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March 21st, 2003, 04:19 AM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
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Re: Devnull Mod Gold: updates and discussion
Rollo, sorry to hear that the next update is to be delayed. Devnull Mod is my favorite.
(I guess I just like Monsters!  )
BTW who designed the Sonne? Just went head-to-head with them in my latest Devnull game. They are fast making me a believer in emmisive armor!
I may have to modify my thinking on this component - at least in THIS Mod.
And NO they haven't beaten me...Yet.
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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!
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March 21st, 2003, 04:13 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: Devnull Mod Gold: updates and discussion
Taz, the Sonne pics, race description and speech are designed by Marc Angstadt. I saw that race on USY and just had to make an AI for that  .
Glad to hear that the plan is working and they are giving you some problems  . Yes, emissive armor can be effective in DNM. I thought it might be nifty to have a race advance that tech early.
Have fun,
Rollo
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April 13th, 2003, 04:46 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
I think we might have found a bug in DNM with the Religious Facilities. Both gharper and I have Nature Shrines in systems, but after a number of turns, none of our planets values have increased. As I read it and understand it, my Min, Org, and Rad's should increase 3% per turn for all planets in the system. Yes?
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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April 13th, 2003, 05:26 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
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Re: Devnull Mod Gold: updates and discussion
IIRC, it's 3% per year, not per turn.
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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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April 13th, 2003, 06:17 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Devnull Mod Gold: updates and discussion
Thus, each time 24XX.1 rolls around, you will get your 3%. If your facility is going to finish very close to that date, I suggest Emergency building it.
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April 16th, 2003, 02:33 PM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
Posts: 290
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Re: Devnull Mod Gold: updates and discussion
I rarely use Monitor or Super Monitor that's why I noticed a typo only recently. Massive mount describes the increase of damage by 5 times when it actually is 7.
Just my 2 cents 
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April 16th, 2003, 05:06 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Devnull Mod Gold: updates and discussion
Ok, after being on my "todo" list for a long time I am about to take the plunge and play my first Devnull Mod game, single player to learn. I sure wish I had more time to play all the various permutations of each mod...
I read the readme. Anything else I need to know or is it best to just dive in?
Slick.
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Slick.
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