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August 27th, 2002, 02:47 AM
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Corporal
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Devnull mod Space Monsters
I have just installed the Devnull mod and am in my first solo game at about turn 75. I have 3 questions about the Space Monsters:
1) I understand the Space Monsters have hidden home planets. Can these be found and destroyed?
2) If the home planets can't be destroyed, can the monsters be beaten into submission or surrender?
3) Can the space monsters be used with other mods or the standard game?
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Henceforth I spread confident wings to space
I fear no barrier of crystal or glass;
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And while I rise from my own globe to others
And penetrate even further through the eternal field,
That which others saw from afar, I leave far behind me.
-Giordano Bruno
On the Infinite Universe and Worlds, 1584
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August 27th, 2002, 05:01 AM
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Major
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Re: Devnull mod Space Monsters
Here's a cool trick:
Mod out the "Master Computer" ability from all the monsters (give them regular control abilities so they work) and then go psycic and find some monsters. Arm your ships with subverters and go to town on the rest of the universe.
Capturing monsters can be tricky business, but the payoff is a fun fleet full of monsters.
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August 27th, 2002, 05:06 AM
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Shrapnel Fanatic
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Re: Devnull mod Space Monsters
1&2) That depends on the level of Sector-Sight Obscuration given to the comp/facilty that is cloaking the HWs. If it is level 3 cloaking, then yes, you can detect it eventually. If not, blow up the star in their home system, and that will get rid of them.
3) Yes. Technically, it wouldn't be the standard game, but a special mod. You'd have to find all Monster techs, comps, ships, facilities, etc. in the DNM data files and copy them into another mod (or a copy of the normal game). I do not know how much work it would take to get the monster AI files to work with the normal tech tree (or a modded one).
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August 27th, 2002, 07:44 AM
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Captain
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Re: Devnull mod Space Monsters
Is there a Devnull mod for 1.49?
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August 27th, 2002, 08:25 AM
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Shrapnel Fanatic
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Re: Devnull mod Space Monsters
Yes.
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August 27th, 2002, 08:43 AM
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Brigadier General
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Re: Devnull mod Space Monsters
I am just having a weird kind of deja vu .
Rollo
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August 27th, 2002, 06:26 PM
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Brigadier General
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Re: Devnull mod Space Monsters
Quote:
Originally posted by Imperator Fyron:
1&2) That depends on the level of Sector-Sight Obscuration given to the comp/facilty that is cloaking the HWs. If it is level 3 cloaking, then yes, you can detect it eventually. If not, blow up the star in their home system, and that will get rid of them.
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August 27th, 2002, 07:29 PM
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Private
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Re: Devnull mod Space Monsters
Rollo, you are a walking talking deja vu
Must have been a double post.
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August 27th, 2002, 10:15 PM
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Brigadier General
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Re: Devnull mod Space Monsters
Quote:
Originally posted by Toryin:
Rollo, you are a walking talking deja vu
Must have been a double post.
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Hehe, a double post that was almost 24hours apart. I actually had to check my Calendar to make sure it's Tuesday and not caught in some 'groundhog day' time loop .
Rollo
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August 28th, 2002, 01:07 AM
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Captain
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Re: Devnull mod Space Monsters
Sorry, brain wasn't working yesterday.
I downloaded the DevMod, but was looking for a 'Proportions' mod for 1.49
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