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August 16th, 2002, 08:53 AM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
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Devnull mod?
I heard a bunch of good stuff about this mod but no specifics...
Anyway, I'm about to join a PBW game using it so I was wondering if someone could give me the jist of what it's all about anyway??
And perhaps some advice on stragies with it?
Thanks,
Ken
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August 16th, 2002, 04:30 PM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
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Re: Devnull mod?
Bumpity... ump... ump... ump...
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August 16th, 2002, 04:32 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: Devnull mod?
Sorry, never played it. Just another mod that I really should get around to giving a test-drive....
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August 16th, 2002, 04:51 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Devnull mod?
Off the top of my head:
-a good dozen or so extra hullsizes, including
--corvette
--tiny carrier (aaw, innit cute?)
--2 new fighter sizes
--superdreadnought
--large colony ship
--low- maintenance mining hulls
--oh... lots more of those
-Revamped weapons.
--external mount missiles (great fun)
--loads more missile classes, in fact.
--POint defence is now broken up into fighter and non-fighter pdc.
--Point defence cannons can now clear mines. (no minesweeper component)
-Whole new tech areas
--monolithic construction
--Engineering (Scotty! Give me more power!)
--Much more of this, too, but my brain doesn't work on a Friday afternoon.
A cool AI that can handle all of these changes.
-Space Monsters
--'nuff said.
I think I'll just shut up and let someone else sell it to you, because I'm not doing a very good job. Anyway, it's great mod. Play it.
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August 17th, 2002, 10:25 AM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
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Re: Devnull mod?
Sounds great! Can't wait for the game to start... Everyone join up! Devnull 2 in PBW!
Sooo... What sort of things should I take into consideration when designing my race using it?
Thanks,
Ken
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August 17th, 2002, 03:20 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Devnull mod?
When you design race for devnul, remember of cross-over tech ! For example, Organic+crystall gives you biocrystal armor that regenerates and recharge shields at the same time. Other race combination will give you surprises as well...
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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August 17th, 2002, 06:43 PM
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Corporal
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Join Date: May 2002
Posts: 67
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Re: Devnull mod?
Thanks, oleg - I will add that to the list I am compiling for the differences in DNM vs. Regular Game. I'm gonna spend this rainy Saturday afternoon working on this some more so hopefully I will post a first pass at all the changes tonight to the following discussion area.
Also, we have a thread for discussing all things DNM here: http://www.shrapnelgames.com/cgi-bin...;f=23;t=006157
One note about the External Missile Mounts, there fire rate is 30! I.E. Once per combat. I learned this the hard way! So even though you can add a sh*tload of missiles to a hull with 'em, you're gonna blow you're wad only once (so to speak, guess that makes External Missile Mounts very male! LOL)
Binford
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