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  #171  
Old April 13th, 2003, 05:26 AM
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Default Re: Devnull Mod Gold: updates and discussion

IIRC, it's 3% per year, not per turn.
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  #172  
Old April 13th, 2003, 06:17 AM
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Default Re: Devnull Mod Gold: updates and discussion

Thus, each time 24XX.1 rolls around, you will get your 3%. If your facility is going to finish very close to that date, I suggest Emergency building it.
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  #173  
Old April 16th, 2003, 02:33 PM
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Default Re: Devnull Mod Gold: updates and discussion

I rarely use Monitor or Super Monitor that's why I noticed a typo only recently. Massive mount describes the increase of damage by 5 times when it actually is 7.
Just my 2 cents
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  #174  
Old April 16th, 2003, 05:06 PM
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Default Re: Devnull Mod Gold: updates and discussion

Ok, after being on my "todo" list for a long time I am about to take the plunge and play my first Devnull Mod game, single player to learn. I sure wish I had more time to play all the various permutations of each mod...

I read the readme. Anything else I need to know or is it best to just dive in?

Slick.
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  #175  
Old April 16th, 2003, 06:13 PM
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Default Re: Devnull Mod Gold: updates and discussion

Just dive in, thats what I did

However, I did restart a few times. You know, those "I should have researched this a long time ago..." moments.
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  #176  
Old April 16th, 2003, 10:01 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Suicide Junkie:
Thus, each time 24XX.1 rolls around, you will get your 3%. If your facility is going to finish very close to that date, I suggest Emergency building it.
That's for non-simultaneous, right? In simultaneous I have noticed the 3% each New Years (2xxx.0 ).
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  #177  
Old April 16th, 2003, 11:01 PM
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Default Re: Devnull Mod Gold: updates and discussion

Thanks for the catch, Pablo.

As for learning the Devnull Mod, I agree diving right in. The mod basicly plays like standard SE4 with extra gimmicks. Note two changes of gameplay though:
1) Mine sweeper components have been removed., instead Point-Defense-Cannnons now also sweep mines.
2) PDC can only target seekers. If you want something that also hits units, you need Anti-Fighter-Missiles, which can hit fighters, sats, drones, and seekers.

Have fun,
Rollo

PS: It might be fun to take two racial tech traits, to get some extra gimmicks (combo techs). And also maybe not use the monsters on the first try.

[ April 16, 2003, 22:03: Message edited by: Rollo ]
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  #178  
Old April 16th, 2003, 11:44 PM
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Default Re: Devnull Mod Gold: updates and discussion

I read the readme and the monster readme but it wasn't clear if you can play as the monsters. Or more properly it wasn't clear if the mod was intended to have humans play as monsters.

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  #179  
Old April 17th, 2003, 12:07 AM
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Default Re: Devnull Mod Gold: updates and discussion

well, you can play as monsters. That is to say it is possible. But not intended really. It is quite boring as your tech is vastly superior and your construction and intel is insane.
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  #180  
Old April 17th, 2003, 07:21 AM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Rollo:
Using the Space Monster race pic is not so good IMO. It is copyrighted material. I was never comfortable with using that at all, but I had no better art at the time of release. If somebody wants to make a new race pic for the monsters (or any other monster pics for that matter), I would appreciate it.
This may still be copyrighted material but it is far more threatening. I used this to replace my monster pics just after I first started playing Devnull. I just couldn't take MechaGodzilla seriously.

MonsterRacePics.zip

God, I love Giger.
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