.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old July 4th, 2003, 01:50 AM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
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.

Binford
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
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #2  
Old July 3rd, 2003, 03:15 PM
Pablo's Avatar

Pablo Pablo is offline
Sergeant
 
Join Date: Sep 2002
Location: Lithuania
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
Pablo is on a distinguished road
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 ]
Reply With Quote
  #3  
Old July 3rd, 2003, 03:32 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
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.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #4  
Old July 3rd, 2003, 05:59 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

Pablo - that is the way contructed planets work in SE4. Same with Ringworlds and Sphereworlds. Unless I am missing something, that cannot be modded out.

Atrocities - I am not quite certain what you mean. Could you be a bit more specific?

Rollo
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #5  
Old July 3rd, 2003, 11:14 PM
Toryin's Avatar

Toryin Toryin is offline
Private
 
Join Date: Aug 2002
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
Toryin is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

So far, most of what I've incorporated into the devnull that I'm playing, is a lot of Deathstalkers MountMod 1.40, and several tweaks to the galaxy generation. Even so I ended up adjusting the numbers of the mount mods to make it more "playable".

For example, I removed Missile Miniaturization (put it into SRMs) and then balanced cost, versus suppiles, versus size, etc...

I also added in the various shield mods, LRMs, and Engine Mounts. With normal components for all the mods, AI interuption is minimal (except in the case of the gatling mount, which I no longer use).

In most cases the AI doesn't use any of the mods, cept the SRMs.

If anyone wants the info, I'll pass along more indepth observations.

Cheers
__________________
I drank what? - Socrates
Reply With Quote
  #6  
Old July 4th, 2003, 04:35 AM
mac5732's Avatar

mac5732 mac5732 is offline
Brigadier General
 
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
mac5732 is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

Rollo, the only combat sounds I get is the pinging noise, I don't even get any of the regular combat sounds, also in the Del mod folder is monsterchant and another chant, I dont' get them in the game either, these two work as when I open them in the file they give gozzilla's scream and the tommahawk chant, Confused?????
The Delv mod does have a sound folder but only the monsterchant and tommahawk chant are in there, don't even get the normal combat sounds

Kwok, I have TDM and it has all the combat sounds, I just can't seem to get them in Delvmod, I put the sounds like you said into the mod/sounds/new folder and it still didn't work, do I have to take each sound out of the new and actually put them individually under sounds outside of the new folder????

Mac

[ July 04, 2003, 04:16: Message edited by: mac5732 ]
__________________
just some ideas Mac

BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
Reply With Quote
  #7  
Old July 4th, 2003, 06:12 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

You should be able to get away with putting the sounds in the default \sounds\new folder. Maybe even the default \sounds folder, just to be thorough. You can delete the mod \sounds folder if you want, although I don't think it's necessary with the latest patch.
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:50 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.