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April 16th, 2008, 12:29 AM
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DN5.06 Fix list
The next release of Dark Nova 5 will actually be 2 versions. V5.05 fixes some bugs that I introduced in v5.04 (oops) and v5.06 adds a whole lot more. Though I'm not quite there yet, I'm getting really close. Here's the list so far and a few more smaller details will be added before release too, I hope.
v5.06
Added- Self-Contained Bridge component.
Changed- All Bridge/Master Computer/Crew Quarter/Life Support components to Inner Hull placement only.
Added- Command Bridge component.
Added- External Control Center component.
Added- Remote Control Center component (not working proper yet)
Changed- Crew Quarters amount to 50 + 25/level.
Added- Officers Quarters component.
Added- Weapons Crew Quarters component.
Added- External Crew Quarters component.
Added- Luxury Crew Quarters component.
Added- Fighter Pilot Quarters component.
Changed- Cargo Space Ability of all components with cargo now dependant on Cargo Tech level (except Colony modules).
Added- Small Crew Quarters component.
Added- Android Crew component.
Added- Cybernetic Crew Quarters component.
Added- Medical Crew Quarters component.
Added- External Life Support component.
Added- High Capacity Life Support component.
Added- Small Life Support component.
Added- Enviromental Control component.
Changed- added Life Support ability to Medical Bay.
Added- Military Theory Tech.
Added- Shell Technology Tech.
Added- Logistics Theoretical Tech.
Changed- Fighter Bay, Mine Layer, Drone Launcher, Satillite Bay and Fighter Hanger to depend on Logistics Tech.
Changed- Increased max level of Fighter Bay, Mine Layer, Drone Launcher, Satellite Bay and Fighter Hanger to 10.
Changed- Resupply Base remote distribution ability amount increased per level to depend on Logistics Tech.
Changed- Adjusted kt size of Scout, Destroyer, Cruiser, Battle Cruiser and Battleship for Technological, Organic, Crystalline, Symbiotic, Crystallized, Silica, Organic-Crystallized, Living, Living-Silica, Crystalline-Symbiotic, Ceramic and Ceramic-Silica racial/unique types.
Changed- Adjusted resource cost of Scout, Destroyer, Cruiser, Battle Cruiser and Battleship for Technological, Organic, Crystalline, Symbiotic, Crystallized, Silica, Organic-Crystallized, Living, Living-Silica, Crystalline-Symbiotic, Ceramic and Ceramic-Silica racial/unique types.
Added- Scout Weapon Mount.
Added- Scout Shield Mount. (shield amount modifier not working correctly)
Added- Escort Weapon Mount.
Added- Escort Shield Mount. (shield amount modifier not working correctly)
(want to add a special Corvette mount but have no ideas yet.-Added- Corvette.... Mount.)
Added- Frigate Weapon Mount.
Added- Frigate Shield Mount. (shield amount modifier not working correctly)
Added- Destroyer Weapon Mount.
Added- Bombardment Mount.
Added- Cruiser Weapon Mount.
Added- Stabilization Mount.
Added- Battleship Weapon Mount.
(want to add a special Battleship mount but have no ideas yet.-Added- Battleship...)
Added- Dreadnaught Weapon Mount.
(want to add a special Dreadnought mount but have no ideas yet.-Added- Dreadnaught...)
Added- Baseship Weapon Mount.
(want to add a special Baseship mount but have no ideas yet.-Added- Baseship...)
Added- Worldship Weapon Mount.
(want to add a special Worldship mount but have no ideas yet.-Added- Worldship...)
Added- Space Platform Mount
Added- Space Station Mount
Added- Battle Station Mount
Added- Starbase Mount
Added- Worldbase Mount
Added- Miniaturized Mount
Added- Hardened Mount
Added- Low Grade Mount
Added- Premium Grade Mount
Added- T.A.G Mount (Ship and Base versions).
Added- Gatling Mount (Ship and Base versions).
Added- Spinal Weapon Mount
Added- Light Weapon Mount
Added- Extended Range Mount (Ship and Base versions).
Added- Pulsed Weapon Mount (Ship and Base versions).
Added- High Energy Focus Mount (Ship and Base Versions).
Added- Extended Range Gatling Mount (Ship and Base Versions).
Added- Pulsed Gatling Mount (Ship and Base Versions).
Removed- Large, Heavy and Massive Ship Mounts.
Removed- Large, Heavy and Massive Base Mounts.
Increase some Theoretical techs to allow full research of some mounts
Changed- break out weapon platforms into different research sizes (weapon base, weapon station, weapon platform, Weapon Sentry, Weapon Bunker, Weapon Installation
Changed- Increased max levels of Chemistry.
Changed- Increased max levels of Construction.
Changed- Increased max levels of Industry.
Changed- Increased max levels of Military Science.
Added- Miniaturization Theorectial Tech.
Changed- Tech level requirement for Resourse Manipulation.
Changed- Plasma Missile Weapons tech level requirement.
Changed- Tech level requirement for Robotics.
Changed- Tech level requirement for Centralized Computer Systems.
Changed- Tech level requirement for Computers.
Changed- Tech level requirement for Torpedo Weapons.
Changed- Tech level requirement for Ship Capture.
Changed- Tech level requirement for Advanced Military Science.
changed- Solar Sails to Armor slot placement only.
changed- Solar Panels to Armor slot placement only.
v5.05
Changed- Adjusted defense modifier for Baseships and Worldships to -200%.
Added- Standard movement ability to Infantry.
Added- Jetpack component for Infantry and Zero-G Troopers.
Added- Two Per Vehicle restriction to all hand weapons.
Added- One Per Vehicle restriction to shoulder-mounted weapons.
Changed- Removed Inner Hull from weapon placements.
Fixed- Medium Supply Storage should be 10 kt not 5 kt.
Fixed- Tiny Supply Storage missing from availably Scout, Infantry.
Changed- Colony Modules now only available on Ships.
Added- All vehicle types to troop weapons capable of firing into space.
Added- Infantry slot layout to default slot configurations.
Changed- Mod uses Override Slot Layout file.
Added- Fyron's improved Override Slot Layout file.
Fixed- Point Singularity Ruins didn't grant access to Point Singularity weapons because of a typo.
There is a growing importance in this mod for Theoretical research. As it is right now, all the 'extra' new mounts rely on theoretical research to discover and to advance in levels. There are also other components (and soon facilities) whose abilities will be improved with more theorectial research.
Example: Resupply Bases. The level of the RS will determine how much supplies and ordnance it will generate each turn. But the level of Logistics research will determine how much can be remotely distributed throughout the system. It'll be possible to have a resupply base that could distribute more than it can generate in a turn or vice versa.
All of the mounts in this version have their abilities depend on the level of the mount. I am toying with the idea of changing it so that the abilities of some mounts will instead be more determined on the theorectical research than the Mount level.
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You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
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April 16th, 2008, 02:37 AM
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Shrapnel Fanatic
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Re: DN5.06 Fix list
Quote:
bearclaw said:
The next release of Dark Nova 5 will actually be 2 versions. V5.05 fixes some bugs that I introduced in v5.04 (oops) and v5.06 adds a whole lot more.
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...Bugs?
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Sig updated to remove non-working links.
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April 16th, 2008, 04:01 AM
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Re: DN5.06 Fix list
For some reason, I thought I saw the word "borked" in teh changelog, and I was for a moment ecstatic that someone had finally used the word in a changelog. Then I realized it didn't say borked at all and I was quite disappointed. I'm thinking of making my own mod, so I can release an update that breaks something, then release another update so I can have
"Fixed supply generation that got borked in the last patch".
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April 16th, 2008, 04:14 AM
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Major General
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Re: DN5.06 Fix list
the most annoying part of modding from my experience is when you add some stuff and the mod stops working because you find out later you spelt something wrong.
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April 16th, 2008, 12:55 PM
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Captain
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Re: DN5.06 Fix list
Quote:
Randallw said:
the most annoying part of modding from my experience is when you add some stuff and the mod stops working because you find out later you spelt something wrong.
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Oh, had more than my share of those! It really borks things up.
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Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
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April 21st, 2008, 01:32 PM
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Colonel
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Re: DN5.06 Fix list
OH, great. And I've been playing 5.04 for the past couple of months. I like the mod; I hope the fixes don't mess up my game.
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April 21st, 2008, 01:46 PM
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Captain
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Re: DN5.06 Fix list
Quote:
gregebowman said:
OH, great. And I've been playing 5.04 for the past couple of months. I like the mod; I hope the fixes don't mess up my game.
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I want to put out a patch version for existing games but I came across something that may not allow that to work. I have to do some more testing but it looks like SEV won't allow for any changes to the TechArea.txt file to an existing game.
If that truly is the case, then yes, 5.06 will bork your exisitng game. I'll be sure to let you know more.
How are you finding 5.04?
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Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
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April 21st, 2008, 03:11 PM
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General
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Re: DN5.06 Fix list
Looking for ideas for specialized mounts, eh?
How about these:
Efficient Engine Mount - Reduces size and fuel consumption of engines, but increases their cost. Usable on scouts and cruisers.
Sniper Gunnery Mount - Increases range and accuracy of direct fire weapons, but also greatly increases their cost and size. Works best if weapons have a "blind spot" where they can't fire at ranges below, say, 10km - then the sniper mount would extend that blind spot as well as the max range of the weapon! Could work with any ship size.
Bombardment Missile Mount - Increases range and damage of missiles. (According to Devnullicus, this will actually work properly in SE5!) Increases size and cost. Usable on destroyers and dreadnoughts.
Carronade Gunnery Mount - Decreases range of direct fire weapons but increases their damage. Usable on frigates and battleships.
Reinforced Armor Mount - Significantly increases HP of armor and increases cost somewhat. Usable on baseships.
Miniaturized Electronics Mount - Reduces tonnage of electronics (sensors, scanners, ECM, cloaking devices, master computers, etc.) but greatly reduces their HP. Usable on scouts, frigates, and cruisers. Works best if these components are designed to be too big to fit reasonably on smaller hulls (say, anything smaller than a cruiser) - then cruisers become REALLY good at electronic warfare while destroyers, with their bombardment mounts, become the heavy hitters until you reach battleships and above!
Bulk Quarters Mount - Greatly decreases the cost of crew quarters and life support, but increases their size. Usable on colony ships, freighters, carriers, and worldships.
Planetoid Reactor Mount - Greatly decreases the cost of quantum reactors, but increases their size. Usable on worldships. Works best if quantum reactors are too bulky for all but the largest ships. Usable on worldships.
Hyper Beam Mount - Greatly increases the size and cost of beam weapons, but phenomenally increases their damage and increases their range as well. Decreases accuracy. Usable on baseships (even if there's only room for one beam per ship!) and worldships - think Death Star laser!
Oh, and by the way, if you can't increase the shield generation of shield generators with a mount, you can always reduce their tonnage and/or cost!
Ooh, and what if there were mounts only available through certain racial/unique techs? Like a High Energy Focus beam weapon mount available only through Crystallurgy?
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April 22nd, 2008, 02:09 PM
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Captain
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Re: DN5.06 Fix list
Nice!
I like these ideas. Combined with the Destroyer-only Bombardment mount would make Destroyers very viable for a long time.
Now if only the Get_Vehicle_Tonnage function would work with mounts. I wanted to make the Spinal Mount work like the Deathstar weapon. It would make all but the smallest weapons fit only 1 per ship but the bigger the ship, the bigger the weapon.
I want to keep mounts mostly dependant on Theoretical Tech. Do you have suggestions for these? In addition to the ship size tech requirements?
I think this would work well if the Quantum Reactor and sensors in general were all boosted in size too. That'll make Curisers the best option for mobile command centres.
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Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
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April 22nd, 2008, 08:00 PM
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General
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Re: DN5.06 Fix list
Thanks
You can do spinal mounts the way you want, you just have to have a different spinal mount for each hull size
Do you plan on having leveled mounts that increase in benefits / decrease in drawbacks as tech advances?
I'd see these as the most logical pairings for mounts and theoretical techs:
Efficient Engine - Industry and/or Physics
Sniper Gunnery - Military Science and/or Physics
Bombardment Missile - Military Science and/or Physics
Carronade Gunnery - Military Science and/or Chemistry
Reinforced Armor - Chemistry and/or Physics
Miniaturized Electronics - Industry and/or Construction
Bulk Quarters - Psychology, Biology, and/or Chemistry
Planetoid Reactor - Physics and/or Astrophysics
Hyper Beam - Physics and/or Astrophysics
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