.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #311  
Old July 14th, 2005, 04:05 PM

Rathan Rathan is offline
Private
 
Join Date: May 2004
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
Rathan is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

Is it okay if I make a mod that uses the devnull mod's components and techtree (I plan to expand/modify them not just use them as is)? I will give credit of course.
Reply With Quote
  #312  
Old July 14th, 2005, 06:43 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: Devnull Mod Gold: updates and discussion

I think so, yes. Given you give proper credits
Reply With Quote
  #313  
Old July 14th, 2005, 11:09 PM

parabolize parabolize is offline
Second Lieutenant
 
Join Date: Aug 2003
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
parabolize is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

Quote:
Ragnarok-X said:
I think so, yes. Given you give proper credits
I second that.
__________________
King of the Hill League
Reply With Quote
  #314  
Old July 15th, 2005, 08:40 AM

AMF AMF is offline
Lieutenant Colonel
 
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
AMF is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

I'm going to upgrade to 1.71, but after downloading the zip file, I noticed that it looks like the files in it are not self-extracting into the various folders...is there a possibility that the zip could be made into a self-extracting one with the folder structure? Or am I just being stupid here?

thanks,

Alarik
Reply With Quote
  #315  
Old July 15th, 2005, 02:07 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Devnull Mod Gold: updates and discussion

Hmm... it seems to work fine for me. What program are you using to view the archive? Do you happen to have "flat folder view" or a similar option enabled?
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #316  
Old July 16th, 2005, 04:54 AM

parabolize parabolize is offline
Second Lieutenant
 
Join Date: Aug 2003
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
parabolize is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

Use this archive manager to extract the Devnull171 folder into your se4 folder. After that you may want to create a Savegame folder inside the Devnull171 folder to reduce confusion (sorry its not there in the first place).
__________________
King of the Hill League
Reply With Quote
  #317  
Old July 16th, 2005, 05:34 AM

AMF AMF is offline
Lieutenant Colonel
 
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
AMF is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

That's probably what I did. So, of the two possibilities, I guess the second one was accurate (ie: I was just being stupid).



Thanks,

Alarik
Reply With Quote
  #318  
Old November 3rd, 2005, 06:42 PM

Oversway Oversway is offline
First Lieutenant
 
Join Date: Feb 2005
Posts: 693
Thanks: 0
Thanked 0 Times in 0 Posts
Oversway is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion


Thanks to parabolize (and any others). I'm glad for the update to devnull, it is my favorite mod.
Reply With Quote
  #319  
Old February 21st, 2006, 10:25 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

*With his newfound powers in necromancy Rollo twirls a dead cat around his head and pours a keg of mead over the thread.
'Rise thread, RISE!'

First of all many thanks to parabolize for doing the last update while I was away.

I have started where I left off, and working on the new version for DevnullMod Gold again. From the looks of it will be version 1.80 rather than 1.72, which means older games will not be compatible.

Here is what I have done so far:
Version 1.80 (special thanks to David E. Gervais and dogscoff)
22.02.2006:
* added more positions to Sonne formation
* new AI for temporal races: Xiati and Sallega
* updates to Cue Cappa/Abbidon AI
* raised retrofit Max Percent Difference to 70
* 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'
* Reactive Armor is only allowed on Ship\Base to prevent exploit with Weapon Platform PD mounts
* changed planets.bmp: new asteroids 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 Graviton Hellbore 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
* updated standard formations from the stock game
* added more positions to the custom formations (Hard Flanks, Dark Wing, Cube, etc)
* changed values for Massive Planetary Shield Generator (ruins tech)
* reduced cost for Emotionless trait
* reduced cost for Advanced Power Conservation trait
* reduced cost for Mechanoids trait
* added new ruins tech (ancient atmospheric processors)
* more tweaks to various formations
* Supply Storage is now allowed on drones, but not on satellites anymore
* Solar Collectors are now allowed on drones, but not on satellites anymore
* raised repair capability of higher level space yard facilities
* added new intro pic, thanks to David E. Gervais for teaching =)
* added new game buttons, by David E. Gervais (note: there is also a .../pictures/game/buttons/main_for_whimps.bmp for non-Viking themed buttons)
* added back new formations that were left out in version 1.71
* rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt
* added Compact, Triple Threat, Column, Flank, Staggered Flank, Pincer and Pyramid formations from Strategies mod
* changed and smoothed population modifiers for worlds with more then 12000 (only effects constructed planets). A fully populated Sphereworld now gets 310% bonus.
* removed redundant master computer components from AI designs
* added temporal base space yard components (requires temporal tech and base tech, similar to the Space Yard - Base components)
* raised bonus for small sensors and ecm components
* changed vehiclesize.txt: large hulls are now easier to hit (for example battleships now get a -20% to defense)
* spinal mounts and heavy mounts require a battleship hull or bigger
* Battle Cruisers get a +10% to hit
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
  #320  
Old February 21st, 2006, 10:39 PM
Rollo's Avatar

Rollo Rollo is offline
Brigadier General
 
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
Rollo is on a distinguished road
Default Re: Devnull Mod Gold: updates and discussion

Oh, and here is a peek at my to do list. With some ideas what is to come. Some things that need to be done. Some things that may or may not be. And, ummm, some cryptic stuff that I have no clue what it actually means.
At any rate it is food for thought

to do:
======
[?] tweak mounts -> remove the -20 from DN mount and rebalance accordingly
[] raise DUC damage slightly and give it 1/2 damage to shields
[] look at incinerator beam again for balance
[] add new mount for heavy cruiser (size600)?
[] Xiati _AI_General file and new .emp files
[] copy Xiati files to Sallega

ideas: expert fighter pilots trait (gives special cockpit component with +10 combat modifiers, maybe tech tree with better levels), also expert capital ships?, engineers, etc...

AI to do:
=========[*] Xiati et al. AI (temporal)
[] Terran et al.AI (missile/fighter heavy)
[] Phong et al. AI (crystalline)
[?] replace untweaked AI with newer versions even if racial tech doesn't match? (no crystal AI, yet)
[] add new Taera graphics
[] check facilty files for Planet - shield generation and change the Phased Shield Generation
[] check research of mil sci 2 and adv mil sci
[] add supermonitor designs to older design files (EEE, Cuecappa, Vikings, etc..)
[] Sergetti+? AI (PPB)
[] Taera AI (bio-cryst)
[] Sharlon AI psy/org (need permission for shipset?)
[] more crossover AIs, need more races (Ixaris? and others)
[] revise Amonkrie/Fazrah AI (no offense Geo =) )
[] custom contruction_units files

more ideas: crystal amplified thought control centre (+happines in system as a base/ship component. psy/crsytal crossover tech)
portable war/death shrine
psy/crys crew quarters with repair
psy/crys reduced maintenance

new stuff (and ruins tech)

* cloked sats with gravity warheads (sector damgage like storms) to make unsweepable mines -> (tested it, but the AI doesn't like the sector damage ability)
* ancient SY add-ons (expensive, 1000 build rate per add-on)
* more engineering levels (see thread)
* maintenance red. for bases (and/or ships?). stackable?
* emergency propulsion for bases? (doesn't work)
* small null space weapons for fighters
* finding officers in ruins?
* monster lore, type B tech, can be gained only though capture and analysis of monsters -> hints, components, sensors (probably not unless new monster race is added)
* ancient tech that gives super weapons when reserch is maxed (for example APB XII + ancient tech = APB XIII)

maybe:
[] rework shield system
[+] rebalance weapons (GHB, IB, HBMissile)
[] ablative armor to Weapon platforms?
[] add more normal armor IV-VI?
[] add more stuff to psy/crys and temp/rel
[] crossover tech when all three(?) massive weapon techs have been found (Puke's Sci-Fi Cannon)

possible abilities for components (for crosover techs) needs checking if it works:
[] check Sector - Sensor Interference
[?] training component temp/rel
[] check Combat Modifier - System on comps
[] check Damage Modifier - System on comps
[] check Modified Maintenance Cost on comps
[] assimilation warheads (crew conversation) for drones and mines (psy/crys crossover)
__________________
SE4
Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.