|
|
|
|
|
February 21st, 2006, 10:52 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Quote:
* rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt
|
I'm not sure that is the best idea... The version of FQM that was in the mod before was really, really old. You should probably update it again. There have been some significant fixes and improvements since 1.12 or so.
Quote:
possible abilities for components (for crosover techs) needs checking if it works:
[] check Sector - Sensor Interference
[] check Combat Modifier - System on comps
[] check Damage Modifier - System on comps
[] check Modified Maintenance Cost on comps
|
The first 3 of these will work on components. Never tested the maintenance one, assuming you refer to the system-wide crystalline ability, however.
|
February 21st, 2006, 10:53 PM
|
|
Captain
|
|
Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Damn, that's a helluva lot of work goin' on. I can't wait to see where this ends up.
|
February 21st, 2006, 11:04 PM
|
|
Brigadier General
|
|
Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Quote:
Imperator Fyron said:
Quote:
* rolled back changes to SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt
|
I'm not sure that is the best idea... The version of FQM that was in the mod before was really, really old. You should probably update it again. There have been some significant fixes and improvements since 1.12 or so.
|
Yeah, I know. However, simply copying over the FQM files makes it impossible to make classic quadrants.
Personally I don't like all the abilities added to standard suns, planets, warppoints, and asteroids. And the AI doesn't like them either.
|
February 22nd, 2006, 02:39 AM
|
Second Lieutenant
|
|
Join Date: Aug 2003
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
I was thinking about making some AI improvements but if you are back I will just dump them on you.
Basically I wanted the AIs putting better components on their ships and better facilities on their planets. Like armor, no good reason a large ship shouldn't have 1 Scattering/Stealth/Emissive armor. But its kinda hard to make the AI put on 3 types of armor. So you add them as different abilities; Emissive as armor, Stealth as cloak, Scattering as scanner jammer. You may need to reorder a few components abilities to do it though.
As it is right now I think AIs never build Mineral Scanners, Hybrid Eco - Farms or Radioactives Colliders.
I think the AIs should build cargo facilities with some weapons platforms. If the AI is crapy at attacking why not make it good at defending?
I was also thinking about giving the AI a different ECM/Combat Sensors tech tree that added 40% to each level because the AIs are not training ships no matter how hard I try.
Anyway, its nice to have you back.
|
February 22nd, 2006, 02:51 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
You can also use the AI Tags (there's 20 of them) to help the AI choose components as well.
|
February 22nd, 2006, 03:03 AM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Also, you may consider giving the AI System - Training facilities instead so they can at least inadvertently train.
|
February 22nd, 2006, 03:56 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
AI improvements would be a welcome addition.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
February 22nd, 2006, 06:18 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Quote:
Captain Kwok said:
Also, you may consider giving the AI System - Training facilities instead so they can at least inadvertently train.
|
Devnull was perhaps the first mod to do this.
|
February 22nd, 2006, 08:33 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
I still remember when I first played the mod so many years ago. I was like "oh my god you can do this?"
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
February 22nd, 2006, 10:59 AM
|
Corporal
|
|
Join Date: Dec 2005
Posts: 140
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Devnull Mod Gold: updates and discussion
Good news to see there's going to be a new version of Dev Null. I had a hankering to play so more SE4 last weekend after a break of about a year but it didn't feel right until I remembered about DevNull.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|