.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 16th, 2002, 08:53 AM

javaslinger javaslinger is offline
Sergeant
 
Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
javaslinger is on a distinguished road
Default Devnull mod?

I heard a bunch of good stuff about this mod but no specifics...

Anyway, I'm about to join a PBW game using it so I was wondering if someone could give me the jist of what it's all about anyway??

And perhaps some advice on stragies with it?

Thanks,

Ken
Reply With Quote
  #2  
Old August 16th, 2002, 04:30 PM

javaslinger javaslinger is offline
Sergeant
 
Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
javaslinger is on a distinguished road
Default Re: Devnull mod?

Bumpity... ump... ump... ump...
Reply With Quote
  #3  
Old August 16th, 2002, 04:32 PM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: Devnull mod?

Sorry, never played it. Just another mod that I really should get around to giving a test-drive....
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #4  
Old August 16th, 2002, 04:51 PM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: Devnull mod?

Off the top of my head:

-a good dozen or so extra hullsizes, including
--corvette
--tiny carrier (aaw, innit cute?)
--2 new fighter sizes
--superdreadnought
--large colony ship
--low- maintenance mining hulls
--oh... lots more of those

-Revamped weapons.
--external mount missiles (great fun)
--loads more missile classes, in fact.
--POint defence is now broken up into fighter and non-fighter pdc.
--Point defence cannons can now clear mines. (no minesweeper component)

-Whole new tech areas
--monolithic construction
--Engineering (Scotty! Give me more power!)
--Much more of this, too, but my brain doesn't work on a Friday afternoon.

A cool AI that can handle all of these changes.

-Space Monsters
--'nuff said.

I think I'll just shut up and let someone else sell it to you, because I'm not doing a very good job. Anyway, it's great mod. Play it.
Reply With Quote
  #5  
Old August 17th, 2002, 10:25 AM

javaslinger javaslinger is offline
Sergeant
 
Join Date: Feb 2001
Location: Richmond, VA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
javaslinger is on a distinguished road
Default Re: Devnull mod?

Sounds great! Can't wait for the game to start... Everyone join up! Devnull 2 in PBW!

Sooo... What sort of things should I take into consideration when designing my race using it?

Thanks,

Ken
Reply With Quote
  #6  
Old August 17th, 2002, 03:20 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Devnull mod?

When you design race for devnul, remember of cross-over tech ! For example, Organic+crystall gives you biocrystal armor that regenerates and recharge shields at the same time. Other race combination will give you surprises as well...
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #7  
Old August 17th, 2002, 06:43 PM

Binford Binford is offline
Corporal
 
Join Date: May 2002
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
Binford is on a distinguished road
Default Re: Devnull mod?

Thanks, oleg - I will add that to the list I am compiling for the differences in DNM vs. Regular Game. I'm gonna spend this rainy Saturday afternoon working on this some more so hopefully I will post a first pass at all the changes tonight to the following discussion area.

Also, we have a thread for discussing all things DNM here: http://www.shrapnelgames.com/cgi-bin...;f=23;t=006157

One note about the External Missile Mounts, there fire rate is 30! I.E. Once per combat. I learned this the hard way! So even though you can add a sh*tload of missiles to a hull with 'em, you're gonna blow you're wad only once (so to speak, guess that makes External Missile Mounts very male! LOL)

Binford
__________________
SEIV Code: L+++ Gdy $ Fr! C++ Sd! T? Sf+ A M++ MpO RV Pw+ Fq Nd- Rp- G++ Mm++
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:43 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.