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  #1  
Old July 30th, 2003, 11:09 PM
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Rollo Rollo is offline
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Cirvol:
whats considered to be 'unbalanced' currently in terms of racial special techs?

i notice that some 'extra special' stuff comes up when you combine 2 of the big ones...

like org + relig
or psy + tempo
etc etc

what is everyones opinion on the balance?
Heh, I am not entirely sure myself here. I don't know if there has been enough playtesting for the combo techs. So far none has come forward and say: "Hey, this is too strong!"

Some of the combo techs are probably weaker or not so interesting as others. Personally I would be interested in a small PBW game where every player has to take at least two racial traits and get some feedback that way.

On overall balance I think DNM is a lot better balanced then SE4 standard. In fact when you look at the issues in the balance thread, most of them have been adressed in this mod.

Rollo
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  #2  
Old July 31st, 2003, 07:36 PM

Devin Bass Devin Bass is offline
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Default Re: Devnull Mod Gold: updates and discussion

FYI Rollo,
I am currently playing the latest Devnull Mod and my Sonne are very tough! They are at the top of the food chain! I am only at Turn 155 and I regularly see fleets of 50-60 superdreadnaughts and accompanying Assault carriers. I have played several games and the Sonne are usually at the top or very near the top. They make killer ship designs too.
My game settings were large galaxy, high difficulty, mediumn AI bonus 13 players I also used Fryon's map generator.

Also, when is the next update coming? This mod is too good not to keep it going.

In the meantime, Thanks for all the hard work!
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  #3  
Old August 1st, 2003, 04:44 AM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, tks for feedback, usually High Aggressive, Med Bonus, however, when lst learning a new mod I usually use Low Bonus in order to learn the new additions. Also depends on what if any handicap I give myself against the AI players.

Current Game I'm using 2 Monster Races I'm a glutton for punishment...

Currrent Game, Sonne in 2nd Place, no Super DN's or Dn's yet, they are still building slow, they ar at level 9 in ship construction, Turn 2419.3 Your right about the BB's, but you may want to re-look the time table the AI's use before buildiing the bigger ships,,, you know us humans, we like to walk soft and carry big sticks, the bigger the better and all that A human will build the big stuff as soon as he can, The AI then might be at a disadvantage if they have slower build data for the bigger ships... They have the Tech, just not building any right now...

but on the other hand, I don't mean to upset the play balance as AI's with bigger ships might unbalance the Monster ships.. Will have to play some more However, friend of mine has played the game 8 times and has seen the same type of observations..

I haavn't seen any big 50-60 Sonne Fleets yet, but that might be because they are fighting the Monsters ??

Any way, love the game, look foreward to your newest race addition you mentioned...

PS. My friend lost the lst 5 games he played, the Monsters Schlocked him...

also on some of the Ai's ships, I noticed 2 Master Computers, is this on purpose ?

just some ideas Mac

[ August 03, 2003, 03:41: Message edited by: mac5732 ]
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  #4  
Old August 1st, 2003, 07:04 AM

Taera Taera is offline
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Default Re: Devnull Mod Gold: updates and discussion

as i said, dnm is one very well balanced mod
i enjoy playing it, on pbw too.
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  #5  
Old August 5th, 2003, 01:15 AM
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Default Re: Devnull Mod Gold: updates and discussion

Devin - thanks for the feedback. About the new update: I will not put a foot in my mouth (again) and give an ETA. All I say is that I am working on it (albeit slowly) and will be released when ready.

Mac - two monsters, huh? There is hope for you that they will fight each other . Unless you selected AI vs. humans, ofc...
The 2 master computers is not intended. That is due to the latest SE4 patch and I didn't update all the AI for that, yet. It is already on 'the list'. Thanks for the heads up, though.

Rollo

[ August 04, 2003, 12:16: Message edited by: Rollo ]
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  #6  
Old August 7th, 2003, 04:35 PM

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Default Re: Devnull Mod Gold: updates and discussion

so whats the deal with devnull4?

who among you are in it?
which racial techs did u choose?
do we need any other 'rules' to disallow uncool 'gamey' tactics?
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  #7  
Old August 12th, 2003, 04:08 AM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, I noticed that the game doesn't seem to handle formations that well. It seems jumbled, I've been using double wall (SP play), and so far the formation doesn't work out, I always end up with a large group on a cornor other ships scattered. The Diamond shape looks to be ok, but the double wall, nope, is it only some formations that don't work right???

just some ideas mac
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