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  #1  
Old March 14th, 2006, 02:36 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Black_Knyght said:
Any idea on a specific timetable for the new DevNull's release ?
nope, but I am back now.
If my little sideproject doesn't distract me too much, I should find the time to wrap up this version soon.
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Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
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  #2  
Old March 23rd, 2006, 07:19 PM
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Default Re: Devnull Mod Gold: updates and discussion

Just because someone wanted to know what the status of the update is and what has been done so far:

Version 1.80 (special thanks to David E. Gervais, dogscoff, Fyron)
23.03.2006: not released yet
* added more positions to Sonne formation
* new AI for temporal races: Xiati and Sallega
* updates to Cue Cappa/Abbidon AI
* raised retrofit Max Percent Difference to 70
* corrected typo in description of normal mounts
* corrected typo in description of massive ship mounts
* renamed 'Space Yard - Ship' to 'Mobile Space Yard' to avoid confusion with 'Space Yard - Base'
* Reactive Armor is only allowed on Ship\Base to prevent exploit with Weapon Platform PD mounts
* changed planets.bmp: new asteriods by David E. Gervais
* added new asteroid portraits (new pics by David E. Gervais)
* raised damage for Incinerator Beam and gave it +10/15/20 to-hit
* raised damage for Graviton Hellbore, gave double damage vs. shields, and +20% to hit
* raised tech cost for Graviton Hellbore to 10k
* added new picture for monster drone by dogscoff
* added Single Satellite Tube to make deployment of remote miners and spy sats easier in simultaneous games
* updated standard formations from the stock game
* added more positions to the custom formations (Hard Flanks, Dark Wing, Cube, etc)
* changed values for Massive Planetary Shield Generator (ruins tech)
* reduced cost for Emotionless trait
* reduced cost for Advanced Power Conservation trait
* reduced cost for Mechanoids trait
* added new ruins tech (ancient atmospheric processors)
* more tweaks to various formations
* Supply Storage is now allowed on drones, but not on satellites anymore
* Solar Collectors are now allowed on drones, but not on satellites anymore
* raised repair capability of higher level space yard facilities
* added new intro pic, thanks to David E. Gervais for teaching =)
* added new game buttons, by David E. Gervais (note: there is also a .../pictures/game/buttons/main_for_whimps.bmp for non-Viking themed buttons)
* added back new formations that were left out in version 1.71
* rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt
* added Compact, Triple Threat, Column, Flank, Staggered Flank, Pincer and Pyramid formations from Strategies mod
* changed and smoothed population modifiers for worlds with more then 12000 (only effects constructed planets). A fully populated Sphereworld now gets 310% bonus.
* removed redundant master computer components from AI designs
* added temporal base space yard components (requires temporal tech and base tech, similar to the Space Yard - Base components)
* raised bonus for small sensors and ecm components
* changed vehiclesize.txt: large hulls are now easier to hit (for example battleships now get a -20% to defense)
* spinal mounts and heavy mounts now require a battleship hull or bigger
* Battle Cruisers and Heavy Destroyers get a +10% to hit
* removed level 4 for Base Construction and lowered the requirements to get the Barge hull
* tweaked offense and defense bonus for fighters
* added +1 innate combat movement to interceptor (medium fighter)
* added Afterburners IV component
* added Broadsides Mount for ships 600+
* raised damage for Depleted Uranium Cannon, but gave it 1/2 damage to shields
* added maintenance reduction to Barge
* reduced the minus to-hit for DN mount from -20 to -10 (for now)
* added +15% Defense Bonus to Cloaking Device and gave it the same family number as Steath Armor to prevent stacking (old Cloak family number was 26)
* added two little batch files to install FQM-Quadrants and Classic_Quadrants back and forth (thanks Fyron)
* added Massive Point Defense, Computer Virus, and Repulsor Beam as ruin techs
* added Applied Science Fiction Lore tech area that opens up once all massive weapon are found. The tech area gives infamous Sci-Fi Canon Cannon. In full tech games it is recommended to turn Applied Science Fiction Lore OFF.
* added proto-mineral scanners, eco-farms, and rad colliders, which function as placeholder and regular extraction facilities, but can be upgraded once the tech is available (good for AI and can reduce human micromanagement if the upgrade button is used), same for system scanners etc.
* removed some of the imbalances between Methane and other atmospheres, as well as Ice and Rock planet types
* updated /Data/FQM_systems with the FQM standard v1.23 files
* revised all weapon mounts
* lowered the minus to-hit per distance to 5 and the base to-hit chance to 85
* slightly reduced all defense bonuses for components. ECM is now 17/36/56, other components were balanced accordingly
* lowered size and structure for cloaking devices to 30kt, higher level cloaks increase the ECM bonus slighty compared to stealth armor.
* added Space Tugs vehicles and mounts to pull artificial stellar moon components into place
* removed System Fleet Training Facilities
* toned down bonus for System Ship Training Facilities, and the Psychic Training Facilities
* changed family (2051) and weapon number (53) for Psychic Stun Crystal (was sharing same with mental flailer before)
* added prototype facilities for research and intel as well
* tweaked all AI_construction_facilities queues to include modifying facilities sooner
* tweaked all AI_construction_facilities queues to include planet shields
* revised personality groups: AI that share many files and/or race techs are now grouped together, non-updated AI have their chances to be placed greatly reduced
* added new Taera graphics and gave them a copy of the UkraTal/Xichung AI for now, also added the insect.txt to /dsgnname
* changed description of the PDC to make clear they only shoot seekers and sweep mines
* raised damage of Mini-PDCs and gave them AI Tag 01
* slighty raised/smoothed the damage resistence of some seekers (CSM, Plasma Missile, Crystalline Torpedo)
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Devnull Mod Gold:
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Dungeon Odyssey:
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Version 0.53e
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  #3  
Old March 23rd, 2006, 07:21 PM
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Default Re: Devnull Mod Gold: updates and discussion

...and a synopsis of the above:
* new AI for temporal races: Xiati and Sallega
* lots of tweaks to other races that should improve performance
* fixed an exploit with Weapon Platform PD mounts and Reactive Armor
* improved weapon balance
* lots of new ruins techs, including the infamous Sci-Fi Canon Cannon
* graphical updates
* now supports both FQM (full implementation) AND classic Quadrants
* lots of tweaks involving to-hit chances
* revised mounts
* races with non-revised AI are now added very sparsely or not at all
* and more

maybe still to come (or in next update):
* higher levels of Engineering with nifty multipurpose components
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Devnull Mod Gold:
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Version 0.53e
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  #4  
Old March 30th, 2006, 11:29 AM

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Default Re: Devnull Mod Gold: updates and discussion

Rollo, I added Atrocities Imperial Shipset to your 1.71 devnull mod and when I load the game windows gives me a load error window for 'Imperial 2k.emp'.

I added the 2k, 3k and 5k .emp Imperial files to the Devnull Empire folder as asked of me by the readme and I dropped the imperial.txt into the Devnull Dsgnname folder. The imperials load on the standard game, but not with your mod.

What do I need to do to get them to work?
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  #5  
Old March 30th, 2006, 03:03 PM
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Default Re: Devnull Mod Gold: updates and discussion

Don't use the .emp files. Make new ones.
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  #6  
Old March 30th, 2006, 03:09 PM
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Default Re: Devnull Mod Gold: updates and discussion

yep, .emp files are mod specific most of the time.
If the \data\RacialTraits.txt of two mods are different, then the .emp files are not portable.
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Devnull Mod Gold:
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  #7  
Old April 3rd, 2006, 11:19 PM

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Default Re: Devnull Mod Gold: updates and discussion

Ok, well I created a new race and just used the shipset, but I have no ship names. Ideas?

Oh, and the system map wouldnt come up till I replaced all aytocities text files with those of the Devnul's vikings. Im sure another race woulda worked as well... But atrocities text files did not.
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