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  #1  
Old July 5th, 2002, 08:07 PM
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Default Devnull Mod Gold: updates and discussion

Hi all,
rather than opening a new topic everytime a new Version comes out, I'd like to keep it all in this thread.

Anyway, new Version available :

Devnull Mod Gold Version 1.63

This Version is compatible with games from 1.60 and higher.

Here is the new stuff from the readme.txt:
* changed family numbers of hardened shield generators, mini regenerators, harmonic shielding, and base engines, because designs would not upgrade correctly
* fixed typo with harmonic shielding. now displays correct roman numeral
* added redundant tech requirements for armor III, so the AI uses armor III instead of scatter armor (AI now prefers armor III to hardened shield generators I also, but will choose HSG II or ablative armor I over armor III)
* fixed typo where biocrystal armor II & III required Psychic Tech instead of Crystalline Tech
* added solar sails for drones
* added quadrants without black holes, because the AI doesn't handle damaging WPs well

Have fun ,
Rollo
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  #2  
Old July 5th, 2002, 08:08 PM
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Default Re: Devnull Mod Gold: updates and discussion

BTW, there is a new game on PBW about to start that will use Devnullmod. There is still room for new players. Don't miss this chance .

Rollo
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  #3  
Old July 6th, 2002, 06:08 AM
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Default Re: Devnull Mod Gold: updates and discussion

Added PBW support for Devnull Mod Version 1.63. Enjoy.

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  #4  
Old July 25th, 2002, 07:21 AM

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Default Re: Devnull Mod Gold: updates and discussion

Geo & Rollo: Just started a game of Devnullmod and have notices that the sizes of the satellites is larger than the standard game. That is cool, but you didn't change the cargo capacity of the sat layer components to match.
I noticed this because I designed a base with a single sat bay and no other cargo components...Now I can't load a large sat in my large sat bay because of insuffient cargo space.
I thought maybe you would like to know about this for the next patch.
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Old July 25th, 2002, 09:14 AM
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Default Re: Devnull Mod Gold: updates and discussion

Thank you, Taz
It'll be fixed in the next Version.

Rollo

[ July 27, 2002, 02:37: Message edited by: Rollo ]
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  #6  
Old July 27th, 2002, 03:39 AM
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Default Re: Devnull Mod Gold: updates and discussion

I should add that Geo and myself are not to be credited for the change of the satellites. I agree that this is a cool change. It was done by HreDaak in his mod (Version 1.01) and incorporated into the Devnull Mod 1.0 by Devnullicus in Feb 2001. I think it is time to give credit, where credit is due. So here is a list of the authors that contributed to the Devnull Mod or are authors of other mods that Devnullicus incorporated into the Mod (in no special order): Devnullicus, HreDaak, VernMcC, Elwood Bluze, Derek, Mephisto, Talenn, Lucas, Daynarr, Deathstalker, Suicide Junkie, GodEmperor, Dracus, Q, SunDevil, Henk Brouwer, Andrey Taskaev, Nerfman, Andrés Lescano, Damien Lescano, Dogscoff, Puke, Geoschmo, Rollo. Please correct me, if I missed anybody. The readme is rather long .

That's what I really like about this mod: It has a long history and many people contibuted to it. Btw, Version 1.64 is in the works. Maybe it is going to be 1.70 (not compatible with 1.6x), not sure yet. Some teasers (apart from the not so thrilling many little bugfixes): new toys to play with, some change of the rules to benefit the AI, and more AI races (long overdue really , since that was (*I think*) the main reason that Geo "hired" me ).

Enough rambling...

Rollo
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  #7  
Old July 29th, 2002, 10:47 PM

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Default Re: Devnull Mod Gold: updates and discussion

Here's a link to the DevNull MOD forum on Sneaky Buffalo: http://www.sneakybuffalo.com/phpBB2/...?p=14428#14428

Rollo, is there a link to the complete list of features, changes, etc of DevNull over Standard 1.67 somewhere I can link to? I know the readme probably has it, but thought that might a large post if its elsewhere already?

Binford
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Old July 29th, 2002, 10:58 PM

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Default Re: Devnull Mod Gold: updates and discussion

Oh, I would love to see the Giant and Titanic planet types added to DevNull from The Admiral's System Mod as well.

These are smaller than Ringworld's and Sphereworld's but bigger then HUGE.

Binford
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Old July 30th, 2002, 12:25 AM
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Default Re: Devnull Mod Gold: updates and discussion

Binford - I am not aware of any list of features that you could link to. You'd have to use the readme. Maybe you can shorten it a bit for a post. Some of the early changes are obsolete by now or have been changed again. A synopsis for the mod would be great. Any volunteers?

I'll check out the Admiral's System Mod. Sounds like a good idea, as long as the bigger-than-huge planet are kept (very) rare. Is anybody aware of any problems that are connected to adding new planet sizes?

Rollo
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  #10  
Old July 30th, 2002, 01:44 AM
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Default Re: Devnull Mod Gold: updates and discussion

If you want to add/change/include anything from the latest Versions of my MountMod (or my other one the 'D-Mod') you are welcome to. (I'd love to see the engine mounts and new ship sizes added to Devnull )
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