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January 2nd, 2003, 07:39 PM
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Private
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Join Date: Jan 2003
Posts: 3
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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! =)
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January 2nd, 2003, 08:16 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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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.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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January 3rd, 2003, 01:16 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
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.
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Oh, most definitly. I wasn't going to give the impression of abandon the mod...
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January 3rd, 2003, 09:05 AM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
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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 
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January 3rd, 2003, 09:15 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Devnull Mod Gold: updates and discussion
They can't target fighters? I haven't run into enough fighter-using races, it seems. At least, I've distracted them from their fighter research.  I'm currently using the mod to build my ultimate quadrant--mapped out warp points, fully improved planets, and fully populated sphereworlds on every star. About 10% of the way there. Of course, I'm keeping a (blockaded) enemy planet around, just as a reminder of what an "enemy" is. 
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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January 3rd, 2003, 09:32 AM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
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Re: Devnull Mod Gold: updates and discussion
Krsqk meet the monsters  They will keep you busy
Edit: but if you're already populating the sphareworlds maybe it's too late. You should meet them early in the game
[ January 03, 2003, 07:34: Message edited by: Pablo ]
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January 3rd, 2003, 10:01 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Devnull Mod Gold: updates and discussion
Oh, I had my one (very short) monster game. I started one or two systems away from them, or maybe both--it was a ten planet start ("Just to build up enough defenses," I said. "Should make sure none of those monster beasties get to me!" I said. Never mind that they can spawn 10 times as many of them. "Of course they won't start near me. You wouldn't do anything like that to meee, right?" *charming smile, followed by sounds of death and destruction*). No monsters in this game, though--I've already subdued and colonized the entire quadrant (including using/colonizing asteroids, clearing nebulae/black holes, and creating stars), and I'm working back through it to spiff up all of my planets.
[ January 03, 2003, 08:02: Message edited by: Krsqk ]
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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