|
|
|
 |

October 1st, 2002, 06:00 AM
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Rollo, is it possible for Space Monsters to be generated in a system WITHOUT a star? If so how can you kill them? How about if I mod in level 5 sensors to find them?
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|

October 1st, 2002, 09:12 AM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
No, I don't think they can (or rather will) be placed in a system without a star. They are placed just like any other player. Of course you could change that. Just place them wherever you want on a custom map.
As for the sensors, sure mod anything you like  . Might be a good idea to change the AI files a bit then and build some WeaponPlatforms, Troops, Defense Bases, etc. (make designs and include them in the contruction list).
Rollo
|

January 2nd, 2003, 01:37 PM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
This thread needs a bump for two reasons:
1) There are some new players around that might not have heard of this mod.
2) There hasn't been an update for a while and I am considering putting some more work into this.
Are people still playing DNM? I haven't gotten a lot of feedback after the Last release. Which means: a) the Last Version is running stable with no bugs, or b) it is not getting played.
My primary goal for now is updating more of the AI and creating new AI that use the racial combo techs. My actual to do list is very short at the moment (only one minor item), but here are some things from the 'maybe' list. - making bases able to move
- adressing weapon balance, making useless weapons useful (Hellbore and Incinerator beam come to mind)
- expand engineering tech
- using shield mounts -> shields are more effective on smaller ships, because the force field is denser in a smaller area
- adding more ruins tech (anything goes here)
- additional combo techs for psychic/crystalline and religious/temporal (both these combos could need a boost IMO)
I appreciate any feedback and ideas. Especially concerning the racial combo techs that were added/revised in the Last update. Also if somebody has the current contact of Don Phillips (aka Voidhawk), please let me know. I would like to add the Ixaris to the DNM as one of the combo races (probably crytalline/religious).
Rollo
|

January 2nd, 2003, 07:39 PM
|
Private
|
|
Join Date: Jan 2003
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
It seems to be stable for me, and it's pretty much the only mod I use now. I wouldn't mind seeing something like "rapid-launch fighter bay", something which holds less cargo than a normal fighter bay, but can launch two or three ships a turn. Or an external fighter mount, which gets damaged first (like armor) but essentially adds mass to the ship. e.g. a 15-kton ExtFighterMount (say, fighter tech 3 or 4) but holds 60kton of fighters, and can launch them all simultaneously.
Rather like the single fighters mounted on cargo ships for anti-sub use in WW2.
Great work on DNM! =)
|

January 2nd, 2003, 08:16 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
i still play, there are still PBW games using it. I was thinking of starting a new PBW game with it soon.. Keep the legend alive, I say.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

January 3rd, 2003, 01:16 AM
|
 |
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Thanks for the feedback.
Good suggestion, Patowic. I like that, but I have have to think of a way so it doesn't interfere with the existing AI. Haven't given much thought how to do it, yet.
Quote:
Originally posted by Puke:
i still play, there are still PBW games using it. I was thinking of starting a new PBW game with it soon.. Keep the legend alive, I say.
|
Oh, most definitly. I wasn't going to give the impression of abandon the mod...
|

January 3rd, 2003, 09:05 AM
|
 |
Sergeant
|
|
Join Date: Sep 2002
Location: Lithuania
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Currently I'm in 2 DNM pbw games and a few at home. And a few at work.
The mod seems to be stable for me. Just 1 thing - add a bit clearer explanation on PD cannons. I mean, write there that these guns cannot target fighters but seekers & mines only. It was a very painful discovery 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|