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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
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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 25th, 2001, 05:12 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Devnullmod
I had no idea you were using some of my stuff.
While I don't really mind, it would be nice to be told directly.
quote: -Reduced Shield Generator I/II/III. 10kT, provides 25/50/75 shield points, regenerates 2/4/6 points/turn.
Provides 30/40/50 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7.
This needs to be renamed. Its quite inaccurate right now, since its half armor, not mostly shields.
"Hardened Mini-Shield Generator" would be good.
The shield-armors should already be phased.
[This message has been edited by suicide_junkie (edited 25 April 2001).]
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April 25th, 2001, 05:19 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Suicide:
Sorry, you're right -- I should have told you directly. Ah, well, consider yourself told =)
Let me know what you do with the reduced shield stuff and I'll incorporate it also -- I really like what you've done with shields in general.
Nitram Draw:
Yes, the main reason the mod isn't out yet is because I'm working on the AI of the races to utilize the new technology.
[This message has been edited by Devnullicus (edited 25 April 2001).]
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April 25th, 2001, 05:31 PM
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Shrapnel Fanatic
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Re: Devnullmod
quote: -increased max armor tech to 11
-increased max shield tech to 13
I noticed you didn't include the "Large Planetary Shield" facilities in your list.
The Last 3 techs are just for the LPSG facils, so you may have a few useless tech levels there.
quote: -made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component.
My beef with the original way was that the supply bay gives the same storage as an engine. Without the acutal engine to take up space we should be able to store more supplies per KT. Your change has really done nothing to improve usefulness.
eg. to get 500 supplies you now need 2, costing you 10kT, same space and storage as an engine, but missing the propulsion ability.
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Oh, the 10kT shield-armors and the shield regenerators, the ability description should say "provides X bonus shield points"
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How do you plan to update changes I make? Perhaps I could make a separate file with just my components in it, not the regular ones.
[This message has been edited by suicide_junkie (edited 25 April 2001).]
[This message has been edited by suicide_junkie (edited 25 April 2001).]
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April 25th, 2001, 07:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Devnullmod
quote: -significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile
Mind if I use that name for my nuke missiles?
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April 25th, 2001, 08:03 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
quote: Originally posted by suicide_junkie:
-increased max armor tech to 11
-increased max shield tech to 13
I noticed you didn't include the "Large Planetary Shield" facilities in your list.
The Last 3 techs are just for the LPSG facils, so you may have a few useless tech levels there.
I decided not to include the planetary shield stuff at this time because I feel it makes the tech gained from ruins far less valuable. If I were to include that, the shield tech would max out at 16. As it is, it goes to 13 instead of 10 because of the large shields, which I DO like =)
quote: -made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component.
quote: My beef with the original way was that the supply bay gives the same storage as an engine. Without the acutal engine to take up space we should be able to store more supplies per KT. Your change has really done nothing to improve usefulness.
eg. to get 500 supplies you now need 2, costing you 10kT, same space and storage as an engine, but missing the propulsion ability.
I understand your logic. I chose not to use that mod, however, because of game balance. The way you have it, supply storage is so cheap and plentiful that ships rarely have to worry about running out of supplies -- which is a major part of the game.
quote: --------------
Oh, the 10kT shield-armors and the shield regenerators, the ability description should say "provides X bonus shield points"
OK, I'll update the descriptions.
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quote: How do you plan to update changes I make? Perhaps I could make a separate file with just my components in it, not the regular ones.
Up to you. To be honest, however, I'm pretty good at diff'ing various files. So as long as you keep a list of changes that you make (which you have in your thread), I'll find the change and isolate it as needed. A separate file would obviously be nice, but seems like a lot of extra work for you to go through, especially since the order of things in Components.txt is somewhat important (as I've found to my chagrin lately).
As to how I plan to keep up with your future changes, there's no guarantee that I will =) I do this in my spare time and it's unknowable when I'll ever have enough to keep up with this mod. If in the future, I log in to this forum and see more changes in your mod that I think will fit into this one, then I'll isolate them and add them. Otherwise, you, or anyone else for that matter, is free to mod my mod and add/change what they wish. The only thing I ask is that if you do that, release it under a different name to avoid confusion and give credit to original mod authors where it's due. I try to be very careful about including credit to original authors because I think it's important. If you feel like using various bits and pieces of this mod (including names of various components), feel free. All mods, as far as I can tell or am concerned, are in the public domain. If you feel like being courteous, look through the readme for the mod and track down the original author to give them credit. (Heavy Bombardment Missiles were originally done by Derek, FYI, I believe)
[This message has been edited by Devnullicus (edited 25 April 2001).]
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April 25th, 2001, 08:21 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Devnullmod
quote: If I were to include that, the shield tech would max out at 16
Sorry, I didn't notice that one digit diff, since it was formatted exactly the same as my update post, I just didn't look closely enough.
Those large shields were originally supposed to be 400Kt, and provide double the shielding (3k,4k,5k), but the AIs had problems trying to use them exclusively, and ended up with no shields on some ships (eg. LCs), they just filled up on Ablative armor 
I really like the new pictures for stuff, like the Ablative armor, heavy shields, small shield-armor.
I would suggest you also include the "small Null-space cannon" for units. Everything else has a small Version, and there's even a picture for it in SE4.
[This message has been edited by suicide_junkie (edited 25 April 2001).]
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