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May 18th, 2002, 09:02 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
You can download the Image Mod from one of the mirrors. Mine is located at:
http://galileo.spaceports.com/~kazha...imagepack.html
[ May 18, 2002, 20:06: Message edited by: Imperator Fyron ]
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May 19th, 2002, 06:35 AM
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Corporal
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Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by PvK:
- I would also recommend, if you haven't already, getting the AFV shields, AFV armor, and the relevant settings.txt entries (militia strength, number of ground combat turns, ground combat damage multiplier), or at least looking at what's in Proportions and adjusting from there. Note too that some of the tech requirements were changed in Proportions, to stretch them out beyond the puny 3-level tree for ground weapons in the standard set - you might need to make sure all the AFV equipment is reachable with your TechAreas.txt file's maximum research levels.
PvK
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Already on it. Thanks for the heads up, however, I might have missed it.
Derek
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May 21st, 2002, 12:18 AM
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Lieutenant Colonel
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Derek, is it ready for PBW?
__________________
So many ugly women, so little beer.
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May 21st, 2002, 01:59 AM
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Corporal
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Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by Wardad:
Derek, is it ready for PBW?
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Good question.
Answer: I have no idea. I have never done the PBW, so I don't know what needs to be done to get it ready for PBW. If you know, or can point me in the direction of a set of guidelines, I would be more than happy to do what I can.
One caveat: it will be sometime this week that I release a new Version, incorporating some changes, including the changes pertinent from Rollo's Devnull Version 1.61.
Derek
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May 21st, 2002, 03:07 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Basically, being ready for PBW means that there are no crippling bug or play-balance issues.
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May 21st, 2002, 03:29 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by Imperator Fyron:
Basically, being ready for PBW means that there are no crippling bug or play-balance issues.
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Then the answer is yes, with one caveat: playing as a space monster would be a crippling play-balance issue.
Derek
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May 22nd, 2002, 11:05 PM
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Colonel
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Hmmm, I didn't know 1.04 was NOT save-compatible with 1.00 ... My ships have fancy comps now, I just have to start over  !
Any ETA for next Version ? (so I can wait before starting a new game  )
[ May 22, 2002, 22:13: Message edited by: PDF ]
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May 22nd, 2002, 11:18 PM
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Corporal
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Later today, or early tomorrow. I promise!
Derek
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May 22nd, 2002, 11:20 PM
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Corporal
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Oh, and sorry about the save imcompatibility. I made a conscious decision not to expend effort worrying about save compatibility. I should have said that.
Once again, sorry about that.
Derek
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May 23rd, 2002, 03:26 AM
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Corporal
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Latest Version (v1.08) posted. This should be the Last one for a while that messes with the components file, so you can avoid worrying about save incompatibility.
Here's the list of changes:
Quote:
v 1.08 05/22/2002
Played with AI some more. Still have AI problems.
Lowered the Tech Level requirements for Kaon Weapons and X Ray Laser Weapons so that they might actually be used
Changed Research generation of Research Facilities to 150/200/250 for I/II/III (compared to standard SEIVg of 500/600/700 this is still low) to speed up research a bit. Also slightly increased research amounts of various city/colony/arcology types.
v 1.07 05/19/2002
Incorporated the changes to Monsters from Rollo's DevnullMod v1.61
v 1.06 05/16/2002
Imported, basically intact, the ground combat troops and components from PvK's Proportions Mod. Basically, there are two types of troops: Infantry, with a weight of 1kT and Infantry Small Arms and Heavy Weapons which weigh 1kT, so those infantry units can use them, and regular small/medium/large 'troops' (which I will probably rename to something else) which can mount the normal troop components. Also, I made the changes PvK did, so that fighters can only mount fighter weapons, and troops only troop weapons.
Introduced Rapid Fire Missile Launchers I - V, a new component that launches missiles every round in order to saturate point defense, but the actual missiles are much lighter, with less damage resistance and do less damage, at slightly shorter ranges.
This Mod now REQUIRES the image mod. It is not included in the mod, but is located for download here : http://www.geocities.com/hohoho611ca/imagepack.html
If you do not have the imagemod, I recommend you get it and put it in your main SEIV directory; it holds images for almost every mod out there.
Fixed some typos in the tech areas that messed up the tech requirements for Kaon Weapons and for Bomb-Pumped X-Ray lasers
v 1.05 05/15/2002
Removed missile mounts, since no matter what you do in compenhancements.txt, the missiles still do the same damage, and have the same range. Depressing.
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Here is the thread from which you can download the mod.
Derek
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