color changed, the "wings" edited out, and the background made black.
------------------------------
I imagine making this wouldn't be too hard to make...I just don't have the resources to do so myself

Plus, implementing this would actually give people an incentive to spend research points to go all the way to Quantum Engine III, and not stop at QE I...Why else would someone spend 600,000 research just to get 50 more storage out of an engine?

That's my idea...hope someone runs with it
Regards,
Dingocat85

P.S.: Come to think of it...Does anyone think this post should be a separate thread entirely?
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Old April 27th, 2003, 10:28 AM
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Default Re: Devnull Mod Gold: updates and discussion

...anybody have any idea if this is doable, or not?
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Old April 28th, 2003, 01:07 AM
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Default Re: Devnull Mod Gold: updates and discussion

I haven't tried this myself, but others did and reported that negative values for combat move don't work.

Quote:
Plus, implementing this would actually give people an incentive to spend research points to go all the way to Quantum Engine III, and not stop at QE I...Why else would someone spend 600,000 research just to get 50 more storage out of an engine?
In DNM Gold higher level engines use less fuel instead of giving additional supplies. For example, QE I uses 7 fuel per move, QE III uses only 5. If you want to make an update of DNM non-Gold, I suggest that you copy the engines from the gold Version. Btw, engines with supplies higher than supply storage I (500) can screw up the AI designs.

Quote:
P.S.: Come to think of it...Does anyone think this post should be a separate thread entirely?
Nope this is the perfect thread for making suggestions and discussing DNM. As for upgrading the DNM non-gold, I think another thread would be helpful, so things don't get mixed up.

Rollo
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  #7  
Old April 27th, 2003, 05:08 PM
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Default Re: Devnull Mod Gold: updates and discussion

Unfortunately, it will not work, Dinocat. I tried to make a "repulsion" system - Nova star, exploding and pushing ships away ... cool idea, right ?... but it does not work . If only MM sacrifice some memory requirements and use real numbers throught

[ April 27, 2003, 16:09: Message edited by: oleg ]
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