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April 17th, 2003, 07:48 AM
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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
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April 17th, 2003, 08:37 AM
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Corporal
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Join Date: Apr 2003
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Re: Devnull Mod Gold: updates and discussion
Hi, everybody...I figured this would be the best place to post this:
First: Is there anyplace where I can download DevNull Mod, NOT Gold? I tried running the Gold mod with normal SEIV, it doesn't work
Second: If someone had the time, money, slaves, whatever you need to do so ...could somebody pleeease take the Current Version of Devnull Mod GOLD, and make an alternate Version so SEIV normal can run it? I get the feeling that if I get a copy of Non-Gold DevNull Mod, it'll be something that hasn't been updated in a long time
But even if nobody has the time to make an alternate Devnull, if someone could show me where the "old", Pre-Gold Devnull mod can be downloaded, that would be great
Thanks,
Dingocat85
P.S: Does anybody know what is supposed to mean? Looks like a person singing, if you ask me
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Do it, or I'll do something mean & unexpected.
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April 17th, 2003, 03:00 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
Here is a link of the Last pre-Gold Version that I am aware of:
Devnull Mod 1.40 for SE4 Version 1.49 (pre-Gold)
This was the base that Geo and myself used to create the gold Version from.
Rollo
PS: I think that is used to show embarrasment.
[ April 17, 2003, 14:01: Message edited by: Rollo ]
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April 17th, 2003, 03:10 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
Well, at least I have learned in my advice giving skills .
But wait a second... I don't recall that you asked for advice like Slick did. or did you?
Rollo
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April 17th, 2003, 03:14 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 QuarianRex:
...I just couldn't take MechaGodzilla seriously....
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No, neither can I... .
nice pic. yeah, Giger is cool.
Rollo
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April 18th, 2003, 08:14 PM
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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
... to me looks more like someone asleep and snoring.
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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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April 18th, 2003, 08:23 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Devnull Mod Gold: updates and discussion
Well if you hover the mouse cursor over it in the Instant Graemlins box when making a post, it tells you what the smiley is for...
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April 22nd, 2003, 11:38 PM
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Corporal
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Join Date: Apr 2003
Posts: 78
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Re: Devnull Mod Gold: updates and discussion
Idea Time!
First, I have no idea if this has been implemented or not, since I don't have DevNull Gold, only regular . Second, if it's impossible to alter a ship's movement during combat, then ignore this post entirely. Now, with all that aside:
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Name: [for now] Hyperspace Converter I, II, III, IV
Available: With every third Propulsion tech level (i.e. when you get Ion Engines III, Jacketed-Photon Engines III, etc.)
Available for: Ships only, 1 per ship
Description: [for now] Massive device which utilizes hyperspatial particles to greatly increase a ship's long-range movement, but decrease maneuverability.
Effect: (per level)
>>>>> +1 bonus movement point
>>>>> -1 movement in combat
>>>>> -10% to defense
Size: Probably 30kT
Image: I was thinking the 'Gas Giant Colony component' image, sideways, color changed, the "wings" edited out, and the background made black.
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I imagine making this wouldn't be too hard to make...I just don't have the resources to do so myself
Plus, implementing this would actually give people an incentive to spend research points to go all the way to Quantum Engine III, and not stop at QE I...Why else would someone spend 600,000 research just to get 50 more storage out of an engine?
That's my idea...hope someone runs with it
Regards,
Dingocat85
P.S.: Come to think of it...Does anyone think this post should be a separate thread entirely?
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April 27th, 2003, 10:28 AM
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Corporal
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Join Date: Apr 2003
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Re: Devnull Mod Gold: updates and discussion
...anybody have any idea if this is doable, or not?
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Do it, or I'll do something mean & unexpected.
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April 27th, 2003, 05:08 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Devnull Mod Gold: updates and discussion
Unfortunately, it will not work, Dinocat. I tried to make a "repulsion" system - Nova star, exploding and pushing ships away ... cool idea, right ?... but it does not work . If only MM sacrifice some memory requirements and use real numbers throught
[ April 27, 2003, 16:09: Message edited by: oleg ]
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