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August 27th, 2002, 07:36 PM
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Private
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Re: Devnull Mod Gold: updates and discussion
Thanks Rollo, actually I've been lurking for quite awhile, just finally had a free day to post *shrug*. Anyways, it was more of a daydream then anything else. The problem would always be the AI and there's not much to fix that. My thought however was more about with the more effective shield mounts on the larger ships, you make it exponentialy expensive, so that its costs a whole heck of a lot more to use a "Captial Shield" then a regular shield.
Then again, in a human vs human game this would be real fun, but in a comp vs human, I'm sure the comp would die quickly to a human battelship.
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August 27th, 2002, 10:15 PM
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Brigadier General
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Re: Devnull Mod Gold: updates and discussion
Toryin, I see what you mean (I *think*  ). Anyway, the shield mounts have been canned for now. Maybe I'll put them in a next Version, maybe not. I'll need some more pondering on this, but want to get next Version out ASAP.
I have some more work to do on a new AI. And after that tidy up things. I estimate that the next Version will be out by the end of this week.
Rollo
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September 5th, 2002, 06:10 PM
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Brigadier General
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Re: Devnull Mod Gold: updates and discussion
Taa-Daaaa!
Here is the new Version:
Devnull Mod Gold Version 1.70 (about 4.6 MB)
patch from Version 1.63 to 1.70 (about 1.9 MB)
Note: This Version is not compatible with older savegames.
summary of changes for Version 1.70:
* two new races added (United Flora, Sonne)
* overhaul and additions to the racial combo techs
* raised mine limit per sector to 500
* all ship/fleet training is now system wide
* new planet size (extra huge) and new ruins tech
* doubled cargo for domed colonies
* added Fyron's Quadrant Mod 1.13
* updated weapon sounds to Gold
* loads of little and not so little changes and fixes (check readme)
Have fun,
Rollo
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September 6th, 2002, 05:58 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
Very nice work Rollo.
Thanks a ton! now my wife will have yet another reason to beat me about the head and shoulders for spending too much time on the computer.
Oh...one question...will the cpu ever choose the monster race as a random cpu opponent, or do I have to place them in the game manually?
Cheers!
Trajan
[ September 06, 2002, 16:59: Message edited by: Trajan ]
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September 7th, 2002, 03:02 AM
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Brigadier General
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Re: Devnull Mod Gold: updates and discussion
Trajan, I have set the personality number in the monsters_AI_settings.txt file to -1 to make it very unlikely that the Monsters are selected as a random opponent. I wanted the monsters to be an option for the game setup and not a regular race. So if you want to play with them, it is best to select them manually.
If you like them to be added by random more frequently, you can change the personality number to 1, 2, 3, or 4 in the above mentioned file.
If you don't like to play with them at all and don't want them added by random in any case, you can simply remove the monsters folder in the pictures/races directory.
Hope that helps,
Rollo
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September 9th, 2002, 02:09 AM
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Brigadier General
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Re: Devnull Mod Gold: updates and discussion
So did anybody (besides Trajan) check this out, yet?
Anybody got any errors or oddities?
Or does the 1.70 Version seem to be stable enough to be added to PBW?
Rollo
[ September 09, 2002, 01:14: Message edited by: Rollo ]
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September 9th, 2002, 03:45 AM
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Brigadier General
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Re: Devnull Mod Gold: updates and discussion
Wow, those imagemod pictures give that sci fi feeling  Good job.
but one thing: did you only program Extra Huge planets to use imagemod?
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