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  #1  
Old June 26th, 2003, 09:53 PM
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Fyron Fyron is offline
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Default Re: Devnull Mod Gold: updates and discussion

I suggest that the Ultimate Strategies Mod be incorporated into Devnull, as it only makes the game better. It has all of the TDM formations, plus more! And, it has lots of extra strategies too.
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Old June 27th, 2003, 05:17 AM

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Default Re: Devnull Mod Gold: updates and discussion

too many strategies fyron, i got lost when i played P&N for the first time - i mean the amount of strategies and ship types there. I believe everyone should create their own, not use a humongous list. at least thats what i do
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Old July 3rd, 2003, 06:12 AM
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Default Re: Devnull Mod Gold: updates and discussion

in playing an SP game against the monsters, I notice there are no sound affects especially in tactical combat, all I get is a pinging noise, Are there combat sounds and how do I turn them on?

just some ideas Mac
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Old July 3rd, 2003, 06:20 AM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by mac5732:
in playing an SP game against the monsters, I notice there are no sound affects especially in tactical combat, all I get is a pinging noise, Are there combat sounds and how do I turn them on?

just some ideas Mac
This might be happening for the following reason:

The mod might use custom sound .wavs that are in the '..mod/sounds' directory - in order for you to hear them in the game you would have to be using the classic sound effects - which I don't think much people use anymore. If you prefer the new effects as your default, just move the files in the mod to the '..mod/sounds/new' directory and all should be good.
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Old July 4th, 2003, 01:50 AM
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Default Re: Devnull Mod Gold: updates and discussion

ooh, lots of questions. I have neglected this thread for a while, my apologies. I shall answer them in order:

Quote:
Originally posted by Binford:
Hmmmm... In devnull3 I just got Space Yards 2. The Space yard component for ships and bases seems to have a bug. The Level 2 of the component doesn't show up in the list when building or upgrading a base, but it does for a ship.

Very odd... Rollo?

Binford
The Space Yard II component for bases requires both: Base Construction 2 and Space Yards 2.

Quote:
Originally posted by Ed Kolis:
...OK, my turn for a question...

How come the "larger" base PD mounts don't actually take up more space? They have more hitpoints... the Massive Base PD actually make nice non-hit-first armor, with their 80 HP
I don't know 'how come', as I am not a weapon platforms engineer . But I see no problem with giving weapon platforms more hitpoints.

Quote:
Originally posted by Taz-in-Space:
Ed, there's even better Weapon platform armor...
I forget what it's called but it is black colored armor and under a PD mount enhancement can give you HUNDREDS of Kt of defensive armor!!!

Anybody else notice this?...
Hmm, now that is a problem methinks. That would be the psychic reactive armor, right?. I didn't notice this before. I'll change that so it can be no longer put on platforms.

Quote:
Originally posted by Binford:
WOw, no discussion in over a month?

Hey ROllo, how comes the latest patch?

Also, devnull3 *looks* to be entering late midgame so any interest in devnull4?

And TAZ, not sure if 1FSTCAT is using that armour, but he is sure using WP's to good effect against me.

Am I correct in thinking WP's give the bestMounts? They have better range than Spinal Mounts it seems.

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A new Version in the works. I was working on a new AI, which is almost done. Also I am collecting feedback, suggestions, and bug reports. My to do list is growing and I think there will be enough changes soon to justify a new Version. I am not entirely sure yet, if it will be 1.71 (compatible with 1.70) or 1.80 (not compatible with earlier Versions).

Yes, depending on the kick off date for devnull4, I am interested to play.

Yes, weapon platforms are a lot stronger in DNM than the standard game. Both due to the good mounts and the extra hitpoints from PD. I am also considering to allow ablative armor on platforms.

Quote:
Originally posted by Taera:
i just wanted to point out - in DevNull whenever i setup a ship with small PDC (those 5kT ones) the strategy is reset to 'DONT GET HURT'. a known bug?
Hmm, odd. I have not noticed this before. I don't see how adding a commponent should effect the strategies. Maybe it is changed for a different reason, but I have a look into that.

Quote:
Originally posted by Imperator Fyron:
I suggest that the Ultimate Strategies Mod be incorporated into Devnull, as it only makes the game better. It has all of the TDM formations, plus more! And, it has lots of extra strategies too.
Updating formations is already on my list. Thanks for your offer to use your mod. I'll see what I can scavenge.

Quote:
Originally posted by mac5732:
in playing an SP game against the monsters, I notice there are no sound affects especially in tactical combat, all I get is a pinging noise, Are there combat sounds and how do I turn them on?

just some ideas Mac
Strange... The mod does not have its own sound folder. So I assume that sound problems are not mod related. DNM does use two custom sounds, but those are added to the main sound folder. Perhaps that pinging sound is the correct one. Do the other weapon sounds work alright for you , mac?

Well, that's it for now.
Rollo
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  #6  
Old July 3rd, 2003, 03:15 PM
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Default Re: Devnull Mod Gold: updates and discussion

One more thing: When I create a stellar moon around a star I cannot create anymore planets from asteroid fields there as the message says there is no star. When I try to create a star in that system the message says that there is already a star and no more stars possible. Maybe only the text of the Messages should be changed or is this a bug?

Edit: Rollo, nice to see the update is coming

[ July 03, 2003, 14:17: Message edited by: Pablo ]
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Old July 3rd, 2003, 03:32 PM
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Default Re: Devnull Mod Gold: updates and discussion

I was wondering how you set the mod up to star with destroyers? I think I know how you did it, but I would like to be sure.
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