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April 26th, 2001, 01:25 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
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Re: Devnullmod
Wow, thats a lot of stuff!
Is anyone working on the AI to allow it to use any of this? It definately looks like a great mod for my hotseat games, how about solo?
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April 27th, 2001, 05:39 PM
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Private
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Join Date: Dec 2000
Location: Hawthorne FL. USA
Posts: 27
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Re: Devnullmod
I want it please,oh how I want this.Many thanks for sharing when you get done.
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April 27th, 2001, 10:16 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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Re: Devnullmod
Sorry it's taking so long...I really do need to update the races. I'm finding that all of their tech queues REALLY suck badly so I'm redoing them all using zeno's wonderful tool and GodEmporer's great FillerTech mod. Using the Ukratal as a test case, I have them with Organic Weapons 5 by turn 40 or so. They're pretty deadly now =) I really wanted to make them more efficient in the way they build their facilities and choose planet types, but ran into some hard-coded things that don't make sense (IMO). Ah well. Re-doing the tech trees will help a lot anyway.
But I'm also suddenly under a crunch at work and so find myself with little time to work on modding. Ah well, the life of a techie, I guess. Anyway, I'll have it out soon, I hope. In the meantime, I'd love to have people help me beta-test it. If you want to get what I have now (i.e. the AI not using the new tech and having crappy research queues, let me know and I'll gladly send you a copy of what I have now for beta-testing). My email is devnull@devnullsoftware.com
[This message has been edited by Devnullicus (edited 27 April 2001).]
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May 1st, 2001, 09:59 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
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Re: Devnullmod
Ack! It appears that my email is being flaky and I've had several instances where people have not been getting through. Not sure why (I run my own domain/email server, so I can't just call up my provider and b*tch at them .. *sigh* ), but at any rate, if you've emailed me and I haven't responded, it's because I haven't gotten your email. Please reply here and/or re-mail me and I'll get in contact with you.
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May 1st, 2001, 10:03 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
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Re: Devnullmod
BTW, a quick update:
I've added some more things to the mod, but mainly I'm working on races and AI currently. I've got a few races done already including UkraTal, Abbidon, Amonkrie, Cryslonite, and Drushocka. Things ARE moving along, it's just taking a while. Now that I have a few new standardized research queues that I can modify for each race depending on their favorite weaponry and racial tech, things should move faster. Thanks for being patient.
[This message has been edited by Devnullicus (edited 01 May 2001).]
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May 1st, 2001, 11:50 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Devnullmod
Here is a patch for the P&N "hardened mini-shields"
I just went through and re-balanced the components.
They now provide roughly 10% to 20% more hipoints (shield&armor combined) than shields at the same tech level (but you need armor tech, too).
Before it was "off the top of my head", but now I went through and did the math, tweaking it.
Just replace the HMSs with the ones in the file here.
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May 1st, 2001, 11:58 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
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Re: Devnullmod
Coolness. Thanks -- I'll incorporate the changes immediately.
I assume that the Tonnage Structure := 10 for type III is a typo and should be 50?
Is the name and the amount of armor (Tonnage Structure) the only changes?
[This message has been edited by Devnullicus (edited 01 May 2001).]
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May 2nd, 2001, 12:50 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
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Re: Devnullmod
Here's a teaser and also a call for comments. I've modified the AI research queue for a number of races now. I'm posting several research queues here and would appreciate any comments on them. These files tend to make weapon research a high priority and significantly alter the queues from the original race. They also use the "Filler Tech" mod from GodEmporer (WONDERFUL idea, btw). I use Xeno's AI_Tech_Mod tool as well and it makes modifying these files extremely fast compared to the old text-file editing.
Anyway, enjoy the sneak preview -- and please comment on these if you wish.
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May 2nd, 2001, 06:22 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: Devnullmod
I changed the structure points, and the shield points on ALL three components, and I might have changed the tech requirements slightly.
That's why I just included the three components, so you can just copy & paste over top of the old ones.
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May 2nd, 2001, 06:58 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
Thanks: 0
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Re: Devnullmod
Hmm, not sure what happened then, because the old components and the new ones both had the same tech requirements and shield points. I guess I already changed them =)
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