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February 13th, 2003, 08:02 PM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
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Re: Devnull Mod Gold: updates and discussion
dispatcher
shooter (well maybe this is more about killing sats not shooting them out)
dropper
planter
seeder
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February 13th, 2003, 10:14 PM
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Corporal
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Join Date: Dec 2002
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Re: Devnull Mod Gold: updates and discussion
I think its torpedo tubes, so a sattelite tube?
How about a sattelite pod? Or maybe that implies a one-use component.
Maybe a sattelite mini launcher?
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February 14th, 2003, 11:43 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Devnull Mod Gold: updates and discussion
just out of interest... would it be possible to mod a component with a sat launching ability of 0, so it can retrieve sats but not launch them? Not sure why you'd want such a thing... might be useful if you could do it for fighters I suppose.
[ February 14, 2003, 09:44: Message edited by: dogscoff ]
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February 14th, 2003, 01:10 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
dogscoff - no, that is not possible.
Launch/Recover uses two values. One for the number that can be Launched/Recovered per game turn and the other is per combat turn.
So, the number that can be launched or recovered is always the same.
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February 15th, 2003, 02:06 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Devnull Mod Gold: updates and discussion
oh, shame. However in turn-based I find that a ship equipped with a single fighter bay (that can only lauch 4 fighters) can recover an infinite amount of fighters.
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February 16th, 2003, 07:24 AM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
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Re: Devnull Mod Gold: updates and discussion
Quote:
in turn-based I find that a ship equipped with a single fighter bay (that can only lauch 4 fighters) can recover an infinite amount of fighters.
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Hmmm, Mine only load until the NO VACANCY light goes on...
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
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February 16th, 2003, 12:37 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
Quote:
Originally posted by dogscoff:
oh, shame. However in turn-based I find that a ship equipped with a single fighter bay (that can only lauch 4 fighters) can recover an infinite amount of fighters.
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hmm, that's a bug then.
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February 20th, 2003, 05:26 AM
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Corporal
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Join Date: May 2002
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Re: Devnull Mod Gold: updates and discussion
Hello? Did anyone see this? Some help appreciated....
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February 20th, 2003, 01:35 PM
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Brigadier General
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Join Date: Jul 2001
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Re: Devnull Mod Gold: updates and discussion
Hey Binford,
here are some additions/corrections for the DNM description:
Devnull Mod Gold
Version 1.70
Date: September 9, 2002
SE IV Gold Version 1.84
originally by Devnullicus and others (HreDaak, VernMcC, Elwood Bluze, Derek, Mephisto, Talenn,
Lucas, Daynarr, Deathstalker, Suicide Junkie, GodEmperor, Dracus, Q, SunDevil, Henk Brouwer,
Andrey Taskaev, Nerfman, and probably more)
revision for SE4 Gold by Rollo & Geoschmo
currently maintained by Rollo
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Mines
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add: The mines limit per sector has been raised to 500. Research of better warheads is useful, as warheads not only do more damage at higher tech, but more importantly they get cheaper. Thus mines can be be built faster.
Advanced mine layers can deploy more mines per tuns.
Drones
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add: Drones have their own engine type which only costs about half of ship engines. This way drones are cheaper/faster to build.
Troops
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corr: Troops are the same as SE4 with the exception of the bio engineered fanatic (rel/org combo tech). The bio-fanatic acts as a troop cockpit for normal troops or can also be used as only component using a 1kt drop pod/infantry vehicle size (that vehicle size is for the rel/org combo only).
corr: Weapon Platforms use special mounts that make them more effective than SE4.
Components
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add:
lower levels of PPB have been toned down. PPB V remains unchanged, but reserach is now 10k base cost
racial armor: Splinter Armor (cry), a 1kt armor. Reactive Armor (psy) with built-in flare against seekers/units(one shot per battle)
racial combo techs:
org/cry - Biocrystal Armor
org/temp - Hyper-Reflex Device
org/psy - Telepathic Armor, Biokinetic Shield Disperser
org/rel - Bio-Engineered Fanatic, Drop Pod
cry/temp - Harmonic Shielding
cry/psy - Psychic Stun Crystals
cry/rel - Chant Crystal
temp/psy - Accelerated Psychic Sensors
temp/rel - Spirit Crew Quarters
psy/rel - Wisdom Shrine
Races
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corr: Geoschmo has adapted the Amonkrie/Fazrah, not the Vikings. The DNM Vikings are also based on the TDM Version.
add: Sonne race has been added, using psy/temp combo tech. Shipset by Marc Angstadt, AI by Rollo
What else?
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add:
All training facilities are system wide. Psychic training facilities are more effective than normal ones.
new ruins tech: Artifical Stellar Moons, a constructed planet smaller then the Ringworld. Components can be fit into ships for creation.
Extra Huge planet sizes with pictures from the image mod.
Additional quardrants from Fyron's Quadrant Mod.
Cargo Space for domed colonies is doubled.
Raised bonus for Mineral Scanners, Radioactive Colliders and Eco Farms to 20/40/60, makes Robo Factory less of a no-brainer
That's all I can think of right now, there is probably more...
Cheers,
Rollo
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February 22nd, 2003, 03:14 PM
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Corporal
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Join Date: May 2002
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Re: Devnull Mod Gold: updates and discussion
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