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  #61  
Old September 9th, 2002, 11:34 AM
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Default Re: Devnull Mod Gold: updates and discussion

Yes, only the new planets have the new pictures.

Rollo
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  #62  
Old September 9th, 2002, 03:40 PM

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Default Re: Devnull Mod Gold: updates and discussion

I agree with TerranC that the new image for the huge planets are fantastic. Also, the merging of the Fyron's Mod is a great add-on. The new (to me) maps are making for some very interesting problems vs. the AI.

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  #63  
Old September 13th, 2002, 05:05 PM
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Default Re: Devnull Mod Gold: updates and discussion

Some suggestions for the mod, though some of them apply to Fyron's mod instead.

The main suggestion for Devnull mod is to reduce the maintenance of starbases. Units can be amassed like no tomorrow (woo fighters! I love how point defense weapons don't kill them anymore), which of course have no maintenance to worry about. Meanwhile bases can't move around to intercept baddies, shift uneven defenses, ect., and they have maintenance costs to boot.

Another suggestion would be to make fighters harder to hit (and likewise, increase the to-hit modifier of anti-fighter missiles). I see my ships charge into battle and easily wipe out a small contigent of fighters without batting an eye, and with huge mounted weapons no less. And they have 0 experience with only level 2 combat sensors, with my race having a +8 offensive characteristic.

I think the mounts should be re-ordered somewhat for the sake of the poor AI, with possibly more Versions thrown in (huge pulse mount weapons, for example). I'm also a little confused about some of the added ship types that act as "inbetween" ships yet are discovered at the same time as the larger ships. That is, they don't seem terribly useful unless perhaps they expanded the ship construction tree by making dreadnauts higher level.

For Fyron's Quadrant Mod:

Way too many planets in the standard midlife quadrant. I like the many moons and that makes things interesting (is it possible to have even more? ), but I'd like to see less planets. One difficulty with moons is that it's hard to see which ones have breathable atmospheres on the map.

There are also a large number of asteroids, too. I _think_ the single-cell units of asteroids are meant to represent a belt rather than just a simple stationary clump, but having a ship equipped with a matter condensor and an engineering bay can quickly turn an asteroid belt into another 15 planets.

[ September 13, 2002, 16:17: Message edited by: Mylon ]
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  #64  
Old September 13th, 2002, 05:24 PM
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Default Re: Devnull Mod Gold: updates and discussion

Is it possible to make maintenance reducing components? I was just considering the idea of a component that could make starbases more expensive to buid but cheaper to maintain. And it could be added as the second level of "engineering". I'd also like to see an Engineering Bay II that repairs 2 components per turn for those of us that take a penalty to repair.
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  #65  
Old September 13th, 2002, 05:57 PM

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Default Re: Devnull Mod Gold: updates and discussion

In Devnull, bases can move tactically, though not stretegically. I wish that there was a way for them to be moved via a Tug unit, say at the rate of one move per turn.

The idea of more engineering components is not a bad idea. Have them apply to bases or ships but not both. Have the base Version reduce some cost to build or maintenance, and have the ship Version repair at higher levels.

I am just tossing out ideas here...

I love devnull, so keep up the good work.

Cheers!
Trajan
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  #66  
Old September 13th, 2002, 07:46 PM
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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by Trajan:
In Devnull, bases can move tactically, though not stretegically. I wish that there was a way for them to be moved via a Tug unit, say at the rate of one move per turn.
There is no way to have a base be moved on the strategic map by another ship. You could make bases temselves movable on the strategic map. We almost did it a while back but decided they lost their difference from ships though.

Mylon,

Yes, you can mod in a component that will reduce mainteance for a ship.

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  #67  
Old September 13th, 2002, 08:04 PM

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Default Re: Devnull Mod Gold: updates and discussion

could you mod a component that was destroyed if the base moved? That might simulate a disposable booster rocket being used. Just another thought.
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  #68  
Old September 13th, 2002, 08:34 PM
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Default Re: Devnull Mod Gold: updates and discussion

good ideas

as geo already said, yes, bases can be made to move. we decided against it during the gold revision, but maybe a strategic movement of one maximum (only one type of engine and no solar sails allowed) wouldn't be too bad. (Hmm, of course bases would then move 2 in combat. Problem, y/n?)

The 'rocket booster' is exactly what the emergency propulsion does. I haven't tested it, but I assume that will work for bases. If you bring along a space yard, you could do this repeatedly. Maybe call that 'Space Tug Bay'.

Expanding the engineering tech is good. What else besides additional repair would fit in? I also like the mainteance reduction, but I am not sure if these will stack. 50% reduction from base + 10% reduction from component = 60% total?

Rollo

[ September 13, 2002, 19:35: Message edited by: Rollo ]
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  #69  
Old September 13th, 2002, 08:46 PM

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Default Re: Devnull Mod Gold: updates and discussion

bases moving 2 in combat = minor problem.

using emergency propulsion to move bases. Hmm. Can you make it so that only a space yard can repair it? That way an engineering dept. cant be used to give a base unlimited movement. The player would have to use a spaceyard ship or base space yard to make it work every turn.

engineering lvl II = 1 repair and + 10% maintenence reduction. Lvl III = 2 repair + 10% maintenence reduction. Will the maint reduc stack though? I do not know. If the wife allows I may get some time to test the theory.

is it possible to make a component that only repairs certain other components? That would allow for successive engineering components that eventually will repair any type of component. Maybe the first repairs only engines, then engins and weapons, then engines and shields...etc...

Just more storming of my brain.

CHeers!
Trajan
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  #70  
Old September 13th, 2002, 08:52 PM
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Default Re: Devnull Mod Gold: updates and discussion

If you add standard movement to bases simply take away the tactical movement. I am pretty sure you should be able to set it up so that you can have a standard engine or a tactical engine but not both.

If you are concerned about killer starbases roaming about wiping out fleets and planets, you could even make the engine that moves them in strategic have some horrendous combat penalties or whetever. Then you can move the base where you want it, and them retrofit it to remove the strategic engine and replace it with a tactical engine when it reaches it's post. If it got pounced on while being moved, oh well.

Of course you could load up the base wth missles and stuff that are not affected by combat penalties, and religious races would still be allright with their tailsman, so maybe I am thinking too much.

Yes the maint reduction comp would stack with the hull maint reduction. And it would stack with other maint reduction comps, so you want to make sure you limit the number per hull. And make sure the max maint reduction comp and the max hull maint reduction don't equal more than 100% or your ships starts producing resources out of the vacuum.

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