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October 29th, 2004, 10:18 AM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Devnull exploit
Iīm playing a modified Version of the Devnull mod against the AI, i noticed that the Remote Mining hulls, with advanced tech levels of propulsion and stellar harnessing can be used as very cheap and maintenance saving pop. transports, yard ships and stellar manipulation ships and i donīt see the AI using any of them in this way (mainly because the AI simply donīt use remote mining) and iīm thinking if is possible to mod the devnull AI to use these hulls in their construction, and how to do it in a way that the AI donīt use these hulls in attack ships or troop transports (that would be very bad since these hulls have huge penalties in combat)...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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October 29th, 2004, 03:42 PM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Re: Devnull exploit
The remote mining 'exploit' is so good, I made a mod to take full advantage of it. (see my sig) and you know what? I'm such a wuss, I still can't beat the AI, even with them having this (aparently big) disadvantage. LOL
Yes, I'm that bad.
Cheers! 
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October 29th, 2004, 04:43 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
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Re: Devnull exploit
the exploit im refering at is not the fact that the AI donīt use remote mining, but is a exploit specific of Devnull, where there exist 2 specialized hull types for remote mining that, at highr tech levels, can become very usefull hulls to use in Stellar Manipulation, Spaceyard and Pop Transport ships, mainly because these hull have a very high maintenance reduction....
My question was how you can mode the (devnull) ai so it uses these hulls for SM, SY and PT without using them for attack ships (where those hulls would be useles, since they have high combat penalties)...
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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October 29th, 2004, 05:42 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Devnull exploit
Quote:
Makinus said:
My question was how you can mode the (devnull) ai so it uses these hulls for SM, SY and PT without using them for attack ships (where those hulls would be useles, since they have high combat penalties)...
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They do make good external-missile-mount ships, but I guess that's splitting hairs...
Curious - does the ai use these hulls at all?
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October 29th, 2004, 07:08 PM
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Colonel
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Join Date: Feb 2001
Location: B.F.E. USA
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Re: Devnull exploit
Quote:
David E. Gervais said:
The remote mining 'exploit' is so good, I made a mod to take full advantage of it. (see my sig) and you know what? I'm such a wuss, I still can't beat the AI, even with them having this (aparently big) disadvantage. LOL
Yes, I'm that bad. 
Cheers!
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Two words!......CHEAT CODES!!!!!! 
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Kill em all let God sort em out
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October 30th, 2004, 01:29 PM
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First Lieutenant
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Join Date: Jul 2002
Location: Brasil
Posts: 604
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Re: Devnull exploit
Quote:
spoon said:
They do make good external-missile-mount ships, but I guess that's splitting hairs...
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Hey, i didnīt thought about that! Good idea!
Quote:
spoon said:
Curious - does the ai use these hulls at all?
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As far as i know Devnull AI donīt even research the tech area that brings the hulls... maybe because the AI would eventually using these hulls to design attack ships and would be creating very weak and useless attack ships...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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