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Old July 11th, 2003, 08:56 PM

1FSTCAT 1FSTCAT is offline
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Default Re: Devnull Mod Gold: updates and discussion

I wanted to let everyone know that I greatly enjoyed my first game of Devnull 3. Binford was a major challenge, and the only other player I sparred with, quit, so I didn't get a real good feel for some of the new combat features.

As I have always felt, this game reinforced for me how unbalancing the Talisman is. I'm not sure what Binford had to do to get it, but it's INCREDIBLY difficult to fight against. Maybe instead of it providing an ABSOLUTE to-hit, it could just add a significant bonus to hit?

Fortunately, the Devnull Mod is more equally balanced, since a player can take advantage of some of the better mounts, which provide a significant bonus to-hit. That combined with a more accurate weapon can really help level the field.

I would be interested in joining the new game. Please make the galaxy smaller this time around, though, as managing 250-300 planets is just a royal pain for me.
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Old July 11th, 2003, 09:53 PM

1FSTCAT 1FSTCAT is offline
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Default Re: Devnull Mod Gold: updates and discussion

Just to summarize my suggestions for improvement of the Devnull mod:

More sensors: Players need the ability to research to higher levels of weapon accuracy. Perhaps sensors with 25% and 50% more to-hit bonuses?

More ECM: If you add sensors, you should add ECM.

Talisman should work more like an "uber-sensor", and without the "absolute" to-hit.

Perhaps adding or changing an energy weapon to provide an extremely long range. The long-range mount is nice, but it would be nice to pay more for something, instead of having the to-hit rate altered. Maybe a larger long-range mount could be offered, too?

Would it be possible to seperate the Multi-Targeting research from the ECM research? That would be nice.

I like the Heavy Bombardment Missle. Maybe there could be more levels of research beyond that, with "hardended" Heavy Bombardment Missles, that could take more damage. They're quite expensive to use, and fairly easy to defeat.

That's all for now. How does that sound?
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Old July 17th, 2003, 06:14 AM
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mac5732 mac5732 is offline
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Default Re: Devnull Mod Gold: updates and discussion

In playing sp, I found that the Sonne needs a little tweaking, they are not very strong and could use a boost to get on par with the rest of the AI's, IMHO only. I tried several games and they did not fare very well. I like the race and think its a great enhancement to the game but could use a little boost and make them a little tougher.... MHO only

just some ideas Mac
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Old July 25th, 2003, 09:24 PM

Cirvol Cirvol is offline
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Default Re: Devnull Mod Gold: updates and discussion

is the gold upto 1.7 now?

what about the devnull4 game? i just signed up

please fill me in?
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Old July 26th, 2003, 06:11 AM
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Default Re: Devnull Mod Gold: updates and discussion

SE4 gold is up to 1.84, Delv mod is at 1.70

just some ideas mac
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Old July 27th, 2003, 06:57 PM

Silent Sorrow Silent Sorrow is offline
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Default Re: Devnull Mod Gold: updates and discussion

[never mind]

[ July 27, 2003, 17:59: Message edited by: Silent Sorrow ]
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Old July 28th, 2003, 01:34 AM
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Default Re: Devnull Mod Gold: updates and discussion

Binford - Hey, good to see that Devnull4 PBW game attracted so many players. I won't be able to join, though. Can't handle a large game with short game turns at the moment.

1FSTCAT - Currently changing the tech tree is not an option, since it will mean rework of the AI (again). If you want better sensors, try taking psychic-temporal combo.
Adding a new mount for long range can be considered, though. What kind of ship class did you have in mind for using it?
Heavy Bombardment Missle is already on the list for review the weapons. Along with Grav Hellbores and Incinerator Beam. Expect some changes to it in the next Version (whenever that will be...) .

Mac - Can you be more specific about the Sonne AI? Where exactly are they lacking? Any suboptimal designs or tactics? In my tests when develop them they did pretty good. And I also got good feedback for them so far. Any hints are helpful, if I am to tweak them.

Cirvol - yep, 1.70 is the current released Version.

My apologies for things going slow. But it is summer afterall .

Rollo
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