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January 28th, 2003, 12:28 AM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
Posts: 290
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Re: Devnull Mod Gold: updates and discussion
Rollo, your thoughts on compatibility with patch3
Or it's still too early to ask?
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January 28th, 2003, 12:55 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
I see no problems with the new patch.
When working on the mod, I always use the newest beta Version. So it should be pretty up-to-date.
The AI will probably add some redundant Master Computers, but that is only for DN and bigger. I'll fix that in the next update.
Rollo
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January 28th, 2003, 01:24 AM
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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
Rollo! What are you doing posting here - go do your turn - you have resources in your gift box.
Binford
__________________
SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
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January 28th, 2003, 02:00 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
aye, I am doing so. right now...
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January 28th, 2003, 02:17 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
done
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January 28th, 2003, 05:24 AM
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Private
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Join Date: Feb 2001
Location: Mass, USA
Posts: 33
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Re: Devnull Mod Gold: updates and discussion
I just wanted to say that I ONLY play the Devnull Version of SEIV GOLD. It is a GREAT Mod, thanks Rollo for keeping it going. From reading the new additions to the patch it looks like you have a lot of room for new weapon types and special abilities!
I can't wait to your newest update.
To those who haven't played with this Mod download it right away and enjoy! It's the Best!
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January 31st, 2003, 09:30 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
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Re: Devnull Mod Gold: updates and discussion
Didnt get any comments. I finished with taera image update though, you can get it here:
1043998144.zip
have fun.
rollo, hows AI going?
__________________
Let the game begin!
Green bug from outa space!
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January 31st, 2003, 01:16 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
Taera, thanks for the update. AI is coming along slowly. I am still working on the temporal AI and haven't started on the Taera, yet.
Rollo
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January 31st, 2003, 01:22 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Devnull Mod Gold: updates and discussion
Oh, and Devin, thanks for the praise . I appreciate it.
For the next release I am planning to make Graviton Hellbores and Incinerator Beams more viable. I am thinking of using the new damage types (x2, 1/2 or 1/4 to shields).
I am still taking suggestions of what you feel would be appropriate and what would be most wanted.
Also, are there any other weapons that any of you feel that they are currently useless in the DNM?
Cheers,
Rollo
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February 1st, 2003, 04:06 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
Okay, here is a proposal for IB and GHB. Let me know what you think.
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
Rollo
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