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Old May 17th, 2001, 12:33 AM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

Version 1.31 is here!

Note: There's some pretty significant changes to components this Version, but I do not have time to update the AI
to use these changes. I will be updating the AI for these changes in Version 1.4 (as well as all the planned
new changes =) ). This Version is mainly intended for human vs. human play. Nonetheless, except for some
missile changes, the AI >SHOULD< need very little tweaking to do ok. Use these changes with the AI's at
your own risk, but the risk should be small. (How's that for slippery? =) )

Mods By Devnullicus:
-Reworked Small Weapons to do more reasonable damage. Fighters should not overwhelm ships in 1 hit any more.
Zeno42's Component Modder with the new feature of range/size/damage ration is an invaluable tool! Thanks Zeno!
-Reworked small weapons to be more equivalent to their large counterparts in number of weapons and tech levels
required.
-Decreased mini-point defense cannon damage to be more balanced with other PD weapons
-Put all missile types (external mount/heavy/sprint in their own weapon families so that AI could differentiate
between them and make better designs)
-Reorganized Components.txt a little more (I missed some weapons at the end Last time)
-Took off top two levels of armor/ablative armor. Too powerful.
-Changed cost of Pulsed mount to only be 150% instead of 200%
-Added some new mounts to Satellites, bases, and Weapon Platforms (ER, Pulsed, and High Energy Focus)
-BUGFIX: fixed description for High Energy Focus mount
-BUGFIX: Fixed description for Pulsed mount
-BUGFIX: Fixed descriptions for light mounts on satellites, weapon platforms, and bases so that they don't talk
about being only allowed on escorts or larger =)
-BUGFIX: Removed Armor "ability" from Mini Point-Defense Cannons as it was causing AI to make screwy designs
with way too much PD.
-BUGFIX: Ablative armor should only be available for larger ships (ship/sat/base)
-BUGFIX: Fixed Space Yards Components (Base and Ship) to have the restriction "One Per Vehicle". The AI
ignores this in it's designs (due to a bug in SE4, I think), but nonetheless, the restriction should
be there for when the bug gets fixed.
-BUGFIX: Fast Courier movement was limited if there were no crew quarters, so I made crew quarters a required component
of the vehicle. Raised the hull size to 210 kT to compensate.
-BUGFIX: Made Temporal Shipyards the Same Facility Family as Regular Shipyards and gave them higher roman numerals
so now space yards upgrade correctly when you research temporal shipyards.
-BUGFIX: CueCappa DesignCreation file was putting armor and shields on mines (?!)
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Get the Space Empires V Editor and DevnullMod at http://www.devnullsoftware.com/se5
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