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  #1  
Old November 18th, 2001, 11:07 PM
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geoschmo geoschmo is offline
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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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Old November 19th, 2001, 07:50 AM

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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.

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  #3  
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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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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  #5  
Old November 21st, 2001, 04:49 PM
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Default Re: Devnull Mod is back!

I am getting some interesting results from the design creation minister. If the design calls for extra supplies, engines will be added instead. I have 15-engines-hyperfast-scouts flying around now . Of course they are illegal, but since the minister created them they will be built and used by the AI.

Rollo
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  #6  
Old November 21st, 2001, 05:07 PM
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Default Re: Devnull Mod is back!

quote:
Originally posted by Rollo:
I am getting some interesting results from the design creation minister. If the design calls for extra supplies, engines will be added instead. I have 15-engines-hyperfast-scouts flying around now . Of course they are illegal, but since the minister created them they will be built and used by the AI.

Rollo

Are you talking about all the Devnull races, or just your vikings? I am going to have to do some tweaking with all the ai's if I can figure it out. I am a total rook when it comes to the AI files, so hopefully I don't break something else when I fix a problem.

Geo

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Old November 21st, 2001, 06:23 PM
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Default Re: Devnull Mod is back!

I was talking about the Vikings. However, this is not race specific. Other races build things like 7 engine colonizers as well. I *think* this has to do with the order of the components in the data/components.txt file. I am pretty sure either S_J or Phoenix-D will have a better answer (and solution) to that.

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