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February 24th, 2005, 12:50 AM
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Corporal
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Join Date: Jan 2005
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Devnull tech question
Can somebody give me a rundown on what the various racial techs and racial crossover techs are like in Devnull, as well as the basics on the standard tech branches?
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February 24th, 2005, 01:29 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
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Re: Devnull tech question
I don't think the technologies are any different. I've been playing a devnull game for awhile now and I can't actually think what the difference is. There must be something because I have somehow gathered the idea that it makes the whole game more intricate somehow.
Edit: checked the mod data. I forgot that the mod has more ships. Also there is an universal colony tech, so you can build a single colony ship for all planets.
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February 24th, 2005, 03:04 AM
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General
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Re: Devnull tech question
You also have some crossover techs, such as Biocrystal armor, which has both the crystalline channeling weapons fire into shields capability and organic regeneration ability. It also has changed missiles in some way or another, I can't really remember...it's been a while since I've played it.
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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February 24th, 2005, 03:04 AM
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Corporal
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Re: Devnull tech question
Yeah, and there's external mount missiles, and Monolith facilities are in their own branch rather than Stellar Manipulation, and Emissive Armor's special ability is set high enough that it's acutally useful, and I don't think you can trade your strating colony tech, and point-defense cannons alos do mine-sweepign and don't require Military Science to get, and it seems to shuffle a bunch of stuff around. I want to know becuase I've joined a PBW game using it, and I'm sure there's more than this, so I want to get a better handle one what's good and what's not.
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February 24th, 2005, 03:58 AM
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Major General
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Join Date: Dec 2003
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Re: Devnull tech question
oops, my bad, totally forgot this page
http://www.jeffleggett.com/devnull.html
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February 24th, 2005, 12:25 PM
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Lieutenant Colonel
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Join Date: Dec 2000
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Re: Devnull tech question
Spinal mounts! Yay!
Those alone make the mod worth it. I LOVE being able to mount a Quantum Torpedo that does 1000 damage every shot...heh heh heh...
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February 24th, 2005, 12:35 PM
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Major General
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Re: Devnull tech question
What about being able to mount a quantum torpedo that does 17,000 damage a shot?
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February 24th, 2005, 01:13 PM
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Lieutenant Colonel
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Re: Devnull tech question
Hm. That would be neat too. oh yeah. OH YEAH.
Maybe a bit overkill?
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February 24th, 2005, 01:17 PM
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Major General
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Re: Devnull tech question
Nah. There is no overkill. There is only "Open fire!" and "I need to reload!"
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February 24th, 2005, 01:25 PM
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General
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Re: Devnull tech question
Quote:
NullAshton said:
Nah. There is no overkill. There is only "Open fire!" and "I need to reload!"
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Let's not forget "All hands abandon the ship, our *big* cannon just blasted away half our hull. I repeat, all hands aband...".
Where can you find a Quantum Torpedo dealing that much damage? It isn't in P&N, where Quantum Torpedoes barely do 7,000 damage points (if memory serves). 7,000 damage points! You could actually have trouble destroying a ship in a single hit with such puny weapons.
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