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  #11  
Old April 13th, 2001, 09:25 PM

chewy027 chewy027 is offline
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Default Re: Devnullmod

Devnullicus the website is www.hyperionbase.com\ It's in the mod section . It splits each different stellar manipulation into a different tech area. Ex. one for warp open/close, one for planet creation etc.
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  #12  
Old April 13th, 2001, 09:59 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

I checked that site, but when I try to actually download the mod I get a page not found error...
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  #13  
Old April 25th, 2001, 08:06 AM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

OK, well, things are going well for Version 1.3 of devnullmod. There's so many changes it's amazing. And all of them good =)

Anyway, I'm on the Last part of it now, tweaking the races to use the new technology, etc. Should be ready in a couple more days. A BIG HUGE thanks to Zeno for his wonderful mod tools. They've been a HUGE help. And I would encourage anyone who's going to do mods to check out the diffexam tool. The most incredible diff'ing tool I've ever used (and I've used a lot of them =) ).

Here is a list of the changes so far in Version 1.3 of devnullmod:

-updated data files for SE4 Version 1.35

-Modified Light Weapon Mounts slightly as they were a bit overpowered. Reduced range by one.
-Made all missiles half size, +25% cost.
-Split up point-defense weapons into two Groups -- one for seekers and the other for seekers/fighters/satellites.
-significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile
-slightly increased sprint missile damage
-reduced sprint missile seeker damage resistance
-raised supplies used by missiles significantly
-since missiles are so much more deadly, races now start with point-defense I. Military Science will still
have to be researched to get Point-Defense 2+, Anti-Fighter Missiles, and Mini Point-Defense.
-made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies
stored with each component.
-increased supplies stored by higher-level engines
-added mini point-defense cannons for very short-range point defense.
-increased anti-fighter missiles range and damage in order to make them viable.
-added Reactive Armor to Psychic Technology Tech tree. As regular armor with a 1-shot super Point-defense
built-in
-Created a new technology: Monolithic Construction - prereq Construction. Monolith Facilities now
need this tech instead of Stellar Manipulation. Ring/Sphere World Placement Pods and Cables/Plating now need
this tech as well as Stellar Manipulation.
-Revamped costs of many components in an effort to make the game not quite so skewed toward just minerals. Raised
the amount of radioactives used on many things, reduced the amount of minerals on many things, and raised the
amount of organics on some things. This changes the balance of the game somewhat, but I believe it's a good
change overall. I will be continuing to tweak these values as I play in order to balance them more.
-significantly reduced cost of a number of small weapons to make the costs consistent with their damage output.
-Gave new components good pictures and switched a few old component pictures.
-re-ordered components.txt file to streamline ship design
-modified description of satellite engines and barge engine that they don't currently work because MM has
hard-coded that satellites cannot do combat movement and bases cannot do regular movement.
-BUGFIX: re-ordered new enhancements in CompEnhancement.txt because apparently the order that they're listed in
the file is meaningful.
-BUGFIX: made family unique for all new seeking parasite missiles so that AI upgrades work
correctly (really, I actually did this time...honestly)
-BUGFIX: fixed typo for vehicle type with satellite engines that was causing them to not show up for use
-BUGFIX: made the families and roman numerals for
plasma charge -> hyper plasma charge,
electric ray -> lightning ray
acid globule -> enveloping acid globule
be consistent to help the AI upgrade correctly.


Selected mods from Pirates & Nomads v1.4 by Suicide_Junkie:
-made emissive armor soak 80/90/100 to make it worthwhile (esp. since emissive armor seems to be broken
in general (only the first hit gets 'emissed', and even then if the damage is > the emissive value, it all
gets through).
-"normal" shield generators provide the amount of hitpoints that "phased" shields used to. Normal shields are
now only on odd tech levels, 1/3/5/7/9. Phased shields are available on even tech levels, and provide
slightly more hitpoints than the previous normal (at techs 2/4/6/8/10). Normal and phased Shield generators
I/II/III/IV/V provide 1/2/3/4/5 points of shield regeneration.
-Shield Regenerators - Available on even tech levels. Provide bonus shield points equivalent to one turn of
regeneration.
-Split up Small Armor into Small Armor I/II/III
-Split up Small Emissive Armor into Small Emissive Armor I/II and upgraded it's armor value
-Split up Small Organic Armor into Small Organic Armor I/II/III
-Interspersed Small Shields and Small Phased Shields and gave them slight regeneration
(NOTE: Unit shield regeneration is not currently working in SE4)
-Improved Range of higher-level Wave Motion Guns (range now 8/10/12)
-Kamikaze warhead I/II/III do 60/120/180 damage.
-Added Ablative Armor I/II/III/IV/V
-Tachyon Dampener. 30Kt, 100 hitpoints. Will absorb a fraction of weapon-destroying attacks.
-Reduced Shield Generator I/II/III. 10kT, provides 25/50/75 shield points, regenerates 2/4/6 points/turn.
Provides 30/40/50 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7.
-Reduced Shield Regenerator I/II/III. 5kT, regenerates 2/3/4 points per turn.
Requires shield tech level 5/7/10.
-Heavy Shield Generator I/II/III. 200kT. generates 1500/2000/2500 shield points.
Regenerates 50/75/100 points per turn. Requires shield tech level 11/12/13.
-increased max armor tech to 11
-increased max shield tech to 13


Emissive Armor Classic by Suicide_junkie:
-Added Emissive Armor Classic. Not working yet because emissive armor in general is screwed up. But when
emissive armor gets fixed, it should negate the first X points of damage every hit, taking that X off of the
damage that gets through (currently, if the damage is greater than the emissive ability of the armor, the full
damage goes through).


Mount Mods by DeathStalker:
-Mounts for weapons have been added to give each of the different ship sizes different roles in combat instead
of 'bigger ship, bigger guns' that exists now.
-Destroyers have extended range weapons (+50% size/cost, 90% damage, +2 Range, -10 to hit)
-Cruisers have Pulsed Weapons (+25% to hit, +25% damage, +1 rng, +50% cost/size)
-High Energy Focus Mount has been added for Baseships (5x cost/tonnage, 8x damage/Supplies, -1 Range, +10 to hit)


Point-Defense Mount by Daynarr:
-Added Daynarr's Point-Defense mount mods for Weapons Platforms and Bases. Increases range of Point-Defense Weapons
for these units when these mounts are used.


Intel_Fix 1.1 mod by Lucas:
This modification is designed to make the AI players' use of Intelligence more effective. To help the AI,
I have restricted them from using less effective Intelligence projects, or projects
(like "Force Concentrations") which they aren't clever enough to use effectively.

To gain access to all of the Intelligence projects, be sure to research "Human Intel".

If you don't research "Human Intel", then the only Intelligence projects you will have access to will be the ones I have restricted the computer to using, which are:

Ship Bomb
Crew Insurrection
Cargo Bomb
Anarchy Groups
Puppet Political Parties
Technological Espionage
Technological Sabotage
Intelligence Sabotage
Counter - Intelligence Level 1
Counter - Intelligence Level 2
Counter - Intelligence Level 3


[This message has been edited by Devnullicus (edited 25 April 2001).]
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  #14  
Old April 25th, 2001, 08:34 AM
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Default Re: Devnullmod

Thanks! It's nice to be included!

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  #15  
Old April 25th, 2001, 05:12 PM
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Default Re: Devnullmod

I had no idea you were using some of my stuff.

While I don't really mind, it would be nice to be told directly.

quote:
-Reduced Shield Generator I/II/III. 10kT, provides 25/50/75 shield points, regenerates 2/4/6 points/turn.
Provides 30/40/50 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7.

This needs to be renamed. Its quite inaccurate right now, since its half armor, not mostly shields.
"Hardened Mini-Shield Generator" would be good.

The shield-armors should already be phased.

[This message has been edited by suicide_junkie (edited 25 April 2001).]
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  #16  
Old April 25th, 2001, 05:19 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

Suicide:
Sorry, you're right -- I should have told you directly. Ah, well, consider yourself told =)

Let me know what you do with the reduced shield stuff and I'll incorporate it also -- I really like what you've done with shields in general.

Nitram Draw:
Yes, the main reason the mod isn't out yet is because I'm working on the AI of the races to utilize the new technology.



[This message has been edited by Devnullicus (edited 25 April 2001).]
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  #17  
Old April 25th, 2001, 05:31 PM
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Default Re: Devnullmod

quote:
-increased max armor tech to 11
-increased max shield tech to 13

I noticed you didn't include the "Large Planetary Shield" facilities in your list.
The Last 3 techs are just for the LPSG facils, so you may have a few useless tech levels there.

quote:
-made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component.

My beef with the original way was that the supply bay gives the same storage as an engine. Without the acutal engine to take up space we should be able to store more supplies per KT. Your change has really done nothing to improve usefulness.
eg. to get 500 supplies you now need 2, costing you 10kT, same space and storage as an engine, but missing the propulsion ability.

--------------
Oh, the 10kT shield-armors and the shield regenerators, the ability description should say "provides X bonus shield points"

--------------
How do you plan to update changes I make? Perhaps I could make a separate file with just my components in it, not the regular ones.


[This message has been edited by suicide_junkie (edited 25 April 2001).]

[This message has been edited by suicide_junkie (edited 25 April 2001).]
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  #18  
Old April 25th, 2001, 07:09 PM
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Default Re: Devnullmod

quote:
-significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile

Mind if I use that name for my nuke missiles?
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  #19  
Old April 25th, 2001, 08:03 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

quote:
Originally posted by suicide_junkie:
-increased max armor tech to 11
-increased max shield tech to 13
I noticed you didn't include the "Large Planetary Shield" facilities in your list.
The Last 3 techs are just for the LPSG facils, so you may have a few useless tech levels there.



I decided not to include the planetary shield stuff at this time because I feel it makes the tech gained from ruins far less valuable. If I were to include that, the shield tech would max out at 16. As it is, it goes to 13 instead of 10 because of the large shields, which I DO like =)

quote:
-made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component.

quote:
My beef with the original way was that the supply bay gives the same storage as an engine. Without the acutal engine to take up space we should be able to store more supplies per KT. Your change has really done nothing to improve usefulness.
eg. to get 500 supplies you now need 2, costing you 10kT, same space and storage as an engine, but missing the propulsion ability.



I understand your logic. I chose not to use that mod, however, because of game balance. The way you have it, supply storage is so cheap and plentiful that ships rarely have to worry about running out of supplies -- which is a major part of the game.

quote:
--------------
Oh, the 10kT shield-armors and the shield regenerators, the ability description should say "provides X bonus shield points"



OK, I'll update the descriptions.

--------------
quote:
How do you plan to update changes I make? Perhaps I could make a separate file with just my components in it, not the regular ones.



Up to you. To be honest, however, I'm pretty good at diff'ing various files. So as long as you keep a list of changes that you make (which you have in your thread), I'll find the change and isolate it as needed. A separate file would obviously be nice, but seems like a lot of extra work for you to go through, especially since the order of things in Components.txt is somewhat important (as I've found to my chagrin lately).

As to how I plan to keep up with your future changes, there's no guarantee that I will =) I do this in my spare time and it's unknowable when I'll ever have enough to keep up with this mod. If in the future, I log in to this forum and see more changes in your mod that I think will fit into this one, then I'll isolate them and add them. Otherwise, you, or anyone else for that matter, is free to mod my mod and add/change what they wish. The only thing I ask is that if you do that, release it under a different name to avoid confusion and give credit to original mod authors where it's due. I try to be very careful about including credit to original authors because I think it's important. If you feel like using various bits and pieces of this mod (including names of various components), feel free. All mods, as far as I can tell or am concerned, are in the public domain. If you feel like being courteous, look through the readme for the mod and track down the original author to give them credit. (Heavy Bombardment Missiles were originally done by Derek, FYI, I believe)



[This message has been edited by Devnullicus (edited 25 April 2001).]
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  #20  
Old April 25th, 2001, 08:21 PM
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Default Re: Devnullmod

quote:
If I were to include that, the shield tech would max out at 16

Sorry, I didn't notice that one digit diff, since it was formatted exactly the same as my update post, I just didn't look closely enough.

Those large shields were originally supposed to be 400Kt, and provide double the shielding (3k,4k,5k), but the AIs had problems trying to use them exclusively, and ended up with no shields on some ships (eg. LCs), they just filled up on Ablative armor
I really like the new pictures for stuff, like the Ablative armor, heavy shields, small shield-armor.
I would suggest you also include the "small Null-space cannon" for units. Everything else has a small Version, and there's even a picture for it in SE4.

[This message has been edited by suicide_junkie (edited 25 April 2001).]
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