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August 5th, 2002, 12:35 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
Deathstalker, sorry, but that idea doesn't grow on me for several reasons. Most importantly, as I mentioned earlier on this thread, because the way minesweeping works in DNM is kind of a taboo for me to change in order to preserve the spirit of the mod. That may seem like a lame excuse, but it is important for me.
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And as far as AI use if you keep the APDC right below the PDC in order (in the components.txt) the AI should choose the best one researched (just like engines).
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Engines and point defense are treated differently by the AI, because the 'Standard Ship Movement' has a value and 'point-defense' does not. I am not concerned with PDC vs. APDC, but with conflicts between APDC and Anti-Fighter-Missiles (which will occur). Having three different Versions of point-defense is kind of messy. For the extra work involved, I see only little 'bang for the buck'. (yeah, I am lazy )
Do keep suggesting stuff, though (that applies to everybody, of course). I am not against adding new stuff at all. Just changing something that was already modded in the original DNM, I am a little bit reluctant with. For example, we are still looking for some nifty, but not too powerful racial crossover techs for psychic/crystalline (and maybe temporal/religious).
Any ideas, anyone?
Rollo
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August 6th, 2002, 02:33 PM
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Corporal
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Join Date: Mar 2002
Location: Washington DC
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Re: Devnull Mod Gold: updates and discussion
Rollo,
I want to thank you for constantly improving DevNull. It is my mod of choice!
Cheers!
Trajan
__________________
'To slander, Trajan paid little heed, and he was no slave of anger.'
-Dio Cassius, Book LXVIII
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August 7th, 2002, 12:45 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
Thank you for your kind words, Trajan  . It is good to know that people are enjoying the mod. The new Version is still in the works. Actually it could be ready soon, but I'd like to include at least two or three new AIs before posting (and that takes some time). There will be overhauls of the racial combo techs and I want some AIs that actually use them. Looks more likely now that it is going to be 1.70 (not compatible with earlier Versions) rather than 1.64.
Btw, I have checked out the Admiral's system mod. Wow, those giant and titanic worlds are really huge. It's like placing quasi-Ringworlds and Sphereworlds over the map. That puts a little bit too much emphasis on the luck factor IMHO. As said before, I like the idea of adding bigger planets, so I'll include a much toned done variant. I was thinking of one extra planet size with 30/6 facility slots. Nothing spectacular. I was also thinking of doubling the cargo space of domed colonies (that should help the AI). Opinions?
Rollo
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August 7th, 2002, 03:53 PM
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Private
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Join Date: Jul 2002
Location: France
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Re: Devnull Mod Gold: updates and discussion
Hi
i am a newbie and certainly don't see the good path to the space true, but i don'tfind the place to donwload the devnull mod gold
So my question is : where is the url to dl this mod ?
thanks
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August 7th, 2002, 04:21 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Devnull Mod Gold: updates and discussion
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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August 7th, 2002, 07:41 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
I have made a sig with the link to DNM 1.63 now
testing...
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August 8th, 2002, 09:40 PM
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Private
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Join Date: Jul 2002
Location: France
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Re: Devnull Mod Gold: updates and discussion
ok, it's super
thanks all
now i going to play with and try to go back under the sun 
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