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  #181  
Old April 17th, 2003, 07:48 AM
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Default Re: Devnull Mod Gold: updates and discussion

Slick, go ahead ant try it out. Just have in mind the two things Rollo said and everything else you can deal with in the game. I wish Rollo told me that when I was first playing DNM. Just imagine a cloud of fighters coming close to you and your PD cannons do not even try to fire

One more thing - some AIs also use combo techs so don't get surprised when you meet a ship with organic armor, parasites and shrad cannons
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  #182  
Old April 17th, 2003, 08:37 AM
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Default 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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  #183  
Old April 17th, 2003, 03:00 PM
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Default 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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Devnull Mod Gold:
Version 1.80
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Version 0.53e
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  #184  
Old April 17th, 2003, 03:10 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Pablo:
...I wish Rollo told me that when I was first playing DNM. Just imagine a cloud of fighters coming close to you and your PD cannons do not even try to fire
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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Devnull Mod Gold:
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  #185  
Old April 17th, 2003, 03:14 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by QuarianRex:
...I just couldn't take MechaGodzilla seriously....
No, neither can I... .
nice pic. yeah, Giger is cool.

Rollo
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Devnull Mod Gold:
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  #186  
Old April 18th, 2003, 08:14 PM

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Default Re: Devnull Mod Gold: updates and discussion

... to me looks more like someone asleep and snoring.
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  #187  
Old April 18th, 2003, 08:23 PM
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Default 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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  #188  
Old April 22nd, 2003, 11:38 PM
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Default 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:
------------------------------
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.
------------------------------
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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  #189  
Old April 27th, 2003, 10:28 AM
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Default Re: Devnull Mod Gold: updates and discussion

...anybody have any idea if this is doable, or not?
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  #190  
Old April 27th, 2003, 05:08 PM
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Default 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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