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  #1  
Old November 18th, 2001, 01:07 AM

Andrés Andrés is offline
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Default Re: Devnull Mod is back!

Geoschmo,
would you agree to change the mod to make it compatible with the "Standard" we're trying to make.
Take a look at the Non standard hulls thread.
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  #2  
Old November 18th, 2001, 04:41 AM
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Matryx Matryx is offline
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Default Re: Devnull Mod is back!

quote:

Alternatly, you can use Matryx's Mod Picker utility to switch between Versions. This is the prefered method. It eliminates the need for dealing with the path.txt files at all.


Cheers for pimping my Mod Selector Geo

Also, thanks for reviving my favourite mod of them all.
Pirates and Nomads comes a close second, but DevNull was my all-time favourite.

------------------
The Unofficial Space Empires 4 Mod Utility V2.0
------------------
Download as a .ZIP <HERE>
Download as a .RAR <HERE>
Download as a .ACE <HERE>
Check a Screenshot of it<HERE>

Check an Alpha Shot of my Mod Editor (Unreleased) <HERE>

[This message has been edited by Matryx (edited 18 November 2001).]
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The Unofficial Space Empires 4 Mod Utility V2.26
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  #3  
Old November 18th, 2001, 09:53 PM

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Default Re: Devnull Mod is back!

As the author of Dave's Mod (sometimes known as Derek's mod), which originally included all the different ship sizes and such, you all are more than welcome to change pictures, titles, etc... to fit with the ship size standard as talked about on that thread.

In addition, anyone is more than welcome to pick and choose whatever parts of any my mods that you want to use, and modify them however you want. This includes any part of my mods that made their way into Devnull's mod. I'd prefer you gave me an him some credit, but if you don't, I won't stay up nights crying The main reason behind the modding I did was to increase the enjoyment of the game for me and others.

One other thing, if you hadn't noticed: I took inspriation for a large number of the changes from David Weber's Starfire series of novels, which came from the Starfire wargame. If anyone is interested, there are many, many more things that can be taken from both the novels and the game and adapted to SE4.

Derek
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  #4  
Old November 18th, 2001, 11:07 PM
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Default Re: Devnull Mod is back!

quote:
Originally posted by Derek:
One other thing, if you hadn't noticed: I took inspriation for a large number of the changes from David Weber's Starfire series of novels, which came from the Starfire wargame. If anyone is interested, there are many, many more things that can be taken from both the novels and the game and adapted to SE4.


That's funny. Malfador credits Starfire as big part of the inspiration for the Space Empires series.

Geo
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  #5  
Old November 19th, 2001, 07:50 AM

Derek Derek is offline
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Default Re: Devnull Mod is back!

quote:
Originally posted by geoschmo:
That's funny. Malfador credits Starfire as big part of the inspiration for the Space Empires series.

Geo



I know.....however, there is a whole lot more to Starfire than what MM includes in SE4.

Derek
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  #6  
Old November 19th, 2001, 09:14 PM
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Default Re: Devnull Mod is back!

Support has been added to PBW to play games using v1.49 + Devnull Mod 1.40.

You can also download the mod ver 1.40 from the PBW file library if you prefer instead of the shrappnel mod section.

Geoschmo

[This message has been edited by geoschmo (edited 19 November 2001).]
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  #7  
Old November 21st, 2001, 04:21 PM
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Default Re: Devnull Mod is back!

I am still pretty new to SE4, so I have never tried Devnull Mod. I think it is a great idea to bring it back .

Geoschmo, I will make a Viking AI for Devnull Mod as soon as I can. Once I have finished that and got more comfortable with this Mod, I volunteer to help adapting any remaining AIs, if you want that help.

At first glance, here is couple of comments and suggestions:

- filler tech is not needed anymore, since the research works correctly now. OTOH it doesn't hurt either.

- please consider putting ripper beams, incinerator beams and WMGs in different weapon families. This way the AI can call for a certain weapon and rippers do not get upgraded unless wanted. (actually, I will also suggest that to Aaron for the stock Version. I could never understand why rippers would be changed to WMGs. Can anyone think of any weapons that are more different than these two?)

- torpedos need to be more useful, IMHO. Either more damage or getting a "to hit" bonus and some more range. Compared to the APB, which have the same research cost they are a lot weaker. I know you want to keep changes at a minimum and I agree with that. A few balance issues can't hurt to be discussed, though (at least IMHO).

Rollo

edit:typo



[This message has been edited by Rollo (edited 21 November 2001).]
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