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  #1  
Old July 4th, 2003, 06:12 AM
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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.
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  #2  
Old July 7th, 2003, 06:48 AM
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Default Re: Devnull Mod Gold: updates and discussion

I found the problem, there is/was a sound folder inside the Mod. I transferred it to the SE4 sound folder, then deleted the folder out of the DelMod, and everything is now ok, at least so far, tks for those who helped out

just some ideas Mac
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  #3  
Old July 10th, 2003, 10:34 PM

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Default Re: Devnull Mod Gold: updates and discussion

OK folks, devnull3 is wrapping up, and I am wanting to go ahead and post the signup for devnull4! Hope all of you will play!

August marks almost a full year of ongoing PBW devnull games going. Let's keep it up...

I added devnull4 to PBW JUST NOW, please post suggestions for game settings.

Binford

[ July 10, 2003, 21:48: Message edited by: Binford ]
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  #4  
Old July 11th, 2003, 08:56 PM

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Default Re: Devnull Mod Gold: updates and discussion

I wanted to let everyone know that I greatly enjoyed my first game of Devnull 3. Binford was a major challenge, and the only other player I sparred with, quit, so I didn't get a real good feel for some of the new combat features.

As I have always felt, this game reinforced for me how unbalancing the Talisman is. I'm not sure what Binford had to do to get it, but it's INCREDIBLY difficult to fight against. Maybe instead of it providing an ABSOLUTE to-hit, it could just add a significant bonus to hit?

Fortunately, the Devnull Mod is more equally balanced, since a player can take advantage of some of the better mounts, which provide a significant bonus to-hit. That combined with a more accurate weapon can really help level the field.

I would be interested in joining the new game. Please make the galaxy smaller this time around, though, as managing 250-300 planets is just a royal pain for me.
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  #5  
Old July 11th, 2003, 09:53 PM

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Default Re: Devnull Mod Gold: updates and discussion

Just to summarize my suggestions for improvement of the Devnull mod:

More sensors: Players need the ability to research to higher levels of weapon accuracy. Perhaps sensors with 25% and 50% more to-hit bonuses?

More ECM: If you add sensors, you should add ECM.

Talisman should work more like an "uber-sensor", and without the "absolute" to-hit.

Perhaps adding or changing an energy weapon to provide an extremely long range. The long-range mount is nice, but it would be nice to pay more for something, instead of having the to-hit rate altered. Maybe a larger long-range mount could be offered, too?

Would it be possible to seperate the Multi-Targeting research from the ECM research? That would be nice.

I like the Heavy Bombardment Missle. Maybe there could be more levels of research beyond that, with "hardended" Heavy Bombardment Missles, that could take more damage. They're quite expensive to use, and fairly easy to defeat.

That's all for now. How does that sound?
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  #6  
Old July 17th, 2003, 06:14 AM
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Default Re: Devnull Mod Gold: updates and discussion

In playing sp, I found that the Sonne needs a little tweaking, they are not very strong and could use a boost to get on par with the rest of the AI's, IMHO only. I tried several games and they did not fare very well. I like the race and think its a great enhancement to the game but could use a little boost and make them a little tougher.... MHO only

just some ideas Mac
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Old July 25th, 2003, 09:24 PM

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Default Re: Devnull Mod Gold: updates and discussion

is the gold upto 1.7 now?

what about the devnull4 game? i just signed up

please fill me in?
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