|
|
|
|
|
February 1st, 2003, 07:52 PM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
umm rollo, IB doesnt make sense. Since it is a particle bombardament weapon (as most other beam weapons are) it should make at least full damage to shields. What you can do is give it incredible combat bonuses.
__________________
Let the game begin!
Green bug from outa space!
|
February 1st, 2003, 07:52 PM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
i like GHB, its a realy understimated weapon.
__________________
Let the game begin!
Green bug from outa space!
|
February 3rd, 2003, 07:54 PM
|
|
Sergeant
|
|
Join Date: Sep 2002
Location: Lithuania
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
I never use GHB because of its rapid damage drop per distance. There are better weapons for long and/or short distances. Maybe someone is using this beam very efficiently but I just cannot find room for it on my ships.
|
February 3rd, 2003, 10:27 PM
|
Private
|
|
Join Date: Feb 2003
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
I always viewed the GHB has a hideous weapon able to rip ships to shreds in a single bLast. Just the name Hellbore says enough. A doubling of damage done at all ranges and "ignore all shields" would seem more in order for a 60 ton, ROF 2 weapon that has an expensive research cost. This is a second generation weapon, like the High Energy Class Weapons, and should be quite a bit better that APB & DUC, etc.
I view the HEW the same way. It is a high research cost weapon that should be considerably better than normal beam weapons. Ripper is Ok as is. Incinerator Beam should be ROF1 with a tonnage of 50 and its current damage.
Of course I also think PPB should be a 40 ton weapon like other "specials" due to its special attack.
|
February 4th, 2003, 08:05 AM
|
Colonel
|
|
Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Umm, no. Gravity weapons are a welcome tech tree as some players advance to Astrophysics 2 early on (to get sensors, null-space, whatsnot). This weapon indeed has a rapid damage drop, but when you make the ship well (on max-tech a battleship can be virtually invincible - absolutely destroys enemies in no more than 2 shots... and its design is easy to get in non max-tech game)
it is an understimated weapon. It is a weapon for planets and bases, but especially for those little nasty sats and/or bases and/or ships guarding WPs. Does low range mean anything to you?
__________________
Let the game begin!
Green bug from outa space!
|
February 4th, 2003, 08:24 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
At close range you're better off with Ripper Beams- more damage. You can fit three 50-damage ripper beams on for every hellbore, giving a +5 damage advantage. The rippers don't drop damage, either, making them more suitable for weapon-platform and base mounting.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
February 4th, 2003, 09:20 AM
|
|
Sergeant
|
|
Join Date: Sep 2002
Location: Lithuania
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Yes, Rippers are best for close distances with RoF 1 and being not very heavy.
|
February 4th, 2003, 04:42 PM
|
|
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
In Proportions, Graviton Hellbore has an ability "skip all shields" that makes some sence (it violently shakes ship' hull). It still has relatively low damage/kt and is not overpowered by any means.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|
February 5th, 2003, 01:43 AM
|
|
Private
|
|
Join Date: Jun 2001
Location: Philadelphia, PA USA
Posts: 37
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
When is a new Version of Dev Null Mod coming out? I am thinking of starting a PBW game since there seem to be so few DNM games currently available.
|
February 6th, 2003, 10:37 PM
|
Private
|
|
Join Date: Feb 2001
Location: Hyde Park,UT,USA
Posts: 36
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Well, I finally got up the courage to post my attempt to create a mod based on DevNull. Here is a copy of the announcement:
Here is the current (6Feb2003) Version of the Monsters vs Galactic Patrol Mod:
1044560754.zip
This mod is based on DevNull v1.70.
There are 2 main changes:
- Monsters have been enhanced and given the ability to colonize.
- A Galactic Patrol race has been parially created.
Both Galactic Patrol and Monster races are unbalanced and extremely overpowered. Empire files are provided for 2000 and 3000 point opponents.
It is playable in 3 different styles:
- Single Player Terra-Uber-Alles: Gameplay is "Two giants battling it out in a universe of pygmies. The player 'Adds existing' the Galactic Patrol. The human will control the GP. You should also add the Monsters and 'Edit' the Monsters to be: Controlled by Computer & Using Style from race. You can also add as many AI opponents as desired.
- Multi-Player Hang Together: A small number (3 to 4) of normal human players attempt to pull down the Monsters. Additional AI opponents should not be needed.
- Multi-player Eddore vs Arisa: The game host plays the GP. Other players use their favorite races. Add the Monsters and other AI's as desired. The game host intervenes as needed to balance game play and enhance story-telling.
This mod is still being improved. Things I need to do include:
- Create 5000 point Empire files.
- Find some images for the GP race. Currently I use the Terran images.
- Create custom AI to utilize the GP advantages.
- Balance the gameplay. I hope for 'fun' + 'hard' + 'doable'.
- Smooth out the Monsters growth stages.
I would be gratefull for any comments or suggestions for improvement. Just remember, I am still pretty clueless on how to mod the AI's.
GP players will find the unbalancing advantages at the end of the various research tree's.
Miles (miles@cc.usu.edu)
__________________
-=-miles@cc.usu.edu-=-
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|