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  #141  
Old February 7th, 2003, 01:14 AM
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Rollo Rollo is offline
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Default Re: Devnull Mod Gold: updates and discussion

Thanks Miles ,
I'll download this and check it out as soon as I get a chance. Hope you don't mind, if I use any of your stuff in a future Version.

now in reply to the weapons:
Taera - I won't even start an argument whether or not the ability makes sense for IB. I have no idea how an IB (or shields for that matter) actually work. So any explaination one way or other is just treknobabble .

I simply used that ability because it hasn't been used yet. The question for me is: Is that weapon viable now? Is is still to weak or too powerful now? I considered giving it more damage even, but realized that it would be too powerful compared to the Tachyon Cannon perhaps.

brainsucker, oleg - I didn't use 'Skip all shields' for GHB (although I did consider it), mainly because that abilty has been used already by the Chant Crystal (rel/cryst combo tech).
So I thought double damage to shields is good too. I think with the increased damage and the ability it might be worth using it. Or is it not?

Stecal, about the new Version I have no idea yet. Progress is slow at the moment. Also I will most likely be gone for one or two weeks in February. So my best guess for a new DNM Version is the middle of March. Go ahead and start a new game, I would say. As it stands now the new Version will be compatible with older games, so most likely you will be able to upgrade your game later.

Rollo

[ February 06, 2003, 23:17: Message edited by: Rollo ]
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  #142  
Old February 7th, 2003, 01:16 AM
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Default Re: Devnull Mod Gold: updates and discussion

oops

[ February 06, 2003, 23:19: Message edited by: Rollo ]
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  #143  
Old February 7th, 2003, 02:38 AM

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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Rollo:
Thanks Miles ,
I'll download this and check it out as soon as I get a chance. Hope you don't mind, if I use any of your stuff in a future Version.

Rollo
Feel free. There is not all that much that is original. It is all mostly tweaks to existing stuff. I hope you enjoy it. Here are my notes on the changes:
********************************************

data/
components.txt:
GP Master Computer: 1/2 size, 1/10th cost
GP Bergenholm: 1/2 size, 1/10th cost, +1 bonus movement,2x supply
Drone GP Bergenholm: 1/2 size, 1/10th cost, +1 Bonus movement, 2x supply
GP Supply Storage: 1/2 size, 1/2 cost, 2x supply
GP Reactor: 1/2 size, 1/10th cost, +1 bonus movement
GP Universal Colony: 1/10th cost, 3x cargo
Monster Rock Colony: 1/100th cost
Monster Ice Colony: 1/100th cost
Monster Gas Colony: 1/100th cost
GP Cargo Bay: 1/2 size, 1/10th cost, 2x cargo
Fighters to Go: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Mine Layer: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Sat Bay: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Drone Launcher: 1/2 size, 1/10th cost, 2x launch, 3x storage
GP Targetting Sensors: 1/2 size, 1/10th cost, 7 targets
GP Combat Sensors: 1/2 size, 1/10th cost, 80% attack bonus
GP ECM: 1/2 size, 1/10th cost, 80% defense bonus
Dureum Armor: 8/1 structure to size, Jammer, +30% defense, 70 emissive
GP Sub-ethereal Shields: 1/2 sz,1/10th cst,500 shld,25 regen,20 damage transfr
Ultimate GP Sensors: lvl 5 sensor, requires: AMilSci6,scanner3,sensor6,GravTech3
GP Space Yard: 1/2 size, 1/10th cost, 2x construct, 2x repair
GP Repair Bay: 1/2 size, 1/10th cost, 2x repair
GP Machine Shop: 1/2 size, 1/10th cost, 3 repair, 2 bonus move
GP Point Defense: 1/2 size,1/10th cost,Swp 8 mines,85 damage,range 7,target Ftr/Sat/Seekers/drone
GP Weapon pattern: 1/2 size, 1/10th cost, +2 range,1.5x damage. Changes noted below.
GP Shield twister: Require Shield10;Shields damage10,Quad damage to shields
GP DUC:
GP Anti-Proton Beam:
External Mt DuoDec Missile: 1/2 reload rate, 1.5x damage resistance
DuoDec Missile: 2 reload rate,1.5 damage resistance,1.5x speed
GP Plasma Missile: 1.5 damage resistance, 1.5 speed
GP Meson BLaster:
GP A-Mat Torp: 1/2 reload rate
GP QTorp:
GP STorp: 2x damage
GP SubEtheric Projector (PPB): Skips all shields
GP Primary (NSP): Reload 2, range +4
GP Fry-A-Matic (WMG): Reload 2
GP Grav Hellbore: Reload 1
GP Repulsor:
GP Tractor:
GP Teleporter:
GP Space Marines:
GP Duodec Mine Warhead:
GP Duodec Warhead:
Small GP QEngine: 1/2 size, 1/10th cost, +1 Bonus move
GP Afterburners: 1/2 size, 1/10th cost, +1 Bonus move
Small GP Combat Sensors: 1/10th cost, 45% attack bonus
Small GP ECM: 1/10th cost, 45% defense bonus
Sm Emissive GP Armor: 15/1 struct/size, 1/5th cost
Small GP Phased Shield Gen: 1/5th cost, 4x shield, 6x sh regen
GP Fgt/Troop Weapon pattern: 1/5th cost, +1 range,3x damage. Changes noted.
Small GP APB:
Small GP DUC:
Small GP Meson BLaster:
Small GP SubEtheric Projector (PPB): Skips all shields
Small GP Fry-A-Matic:
Small GP A-Matter Torp
GP Suicide Squad
Small GP Rocket Pods: 1/2 reload rate
Small GP Grav Beam
Small GP Shield Twister: Quad damage to shields
GP Ground Cannon
Wild Bill: All purpose remote prospector
GP Matter Grav Sphere: Might make extra Huge planets
The Bug Gun: Weapon Component for Monster WP's.
Monster Beam III
Monster Bite II
Monster Cloak: Also lvl 5 sensor
Monster Yard II
Ice Breath II
Huge Monster Beam II
Huge Monster Beam III
Cultures.txt:
Added unbalanced, superhuman QX culture
Facility.txt:
GP City (Monolith3):1/10th cost,2x resources,research,intel,shield,storage
GP University: 1/10th cost, 5x research
GP Spy Center: 1/10th cost, 5x intel
GP Mineral Resource Storage: 1/10th cost, 2x storage
GP Organic Resource Storage: 1/10th cost, 2x storage
GP Radioactive Resource Storage: 1/10th cost, 2x storage
GP Cargo Facility: 1/10th cost, 5x cargo
GP Factory: 1/10th cost, 40% increase
System GP Factory: 1/10th cost, 40% increase
Central GP Computer Complex: 1/10th cost, 40% increase
GP Databank Complex III: 1/10th cost, 40% increase
System GP Computer Complex: 1/10th cost, 40% increase
System GP Databank: 1/10th cost, 40% increase
GP Resource Converter: 1/10th cost, 90% conVersion rate
GP Recycler: 1/10th cost, 95% recycle rate
GP Medical Lab: Breed! Breed like the wind!
GP Video Game Center: 10% system happiness improvement
GP Space Yard Facility: 1/10th cost, 2x build, 2x repair
Monster Habitat I: 200 cargo, +1 repair, 30K storage
Monster Habitat II: 300 cargo, +3 repair, 60K storage
Monster Habitat III: 2X resource gen, 400 cargo, +5 repair, 90K storage
Monster Terraformer: Terraform in 5 turns
RacialTraits.txt
Galactic Patrol: Cost = 0
TechArea.txt
GP Tech: Enabling technology for all GP benefits.
VehicleSize.txt
BattleMoon: 3000Kt,Requires: Ship11;Base4;Stellar5,+40att&def,8 engines
Pocket Battleship: Fighter size 100,8 engines,70 attack, 20 defense
HUGE Beast: 5000Kt
Monster Spore: 290Kt, colonizer hull, usual monster plusses, 11 move.
pictures\races\monsters\monsters_ai_construction_f acilities.txt
Simplify all but Homeworld queues down to: change atmosphere, Space Yard,
spaceport, supply generation, resource generation - minerals
pictures\races\monsters\monsters_ai_construction_u nits.txt
Make all types of worlds build weapon platforms.
pictures\races\monsters\monsters_ai_construction_V ehicles.txt
Add colonizers,Defense Base,eliminate drones,spread out ship production.
pictures\races\monsters\monsters_ai_designcreation .txt
Add colonizers, 5000Kt Attack Ship (D), Weapon platform,Cloaking Defense Base
pictures\races\monsters\monsters_ai_fleets.txt
Smaller fleets and more of them.
pictures\races\monsters\monsters_ai_general.txt
Change atmosphere to Oxygen,Happiness to Bloodthirsty
pictures\races\monsters\monsters_ai_research.txt
Add colonization techs
pictures\races\monsters\monsters_ai_settings.txt
defend 5 systems,move thru minefields,Personality Group=1

Start thinking of victory conditions for the various scenarios.

Tuning ideas:
Might need to add more requirements to GP City

Monsters only really spread to through-out the initial systems. Need more
aggression. Is this tied to number of defended systems?

Need pictures, AI for Galactic Patrol. Need more, smaller fleets for a starter.

weaken and rename dureum armor to 'wall screen' or 'force wall'. Move
dureum to end of armor research chain.

Need to use the Last 50Kt in the Monster Spore

********************************************

Miles
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  #144  
Old February 7th, 2003, 07:51 AM

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Default Re: Devnull Mod Gold: updates and discussion

devnull3 is up and added to PBW!



Please join! And read the forums there too!

Binford

[ February 07, 2003, 06:09: Message edited by: Binford ]
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  #145  
Old February 7th, 2003, 08:08 AM

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Default Re: Devnull Mod Gold: updates and discussion

A question - will regular game shipsets work under SNM? What happens to the ships not in the regular game?

Binford
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  #146  
Old February 7th, 2003, 08:29 AM

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Default Re: Devnull Mod Gold: updates and discussion

I'd like to get the DNM differences file I started this summer up to date:

http://www.jeffleggett.com/DevNullMod.htm

What am I missing?

Binford
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  #147  
Old February 9th, 2003, 09:02 AM

Taz-in-Space Taz-in-Space is offline
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Default Re: Devnull Mod Gold: updates and discussion

A quick note to anybody that wants to play a HARD game vs the Space Monsters:

Try playing on the following map

1039752812.zip


Place the Space Monsters as the 13th player - this will give them one-way links to most of the map. It is equivalent to having them start 2-3 systems away from EVERYBODY.

If you think the Monsters are irritating on a normal map, then try the above! This should make an interesting PBW game also.
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  #148  
Old February 13th, 2003, 01:51 PM
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Default Re: Devnull Mod Gold: updates and discussion

just an idea for the DNM update: I don't know if this has been added somewhere but a dream for many of us to come true is a satellite bay launching only 1 satellite per turn. What do you think?
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  #149  
Old February 13th, 2003, 04:26 PM
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Default Re: Devnull Mod Gold: updates and discussion

well, that should be very ease to do and not influence the AI either, since they'll prolly use the component that launches the most sats (I hope).

so what comes to mind is a 20kT component that launches one sat per turn and has ecaxtly enough cargo space for one of them.
hmm, name?
Spy(oops, Monitoring) Satellite Bay?, Single Sat Launcher?, err... suggestions?
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  #150  
Old February 13th, 2003, 05:24 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Rollo:

hmm, name?
... suggestions?
Sat (mono or single)Sewer/Funnel/Duct...
Or what is the correct term for the torpedo ducts (?) of a submarine?
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