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  #321  
Old February 21st, 2006, 10:52 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
* rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt
I'm not sure that is the best idea... The version of FQM that was in the mod before was really, really old. You should probably update it again. There have been some significant fixes and improvements since 1.12 or so.

Quote:
possible abilities for components (for crosover techs) needs checking if it works:
[] check Sector - Sensor Interference
[] check Combat Modifier - System on comps
[] check Damage Modifier - System on comps
[] check Modified Maintenance Cost on comps
The first 3 of these will work on components. Never tested the maintenance one, assuming you refer to the system-wide crystalline ability, however.
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  #322  
Old February 21st, 2006, 10:53 PM
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Default Re: Devnull Mod Gold: updates and discussion

Damn, that's a helluva lot of work goin' on. I can't wait to see where this ends up.
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  #323  
Old February 21st, 2006, 11:04 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Imperator Fyron said:
Quote:
* rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt
I'm not sure that is the best idea... The version of FQM that was in the mod before was really, really old. You should probably update it again. There have been some significant fixes and improvements since 1.12 or so.
Yeah, I know. However, simply copying over the FQM files makes it impossible to make classic quadrants.
Personally I don't like all the abilities added to standard suns, planets, warppoints, and asteroids. And the AI doesn't like them either.
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  #324  
Old February 22nd, 2006, 02:39 AM

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Default Re: Devnull Mod Gold: updates and discussion

I was thinking about making some AI improvements but if you are back I will just dump them on you.

Basically I wanted the AIs putting better components on their ships and better facilities on their planets. Like armor, no good reason a large ship shouldn't have 1 Scattering/Stealth/Emissive armor. But its kinda hard to make the AI put on 3 types of armor. So you add them as different abilities; Emissive as armor, Stealth as cloak, Scattering as scanner jammer. You may need to reorder a few components abilities to do it though.

As it is right now I think AIs never build Mineral Scanners, Hybrid Eco - Farms or Radioactives Colliders.

I think the AIs should build cargo facilities with some weapons platforms. If the AI is crapy at attacking why not make it good at defending?

I was also thinking about giving the AI a different ECM/Combat Sensors tech tree that added 40% to each level because the AIs are not training ships no matter how hard I try.

Anyway, its nice to have you back.
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  #325  
Old February 22nd, 2006, 02:51 AM
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Default Re: Devnull Mod Gold: updates and discussion

You can also use the AI Tags (there's 20 of them) to help the AI choose components as well.
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  #326  
Old February 22nd, 2006, 03:03 AM
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Default Re: Devnull Mod Gold: updates and discussion

Also, you may consider giving the AI System - Training facilities instead so they can at least inadvertently train.
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  #327  
Old February 22nd, 2006, 03:56 AM
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Default Re: Devnull Mod Gold: updates and discussion

AI improvements would be a welcome addition.
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  #328  
Old February 22nd, 2006, 06:18 AM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Captain Kwok said:
Also, you may consider giving the AI System - Training facilities instead so they can at least inadvertently train.
Devnull was perhaps the first mod to do this.
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  #329  
Old February 22nd, 2006, 08:33 AM
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Default Re: Devnull Mod Gold: updates and discussion

I still remember when I first played the mod so many years ago. I was like "oh my god you can do this?"
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  #330  
Old February 22nd, 2006, 10:59 AM

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Default Re: Devnull Mod Gold: updates and discussion

Good news to see there's going to be a new version of Dev Null. I had a hankering to play so more SE4 last weekend after a break of about a year but it didn't feel right until I remembered about DevNull.
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