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  #61  
Old May 10th, 2001, 09:44 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

BTW, I forgot to mention in the Readme for the mod Nerfman's invaluable help in testing this mod. He is the reason behind a number of the changes in mounts, etc this mod as well as the reason it has fewer bugs than it otherwise would have. I am rectifying my oversight now in the readme, but that doesn't fix the one that people already have. So I'm publicly thanking him for his help thus far and I hope that he'll continue to help me test new Versions in the future =)
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  #62  
Old May 10th, 2001, 09:51 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

quote:
Originally posted by Matryx:
Just noticed that changing the Point Defense Mounting only increases the range at no extra cost



Yeah, good thing it only works on bases and immovable things, eh? Would make ship PD a whole lot more deadly if it was allowed on ships. A great idea by Daynarr, actually. Helps defense bases a lot.

quote:
Originally posted by Matryx:
Also, you have always listed 150kt for the size requirement on small mountings when you really have changed it for satellites and the like =)



Oops, you're right. I just fixed it, though, so the descriptions should be good for next Version.
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  #63  
Old May 10th, 2001, 10:09 PM

nerfman nerfman is offline
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Default Re: Devnullmod

Thanks Lee, but I haven't done much, yet. I am toying around w/ some more ideas to send you. I will get them out to you later tonight.
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  #64  
Old May 10th, 2001, 10:14 PM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

BTW, Nerfman, my email has been real flaky lately =(. Did you get my reply to your list of questions? I re-sent it again, but never heard from you as to if you got it the second time around.
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  #65  
Old May 10th, 2001, 11:03 PM

nerfman nerfman is offline
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Default Re: Devnullmod

I got it both times, but the first time it wasn't complete. It was flaky alright, but all is cool now.
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  #66  
Old May 11th, 2001, 05:19 PM

Bluecher Bluecher is offline
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Default Re: Devnullmod

Q : I´ve build some fast couriers with eight quantumengines II and a solarsailII. The ship will not move more than seven fields instead sumthing above ten.

Is this ok ?

Very nice mod with some very interesting tech, btw. Highly recommended.

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  #67  
Old May 12th, 2001, 03:54 AM

Marty Ward Marty Ward is offline
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Default Re: Devnullmod

Excellent Mod, well worth the wait.
Your idea of combining PD and minesweeping got me thinking (a dangerous situation ). Combining items in this manner really helps the AI.
There seems to be some other ways to help the AI in this way. Adding solar supply generation to the solar sail seems to be a natural combo. So does supply storage and cargo capacity.
I would like to test these ideas with your mod but I don't know a lot about how the AI Design Creation file works.
Does anyone know how the game works when a Misc. Ability is called for in a ship design if there are two components with that ability, in addition to other abilities, which would the game choose?

[This message has been edited by Marty Ward (edited 12 May 2001).]
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  #68  
Old May 12th, 2001, 09:16 AM

Devnullicus Devnullicus is offline
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Default Re: Devnullmod

Bluecher: not sure what's going on with that. The Last time I tried something like that, it worked fine and added the engine speed, engine bonus, and solar sail speeds together just like it should. But that was a while ago I tried that. I'll try it again as soon as I have a chance and try to fix it if I can.

Marty: The only advice I can give is to change the files and experiment =) The way I learned was to look at other people's changes to the files and I experimented a lot. If you do end up making some of those changes you talked about, though, I'd love it if you posted them so I could consider rolling them into the next Version of the mod. Your ideas sound interesting and I'd be interested to see how they balance.
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  #69  
Old May 13th, 2001, 01:35 AM

Bluecher Bluecher is offline
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Default Re: Devnullmod

Ok, I checked it again . In the design screen my fast courier has eight Q1 engines and one solarsail 2. Should move 13 , moves in reality 7 .

Ive attached the savegame, if you want to look into this. ( sno02.gam )
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  #70  
Old May 14th, 2001, 12:59 AM

Marty Ward Marty Ward is offline
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Default Re: Devnullmod

Dev,
I was checking out what the AI builds and noticed a few oddities that I thought I should mention. All occured with High Tech start.
HE mount weapons show no damage on certain type weapons. Must have to do with the reduced range of the HE mount and a normally short ranged weapon.
!!!! Shipyard ships/bases are being designed and built with two yard components and getting the benefit of both!!! How is this possible and why can't I do it with a planet???
Have seen an number of designs with tremendous amounts of shields/hardened shield generators and few (1-2) weapons. Don't know if this is done on purpose or not.
Have seen mines with armor (Cue Cappa).
The Taera and Serageti only build up to cruisers and space stations, nothing larger.
The Phong only build up to space station.
This appears to only effect their initial designs. After 40+ turns they seem to build the larger ships.
Love the mod. Will post any other things that seem odd here.



[This message has been edited by Marty Ward (edited 14 May 2001).]

[This message has been edited by Marty Ward (edited 14 May 2001).]



[This message has been edited by Marty Ward (edited 14 May 2001).]
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