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May 11th, 2001, 05:19 PM
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Private
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Join Date: Dec 2000
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Re: Devnullmod
Q : I´ve build some fast couriers with eight quantumengines II and a solarsailII. The ship will not move more than seven fields instead sumthing above ten.
Is this ok ?
Very nice mod with some very interesting tech, btw. Highly recommended.
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May 12th, 2001, 03:54 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Devnullmod
Excellent Mod, well worth the wait.
Your idea of combining PD and minesweeping got me thinking (a dangerous situation  ). Combining items in this manner really helps the AI.
There seems to be some other ways to help the AI in this way. Adding solar supply generation to the solar sail seems to be a natural combo. So does supply storage and cargo capacity.
I would like to test these ideas with your mod but I don't know a lot about how the AI Design Creation file works.
Does anyone know how the game works when a Misc. Ability is called for in a ship design if there are two components with that ability, in addition to other abilities, which would the game choose?
[This message has been edited by Marty Ward (edited 12 May 2001).]
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May 12th, 2001, 09:16 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: Devnullmod
Bluecher: not sure what's going on with that. The Last time I tried something like that, it worked fine and added the engine speed, engine bonus, and solar sail speeds together just like it should. But that was a while ago I tried that. I'll try it again as soon as I have a chance and try to fix it if I can.
Marty: The only advice I can give is to change the files and experiment =) The way I learned was to look at other people's changes to the files and I experimented a lot. If you do end up making some of those changes you talked about, though, I'd love it if you posted them so I could consider rolling them into the next Version of the mod. Your ideas sound interesting and I'd be interested to see how they balance.
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May 13th, 2001, 01:35 AM
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Private
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Re: Devnullmod
Ok, I checked it again . In the design screen my fast courier has eight Q1 engines and one solarsail 2. Should move 13 , moves in reality 7 .
Ive attached the savegame, if you want to look into this. ( sno02.gam )
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May 14th, 2001, 12:59 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Devnullmod
Dev,
I was checking out what the AI builds and noticed a few oddities that I thought I should mention. All occured with High Tech start.
HE mount weapons show no damage on certain type weapons. Must have to do with the reduced range of the HE mount and a normally short ranged weapon.
!!!! Shipyard ships/bases are being designed and built with two yard components and getting the benefit of both!!! How is this possible and why can't I do it with a planet???
Have seen an number of designs with tremendous amounts of shields/hardened shield generators and few (1-2) weapons. Don't know if this is done on purpose or not.
Have seen mines with armor (Cue Cappa).
The Taera and Serageti only build up to cruisers and space stations, nothing larger.
The Phong only build up to space station.
This appears to only effect their initial designs. After 40+ turns they seem to build the larger ships.
Love the mod. Will post any other things that seem odd here.
[This message has been edited by Marty Ward (edited 14 May 2001).]
[This message has been edited by Marty Ward (edited 14 May 2001).]
[This message has been edited by Marty Ward (edited 14 May 2001).]
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May 14th, 2001, 05:03 AM
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Colonel
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Join Date: Feb 2001
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Re: Devnullmod
Dev, have you come out with one for 1.35 yet? I also run into my 1st range error I have no idea what turn for I hade to start it over and was a long time between saves. Keep up the great work
Never mind I found it
------------------
mottlee@gte.net
"Kill em all let God sort em out"
[This message has been edited by mottlee (edited 14 May 2001).]
__________________
Kill em all let God sort em out
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May 14th, 2001, 10:01 AM
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Sergeant
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Join Date: Feb 2001
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Re: Devnullmod
Marty: Thanks for the feedback! I'll look into these and let you know what I find. It's quite likely some of those are due to typos on my part (armor on MINES?? sheesh Bad Devnullicus, no biscuit). If I can fix them with minor typo fixes, I'll put out a minor Version update with the fixes. I don't usually test with high tech, so it's not surprising I miss some things like that.
Mottlee: Devnullmod 1.3 is for Version 1.35 of se4 =). If you get range check errors, see if you can post your save game to here, it's possible I can track down what file the error is in.
Bluecher: Not sure what is going on with your game. In my game, I've created a fast escort with quant engines, solar sail III and it moves 14, just like it should. I'll keep digging though, maybe it's specifically a problem with quantum II engines...
[This message has been edited by Devnullicus (edited 14 May 2001).]
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