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  #241  
Old October 7th, 2003, 10:40 PM
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Default Re: Devnull Mod Gold: updates and discussion

I thought someone mentioned changing the firing rate of the graviton hellbore?
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  #242  
Old October 7th, 2003, 10:41 PM
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Default Re: Devnull Mod Gold: updates and discussion

mac, glad to hear the Sonne are doing good, since I remember you had some doubts about them earlier.
Not sure what happened to the Cue Cappa. I agree that at this stage they were very poor developed. Perhaps they were resource screwed in the begining of the game and never got a foot off the ground. That can happen.
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  #243  
Old October 7th, 2003, 10:44 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Imperator Fyron:
I thought someone mentioned changing the firing rate of the graviton hellbore?
ah, I see.
true, Mac did. But GHB are ROF 2 anyway in stock game, not 3.
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  #244  
Old October 8th, 2003, 02:54 AM
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Default Re: Devnull Mod Gold: updates and discussion

The cuppa had over 100+ planets far into the game, but never progressed in the tech, I don't know what happened but they should have been further along then they were, at the time of surrender they had 30 planets and most were resource rich and plenty of expansion room on the planets....

yep, I did have concerns on the Sonne with my lst game, however, this one is very different for them, the cuppa are basically the same as in my lst game.

The lst game I played I didn't use an FQM, I think that makes the difference as it allows the AI players to increase strength and expansion as they have more worlds to colonize and or to build with the astroid systems which in turn makes them tougher, (don't forget to let them build monitors and super monitors )....

Just some ideas Mac
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  #245  
Old January 24th, 2004, 02:26 AM
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Default Re: Devnull Mod Gold: updates and discussion

*bump

...for you know who
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  #246  
Old February 1st, 2004, 02:59 AM
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Default Re: Devnull Mod Gold: updates and discussion

junt wanting to let you know that I have been working on the mod a bit.

here is a list of the recent changes:

Version 1.71 (special thanks to David E. Gervais and dogscoff)
01.02.2004:
* added more positions to Sonne formation
* new AI for temporal races (Xiati, Sallega)
* updates to Cue Cappa/Abbidon AI
* raised retrofit costs (still cheaper then stock SE4) and raised Max Percent Difference
* corrected typo in description of normal mounts
* corrected typo in description of massive ship mounts
* renamed 'Space Yard - Ship' to 'Mobile Space Yard' to avoid confusion with 'Space Yard - Base'
* fixed typo with Temporal Space Yard Facilties, they now repair 10/12/15 components as per description
* Reactive Armor is only allowed on Ship\Base to prevent exploit with Weapon Platform PD mounts
* changed planets.bmp: facelift to asteroids (new pics by David E. Gervais)
* added new asteroid portraits (new pics by David E. Gervais)
* changed stats for Incinerator Beam (still needs playtesting)
* raised damage for Graviton Hellbore, gave double damage vs. shields, and +20% to hit
* raised tech cost for GHB to 10k
* added new picture for monster drone by dogscoff
* added Single Satellite Tube to make deployment of remote miners and spy sats easier in simultaneous games

oh, and here is a little teaser.

So, if you have bug report, suggestions, or balance issues, now is a good time.

[ February 01, 2004, 13:28: Message edited by: Rollo ]
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  #247  
Old February 1st, 2004, 04:02 AM
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Default Re: Devnull Mod Gold: updates and discussion

What is wrong with the SE4 asteroids? They look great to me.
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  #248  
Old February 1st, 2004, 04:51 AM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, you welcome to add in any of the new mounts from the latest mount modd Version.
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  #249  
Old February 1st, 2004, 05:07 AM
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Default Re: Devnull Mod Gold: updates and discussion

Thanks for that constructive comment, Fyron .

Deathstalker, glad to do so. In fact checking out your mods are on my to-do list . I am sure the mounts in DNM can use some revision. Hey, afterall it was your original mount mod that was incorporated into Devnull Mod, IIRC. Although I have to be careful about not fouling up the AI.
I think there has been a request for a larger mount that increases range somewhere in this thread. Not promising anything, though.

btw, updated that little teaser pic. Go, hurry, check it out now!

[ February 01, 2004, 03:11: Message edited by: Rollo ]
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  #250  
Old February 1st, 2004, 05:09 AM
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Default Re: Devnull Mod Gold: updates and discussion

Well the history log implies that they are now better than the originals...

I thought you were going to bed anyways? Do Vikings not sleep? Or do they sleep in their chairs?

[ February 01, 2004, 03:10: Message edited by: Imperator Fyron ]
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