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August 12th, 2003, 04:08 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
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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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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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August 31st, 2003, 05:34 PM
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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
Hi guys.. Sorry for the delay,
We will get devnull 4 rolling on 9/5. YOu this this week to join or get your empires in.
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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October 1st, 2003, 04:50 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
*bump*
I decided to start working on the Mod a bit more again. A couple of pages down, I suggested new values for Incinerator Beam and Graviton Hellbore.
I like to tweak these two weapons for the new Version. Your thoughts?
Quote:
Originally posted by Rollo:
Incinerator Beam, quarter damage to shields
50kt, ROF 2
I 100 100 100 100
II 125 125 125 125 125
III 150 150 150 150 150 150
Graviton Hellbore, double damage to shields, reserach cost raised to 10k
60kt, ROF 2
I 75 60 45 30
II 100 85 70 55 40
III 125 110 95 80 65 50
IV 150 135 120 105 90 75 60
V 175 160 145 130 115 100 85 70
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October 3rd, 2003, 03:26 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
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Re: Devnull Mod Gold: updates and discussion
Rollo, great, glad your back on the mod, the weapon upgrades sound good, make hellbore 2 turns istead of 3. also I'm past turn 200 in my sp play and found the following with the cuppa
They finally surrendered to me and I found that they still only had
Research I
Mineral Tech II
Rads II
Organic II
only Lt. CV's
ect
It appears that the Tech Tree needs to be tweaked somewhat. They should have been well past these by turn 200+. They still had 30+ planets when they surrendered. Just thought I'd pass on the info...
PS. The Sonne are up to 2437 ships in the game and own over 800+ planets. They are still in first place, I'm still 2nd... ) great game, so far close to 3000 planets in the game thanks to FQM.. I only have 457 planets 1400+ ships and still fighting the d... Flora ... ugh what tough b.......
also don't forget to have the ai's build some monitors and super monitors......
just some ideas mac
__________________
just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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October 3rd, 2003, 04:34 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Devnull Mod Gold: updates and discussion
IMO you should not change the firing rates of stock weapons, as it completely changes their nature (much more so than double/half to shields and tweaked damage values). 
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October 7th, 2003, 10:38 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
Quote:
Originally posted by Imperator Fyron:
IMO you should not change the firing rates of stock weapons, as it completely changes their nature (much more so than double/half to shields and tweaked damage values).
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I don't understand. I wasn't going to change the firing rates. or is the supposed to mean that is a joke? anyway, I don't get it.
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October 7th, 2003, 10:40 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Devnull Mod Gold: updates and discussion
I thought someone mentioned changing the firing rate of the graviton hellbore?
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