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July 3rd, 2003, 03:32 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Devnull Mod Gold: updates and discussion
I was wondering how you set the mod up to star with destroyers? I think I know how you did it, but I would like to be sure.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 3rd, 2003, 05:59 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
Pablo - that is the way contructed planets work in SE4. Same with Ringworlds and Sphereworlds. Unless I am missing something, that cannot be modded out.
Atrocities - I am not quite certain what you mean. Could you be a bit more specific?
Rollo
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July 3rd, 2003, 11:14 PM
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Private
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Join Date: Aug 2002
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Re: Devnull Mod Gold: updates and discussion
So far, most of what I've incorporated into the devnull that I'm playing, is a lot of Deathstalkers MountMod 1.40, and several tweaks to the galaxy generation. Even so I ended up adjusting the numbers of the mount mods to make it more "playable".
For example, I removed Missile Miniaturization (put it into SRMs) and then balanced cost, versus suppiles, versus size, etc...
I also added in the various shield mods, LRMs, and Engine Mounts. With normal components for all the mods, AI interuption is minimal (except in the case of the gatling mount, which I no longer use).
In most cases the AI doesn't use any of the mods, cept the SRMs.
If anyone wants the info, I'll pass along more indepth observations.
Cheers
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I drank what? - Socrates
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July 4th, 2003, 01:50 AM
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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
ooh, lots of questions. I have neglected this thread for a while, my apologies. I shall answer them in order:
Quote:
Originally posted by Binford:
Hmmmm... In devnull3 I just got Space Yards 2. The Space yard component for ships and bases seems to have a bug. The Level 2 of the component doesn't show up in the list when building or upgrading a base, but it does for a ship.
Very odd... Rollo?
Binford
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The Space Yard II component for bases requires both: Base Construction 2 and Space Yards 2.
Quote:
Originally posted by Ed Kolis:
...OK, my turn for a question...
How come the "larger" base PD mounts don't actually take up more space? They have more hitpoints... the Massive Base PD actually make nice non-hit-first armor, with their 80 HP
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I don't know 'how come', as I am not a weapon platforms engineer . But I see no problem with giving weapon platforms more hitpoints.
Quote:
Originally posted by Taz-in-Space:
Ed, there's even better Weapon platform armor...
I forget what it's called but it is black colored armor and under a PD mount enhancement can give you HUNDREDS of Kt of defensive armor!!!
Anybody else notice this?...
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Hmm, now that is a problem methinks. That would be the psychic reactive armor, right?. I didn't notice this before. I'll change that so it can be no longer put on platforms.
Quote:
Originally posted by Binford:
WOw, no discussion in over a month?
Hey ROllo, how comes the latest patch?
Also, devnull3 *looks* to be entering late midgame so any interest in devnull4?
And TAZ, not sure if 1FSTCAT is using that armour, but he is sure using WP's to good effect against me.
Am I correct in thinking WP's give the bestMounts? They have better range than Spinal Mounts it seems.
Binford
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A new Version in the works. I was working on a new AI, which is almost done. Also I am collecting feedback, suggestions, and bug reports. My to do list is growing and I think there will be enough changes soon to justify a new Version. I am not entirely sure yet, if it will be 1.71 (compatible with 1.70) or 1.80 (not compatible with earlier Versions).
Yes, depending on the kick off date for devnull4, I am interested to play.
Yes, weapon platforms are a lot stronger in DNM than the standard game. Both due to the good mounts and the extra hitpoints from PD. I am also considering to allow ablative armor on platforms.
Quote:
Originally posted by Taera:
i just wanted to point out - in DevNull whenever i setup a ship with small PDC (those 5kT ones) the strategy is reset to 'DONT GET HURT'. a known bug?
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Hmm, odd. I have not noticed this before. I don't see how adding a commponent should effect the strategies. Maybe it is changed for a different reason, but I have a look into that.
Quote:
Originally posted by Imperator Fyron:
I suggest that the Ultimate Strategies Mod be incorporated into Devnull, as it only makes the game better. It has all of the TDM formations, plus more! And, it has lots of extra strategies too.
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Updating formations is already on my list. Thanks for your offer to use your mod. I'll see what I can scavenge.
Quote:
Originally posted by mac5732:
in playing an SP game against the monsters, I notice there are no sound affects especially in tactical combat, all I get is a pinging noise, Are there combat sounds and how do I turn them on?
just some ideas Mac
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Strange... The mod does not have its own sound folder. So I assume that sound problems are not mod related. DNM does use two custom sounds, but those are added to the main sound folder. Perhaps that pinging sound is the correct one. Do the other weapon sounds work alright for you , mac?
Well, that's it for now.
Rollo
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July 4th, 2003, 04:35 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: Devnull Mod Gold: updates and discussion
Rollo, the only combat sounds I get is the pinging noise, I don't even get any of the regular combat sounds, also in the Del mod folder is monsterchant and another chant, I dont' get them in the game either, these two work as when I open them in the file they give gozzilla's scream and the tommahawk chant, Confused?????
The Delv mod does have a sound folder but only the monsterchant and tommahawk chant are in there, don't even get the normal combat sounds
Kwok, I have TDM and it has all the combat sounds, I just can't seem to get them in Delvmod, I put the sounds like you said into the mod/sounds/new folder and it still didn't work, do I have to take each sound out of the new and actually put them individually under sounds outside of the new folder????
Mac
[ July 04, 2003, 04:16: Message edited by: mac5732 ]
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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July 4th, 2003, 06:12 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Devnull Mod Gold: updates and discussion
You should be able to get away with putting the sounds in the default \sounds\new folder. Maybe even the default \sounds folder, just to be thorough. You can delete the mod \sounds folder if you want, although I don't think it's necessary with the latest patch.
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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July 7th, 2003, 06:48 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: Devnull Mod Gold: updates and discussion
I found the problem, there is/was a sound folder inside the Mod. I transferred it to the SE4 sound folder, then deleted the folder out of the DelMod, and everything is now ok, at least so far, tks for those who helped out
just some ideas Mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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July 10th, 2003, 10:34 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
OK folks, devnull3 is wrapping up, and I am wanting to go ahead and post the signup for devnull4! Hope all of you will play!
August marks almost a full year of ongoing PBW devnull games going. Let's keep it up...
I added devnull4 to PBW JUST NOW, please post suggestions for game settings.
Binford
[ July 10, 2003, 21:48: Message edited by: Binford ]
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July 11th, 2003, 08:56 PM
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Corporal
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Join Date: Jan 2002
Location: Cincinnati, OH
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Re: Devnull Mod Gold: updates and discussion
I wanted to let everyone know that I greatly enjoyed my first game of Devnull 3. Binford was a major challenge, and the only other player I sparred with, quit, so I didn't get a real good feel for some of the new combat features.
As I have always felt, this game reinforced for me how unbalancing the Talisman is. I'm not sure what Binford had to do to get it, but it's INCREDIBLY difficult to fight against. Maybe instead of it providing an ABSOLUTE to-hit, it could just add a significant bonus to hit?
Fortunately, the Devnull Mod is more equally balanced, since a player can take advantage of some of the better mounts, which provide a significant bonus to-hit. That combined with a more accurate weapon can really help level the field.
I would be interested in joining the new game. Please make the galaxy smaller this time around, though, as managing 250-300 planets is just a royal pain for me.
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July 11th, 2003, 09:53 PM
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Corporal
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Join Date: Jan 2002
Location: Cincinnati, OH
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Re: Devnull Mod Gold: updates and discussion
Just to summarize my suggestions for improvement of the Devnull mod:
More sensors: Players need the ability to research to higher levels of weapon accuracy. Perhaps sensors with 25% and 50% more to-hit bonuses?
More ECM: If you add sensors, you should add ECM.
Talisman should work more like an "uber-sensor", and without the "absolute" to-hit.
Perhaps adding or changing an energy weapon to provide an extremely long range. The long-range mount is nice, but it would be nice to pay more for something, instead of having the to-hit rate altered. Maybe a larger long-range mount could be offered, too?
Would it be possible to seperate the Multi-Targeting research from the ECM research? That would be nice.
I like the Heavy Bombardment Missle. Maybe there could be more levels of research beyond that, with "hardended" Heavy Bombardment Missles, that could take more damage. They're quite expensive to use, and fairly easy to defeat.
That's all for now. How does that sound?
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