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January 25th, 2003, 02:34 AM
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Private
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Join Date: Feb 2001
Location: Hyde Park,UT,USA
Posts: 36
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Re: Devnull Mod Gold: updates and discussion
Quote:
Originally posted by Rollo:
It never ocurred to me that planet cloaks work on weapon platforms.
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It seemed to be the easiest way to guarentee that the AI always provided a new colony with a sector cloak. The AI seemed to have a bunch of problems with the level 5 sector cloak untill I modified the component so that it had both level 5 sector cloak & level 5 sensor abilities.
Miles
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-=-miles@cc.usu.edu-=-
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January 27th, 2003, 06:50 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Devnull Mod Gold: updates and discussion
Hello everyone, in the middle of updating Taera Hive Imperium Graphics. Taera gone gold! (you'll see).
It wont probably be published today, more likely tomorrow (i want to work on fleet, fleet alternate, racial portrait, infantry well) and untill then - this is the only mod that actually has this race, what do you people think about it? Anything i should change/alter/improve?
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Let the game begin!
Green bug from outa space!
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January 27th, 2003, 08:22 AM
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Corporal
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Join Date: May 2002
Posts: 67
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Re: Devnull Mod Gold: updates and discussion
Quote:
Originally posted by Rollo:
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.
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Well, I play every time the DevNull2 game runs on PBW! Very interesting game its turned into - I thoroughly look forward to every turn!
Should get even MORE interesing in the next few turns as the tension increases.
Any interest in starting up another DNM PBW game? DN2 is at turn 90 now, so we should see some resolution in the next 20-30 I think.
This time I think we'll start LOW tech with MEDIUM cost to slow down the mad weapons race some. And I am not sure at all about the MOnsters being in - I have enjoyed it myself, but I started far enough away to be able to handle them, 2-3 players got totally wiped out early... And I downgraded them a bit before adding them in the game)
I personally would love another DNM game, but only wanna play if we have 8 or more.
Binford
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SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
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January 27th, 2003, 08:52 PM
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Corporal
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Join Date: Dec 2002
Posts: 132
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Re: Devnull Mod Gold: updates and discussion
I just started playing a devnull mod game, it its fantastic! Thanks for all the work that you've done. So far, I don't have any issues, but I'm just getting into the mid game stage.
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January 28th, 2003, 12:28 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
Rollo, your thoughts on compatibility with patch3
Or it's still too early to ask? 
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January 28th, 2003, 12:55 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
I see no problems with the new patch.
When working on the mod, I always use the newest beta Version. So it should be pretty up-to-date.
The AI will probably add some redundant Master Computers, but that is only for DN and bigger. I'll fix that in the next update.
Rollo
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January 28th, 2003, 01:24 AM
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Corporal
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Join Date: May 2002
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Re: Devnull Mod Gold: updates and discussion
Rollo! What are you doing posting here - go do your turn - you have resources in your gift box.
Binford
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SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
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