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  #231  
Old August 1st, 2003, 04:44 AM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, tks for feedback, usually High Aggressive, Med Bonus, however, when lst learning a new mod I usually use Low Bonus in order to learn the new additions. Also depends on what if any handicap I give myself against the AI players.

Current Game I'm using 2 Monster Races I'm a glutton for punishment...

Currrent Game, Sonne in 2nd Place, no Super DN's or Dn's yet, they are still building slow, they ar at level 9 in ship construction, Turn 2419.3 Your right about the BB's, but you may want to re-look the time table the AI's use before buildiing the bigger ships,,, you know us humans, we like to walk soft and carry big sticks, the bigger the better and all that A human will build the big stuff as soon as he can, The AI then might be at a disadvantage if they have slower build data for the bigger ships... They have the Tech, just not building any right now...

but on the other hand, I don't mean to upset the play balance as AI's with bigger ships might unbalance the Monster ships.. Will have to play some more However, friend of mine has played the game 8 times and has seen the same type of observations..

I haavn't seen any big 50-60 Sonne Fleets yet, but that might be because they are fighting the Monsters ??

Any way, love the game, look foreward to your newest race addition you mentioned...

PS. My friend lost the lst 5 games he played, the Monsters Schlocked him...

also on some of the Ai's ships, I noticed 2 Master Computers, is this on purpose ?

just some ideas Mac

[ August 03, 2003, 03:41: Message edited by: mac5732 ]
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  #232  
Old August 1st, 2003, 07:04 AM

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Default Re: Devnull Mod Gold: updates and discussion

as i said, dnm is one very well balanced mod
i enjoy playing it, on pbw too.
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  #233  
Old August 5th, 2003, 01:15 AM
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Default Re: Devnull Mod Gold: updates and discussion

Devin - thanks for the feedback. About the new update: I will not put a foot in my mouth (again) and give an ETA. All I say is that I am working on it (albeit slowly) and will be released when ready.

Mac - two monsters, huh? There is hope for you that they will fight each other . Unless you selected AI vs. humans, ofc...
The 2 master computers is not intended. That is due to the latest SE4 patch and I didn't update all the AI for that, yet. It is already on 'the list'. Thanks for the heads up, though.

Rollo

[ August 04, 2003, 12:16: Message edited by: Rollo ]
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  #234  
Old August 7th, 2003, 04:35 PM

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Default Re: Devnull Mod Gold: updates and discussion

so whats the deal with devnull4?

who among you are in it?
which racial techs did u choose?
do we need any other 'rules' to disallow uncool 'gamey' tactics?
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  #235  
Old August 12th, 2003, 04:08 AM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, I noticed that the game doesn't seem to handle formations that well. It seems jumbled, I've been using double wall (SP play), and so far the formation doesn't work out, I always end up with a large group on a cornor other ships scattered. The Diamond shape looks to be ok, but the double wall, nope, is it only some formations that don't work right???

just some ideas mac
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  #236  
Old August 31st, 2003, 05:34 PM

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Default Re: Devnull Mod Gold: updates and discussion

Hi guys.. Sorry for the delay,

We will get devnull 4 rolling on 9/5. YOu this this week to join or get your empires in.

Binford
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  #237  
Old October 1st, 2003, 04:50 PM
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Default Re: Devnull Mod Gold: updates and discussion

*bump*

I decided to start working on the Mod a bit more again. A couple of pages down, I suggested new values for Incinerator Beam and Graviton Hellbore.
I like to tweak these two weapons for the new Version. Your thoughts?

Quote:
Originally posted by Rollo:
Incinerator Beam, quarter damage to shields
50kt, ROF 2

I 100 100 100 100
II 125 125 125 125 125
III 150 150 150 150 150 150

Graviton Hellbore, double damage to shields, reserach cost raised to 10k
60kt, ROF 2

I 75 60 45 30
II 100 85 70 55 40
III 125 110 95 80 65 50
IV 150 135 120 105 90 75 60
V 175 160 145 130 115 100 85 70
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  #238  
Old October 3rd, 2003, 03:26 AM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, great, glad your back on the mod, the weapon upgrades sound good, make hellbore 2 turns istead of 3. also I'm past turn 200 in my sp play and found the following with the cuppa

They finally surrendered to me and I found that they still only had

Research I
Mineral Tech II
Rads II
Organic II
only Lt. CV's
ect

It appears that the Tech Tree needs to be tweaked somewhat. They should have been well past these by turn 200+. They still had 30+ planets when they surrendered. Just thought I'd pass on the info...

PS. The Sonne are up to 2437 ships in the game and own over 800+ planets. They are still in first place, I'm still 2nd... ) great game, so far close to 3000 planets in the game thanks to FQM.. I only have 457 planets 1400+ ships and still fighting the d... Flora ... ugh what tough b.......

also don't forget to have the ai's build some monitors and super monitors......

just some ideas mac
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  #239  
Old October 3rd, 2003, 04:34 AM
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Default Re: Devnull Mod Gold: updates and discussion

IMO you should not change the firing rates of stock weapons, as it completely changes their nature (much more so than double/half to shields and tweaked damage values).
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  #240  
Old October 7th, 2003, 10:38 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Imperator Fyron:
IMO you should not change the firing rates of stock weapons, as it completely changes their nature (much more so than double/half to shields and tweaked damage values).
I don't understand. I wasn't going to change the firing rates. or is the supposed to mean that is a joke? anyway, I don't get it.
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