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Devnullmod
Want to take the time to thank you for this great mod. Was really hopeing to see it everyday when I would come home from work,Now you got me excited about how you might add some more stuff. Thanks.
I suggest anyone to try this mod as I feel it really belongs in the game,try it and you will love this mod |
Re: Devnullmod
Stockman I to play with this mod and like the additions. Especially the external mt. missiles http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
BTY Stockman have you voted for the civil war idea yet. We would really like to know what you think. If you need info on the feature check out the overview in the intergalactic civil war thread. Thanks for your time http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Devnullmod
Thanks =)
I like it too, actually. I've been playtesting some new stuff for it recently. I'm playtesting it as a "compatible" mod with TDM-ModPack 1.70. I'm hoping that sometime next week, I'll have Version 1.3 out which will be compatible as an add-on for TDM-ModPack as well as adding a few new mods (I'm heavily playtesting DeathStalker's Light Missile Mounts for balance as well -- so far they REALLY make the AI much deadlier). I've also put in Lucas' Intel fix for AI. Any other suggestions for things to add? |
Re: Devnullmod
Thanks (for testing the mounts), I find with the MiniMissile the AI can hold its own with all the PDC the TDM-Modpack uses. Also makes races like the Zorian which usually only have one launcher per ship harder. My personal fave to use these with is either a whole wack of crystal torp or plasma missiles (as plasma is cheap compared to capital.).
------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Devnullmod
I looked at the text description of the mod and it looks interesting. Does the whole mod need to be installed or can just pieces be used?
Also, I noticed a lot of added missile benefits. How come there are no improvements to PD? Have you thought about trying a close in point defense component, 1-2 range, low damage, 2-5kt in size? Seems like those small missiles cannot be countered. |
Re: Devnullmod
Pretty much the whole mod needs to be installed. Almost all of the files in the data directory are modified. I'm working on making it compatible with TDM-ModPack 1.70 so you would install that first and then DevnullMod. It will probably overwrite a couple files (data/formations.txt and AI/Default_AI_PlanetTypes.txt), but they'll have all of TDM-ModPacks changes in there.
Well, the problem really is that PD is too powerful already. A couple PD V's on a few ships in a fleet can basically make you immune to missiles. Fighters are somewhat tougher, but still PD will ruin their day. The reason I like the light missile mod as well as the fast seeking speed of the sprint missiles, etc is that they can overwhelm or get by PD. It really helps balance things. With the new mods, ships in a fleet with *JUST* PD on them are now useful, if not necessary. So while more PD is certainly an option, before I add more PD, I'll probably just tone down the new missile mods a bit. [This message has been edited by Devnullicus (edited 12 April 2001).] |
Re: Devnullmod
The small missiles look great and fill a needed area. Its hard to make a good small missile ship due to the cost, size and reload rate of the standard missile component.
You are right about PD being powerful, I load up 2-3 LC with them and nothing gets through. It would be nicer if you could make a component that would affect the missile and PD accuracy to make both of them less of a sure thing. Looking forward to trying it. |
Re: Devnullmod
There is a mod in hyperionbase where the stellar manipulations are split up into different techs why don't you include that one?
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Re: Devnullmod
umm, sounds interesting. I don't include it because I don't know about it =) Do you have a URL?
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Re: Devnullmod
Nice to be using the mod again, i'm in my next 1k turn game using this mod and am glad the missiles were sorted out (got really frustrating in the first mod). Kudo's for sorting it out and regards to all who contibuted to it. Many thanks.
tic |
Re: Devnullmod
Devnullicus the website is www.hyperionbase.com\ It's in the mod section . It splits each different stellar manipulation into a different tech area. Ex. one for warp open/close, one for planet creation etc.
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Re: Devnullmod
I checked that site, but when I try to actually download the mod I get a page not found error...
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Re: Devnullmod
OK, well, things are going well for Version 1.3 of devnullmod. There's so many changes it's amazing. And all of them good =)
Anyway, I'm on the Last part of it now, tweaking the races to use the new technology, etc. Should be ready in a couple more days. A BIG HUGE thanks to Zeno for his wonderful mod tools. They've been a HUGE help. And I would encourage anyone who's going to do mods to check out the diffexam tool. The most incredible diff'ing tool I've ever used (and I've used a lot of them =) ). Here is a list of the changes so far in Version 1.3 of devnullmod: -updated data files for SE4 Version 1.35 -Modified Light Weapon Mounts slightly as they were a bit overpowered. Reduced range by one. -Made all missiles half size, +25% cost. -Split up point-defense weapons into two Groups -- one for seekers and the other for seekers/fighters/satellites. -significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile -slightly increased sprint missile damage -reduced sprint missile seeker damage resistance -raised supplies used by missiles significantly -since missiles are so much more deadly, races now start with point-defense I. Military Science will still have to be researched to get Point-Defense 2+, Anti-Fighter Missiles, and Mini Point-Defense. -made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component. -increased supplies stored by higher-level engines -added mini point-defense cannons for very short-range point defense. -increased anti-fighter missiles range and damage in order to make them viable. -added Reactive Armor to Psychic Technology Tech tree. As regular armor with a 1-shot super Point-defense built-in -Created a new technology: Monolithic Construction - prereq Construction. Monolith Facilities now need this tech instead of Stellar Manipulation. Ring/Sphere World Placement Pods and Cables/Plating now need this tech as well as Stellar Manipulation. -Revamped costs of many components in an effort to make the game not quite so skewed toward just minerals. Raised the amount of radioactives used on many things, reduced the amount of minerals on many things, and raised the amount of organics on some things. This changes the balance of the game somewhat, but I believe it's a good change overall. I will be continuing to tweak these values as I play in order to balance them more. -significantly reduced cost of a number of small weapons to make the costs consistent with their damage output. -Gave new components good pictures and switched a few old component pictures. -re-ordered components.txt file to streamline ship design -modified description of satellite engines and barge engine that they don't currently work because MM has hard-coded that satellites cannot do combat movement and bases cannot do regular movement. -BUGFIX: re-ordered new enhancements in CompEnhancement.txt because apparently the order that they're listed in the file is meaningful. -BUGFIX: made family unique for all new seeking parasite missiles so that AI upgrades work correctly (really, I actually did this time...honestly) -BUGFIX: fixed typo for vehicle type with satellite engines that was causing them to not show up for use -BUGFIX: made the families and roman numerals for plasma charge -> hyper plasma charge, electric ray -> lightning ray acid globule -> enveloping acid globule be consistent to help the AI upgrade correctly. Selected mods from Pirates & Nomads v1.4 by Suicide_Junkie: -made emissive armor soak 80/90/100 to make it worthwhile (esp. since emissive armor seems to be broken in general (only the first hit gets 'emissed', and even then if the damage is > the emissive value, it all gets through). -"normal" shield generators provide the amount of hitpoints that "phased" shields used to. Normal shields are now only on odd tech levels, 1/3/5/7/9. Phased shields are available on even tech levels, and provide slightly more hitpoints than the previous normal (at techs 2/4/6/8/10). Normal and phased Shield generators I/II/III/IV/V provide 1/2/3/4/5 points of shield regeneration. -Shield Regenerators - Available on even tech levels. Provide bonus shield points equivalent to one turn of regeneration. -Split up Small Armor into Small Armor I/II/III -Split up Small Emissive Armor into Small Emissive Armor I/II and upgraded it's armor value -Split up Small Organic Armor into Small Organic Armor I/II/III -Interspersed Small Shields and Small Phased Shields and gave them slight regeneration (NOTE: Unit shield regeneration is not currently working in SE4) -Improved Range of higher-level Wave Motion Guns (range now 8/10/12) -Kamikaze warhead I/II/III do 60/120/180 damage. -Added Ablative Armor I/II/III/IV/V -Tachyon Dampener. 30Kt, 100 hitpoints. Will absorb a fraction of weapon-destroying attacks. -Reduced Shield Generator I/II/III. 10kT, provides 25/50/75 shield points, regenerates 2/4/6 points/turn. Provides 30/40/50 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7. -Reduced Shield Regenerator I/II/III. 5kT, regenerates 2/3/4 points per turn. Requires shield tech level 5/7/10. -Heavy Shield Generator I/II/III. 200kT. generates 1500/2000/2500 shield points. Regenerates 50/75/100 points per turn. Requires shield tech level 11/12/13. -increased max armor tech to 11 -increased max shield tech to 13 Emissive Armor Classic by Suicide_junkie: -Added Emissive Armor Classic. Not working yet because emissive armor in general is screwed up. But when emissive armor gets fixed, it should negate the first X points of damage every hit, taking that X off of the damage that gets through (currently, if the damage is greater than the emissive ability of the armor, the full damage goes through). Mount Mods by DeathStalker: -Mounts for weapons have been added to give each of the different ship sizes different roles in combat instead of 'bigger ship, bigger guns' that exists now. -Destroyers have extended range weapons (+50% size/cost, 90% damage, +2 Range, -10 to hit) -Cruisers have Pulsed Weapons (+25% to hit, +25% damage, +1 rng, +50% cost/size) -High Energy Focus Mount has been added for Baseships (5x cost/tonnage, 8x damage/Supplies, -1 Range, +10 to hit) Point-Defense Mount by Daynarr: -Added Daynarr's Point-Defense mount mods for Weapons Platforms and Bases. Increases range of Point-Defense Weapons for these units when these mounts are used. Intel_Fix 1.1 mod by Lucas: This modification is designed to make the AI players' use of Intelligence more effective. To help the AI, I have restricted them from using less effective Intelligence projects, or projects (like "Force Concentrations") which they aren't clever enough to use effectively. To gain access to all of the Intelligence projects, be sure to research "Human Intel". If you don't research "Human Intel", then the only Intelligence projects you will have access to will be the ones I have restricted the computer to using, which are: Ship Bomb Crew Insurrection Cargo Bomb Anarchy Groups Puppet Political Parties Technological Espionage Technological Sabotage Intelligence Sabotage Counter - Intelligence Level 1 Counter - Intelligence Level 2 Counter - Intelligence Level 3 [This message has been edited by Devnullicus (edited 25 April 2001).] |
Re: Devnullmod
Thanks! It's nice to be included! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: Devnullmod
I had no idea you were using some of my stuff.
While I don't really mind, it would be nice to be told directly. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>-Reduced Shield Generator I/II/III. 10kT, provides 25/50/75 shield points, regenerates 2/4/6 points/turn. Provides 30/40/50 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7.<HR></BLOCKQUOTE> This needs to be renamed. Its quite inaccurate right now, since its half armor, not mostly shields. "Hardened Mini-Shield Generator" would be good. The shield-armors should already be phased. [This message has been edited by suicide_junkie (edited 25 April 2001).] |
Re: Devnullmod
Suicide:
Sorry, you're right -- I should have told you directly. Ah, well, consider yourself told =) Let me know what you do with the reduced shield stuff and I'll incorporate it also -- I really like what you've done with shields in general. Nitram Draw: Yes, the main reason the mod isn't out yet is because I'm working on the AI of the races to utilize the new technology. [This message has been edited by Devnullicus (edited 25 April 2001).] |
Re: Devnullmod
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>-increased max armor tech to 11
-increased max shield tech to 13<HR></BLOCKQUOTE> I noticed you didn't include the "Large Planetary Shield" facilities in your list. The Last 3 techs are just for the LPSG facils, so you may have a few useless tech levels there. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>-made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component.<HR></BLOCKQUOTE> My beef with the original way was that the supply bay gives the same storage as an engine. Without the acutal engine to take up space we should be able to store more supplies per KT. Your change has really done nothing to improve usefulness. eg. to get 500 supplies you now need 2, costing you 10kT, same space and storage as an engine, but missing the propulsion ability. -------------- Oh, the 10kT shield-armors and the shield regenerators, the ability description should say "provides X bonus shield points" -------------- How do you plan to update changes I make? Perhaps I could make a separate file with just my components in it, not the regular ones. [This message has been edited by suicide_junkie (edited 25 April 2001).] [This message has been edited by suicide_junkie (edited 25 April 2001).] |
Re: Devnullmod
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>-significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile<HR></BLOCKQUOTE>
Mind if I use that name for my nuke missiles? |
Re: Devnullmod
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
-increased max armor tech to 11 -increased max shield tech to 13 I noticed you didn't include the "Large Planetary Shield" facilities in your list. The Last 3 techs are just for the LPSG facils, so you may have a few useless tech levels there. <HR></BLOCKQUOTE> I decided not to include the planetary shield stuff at this time because I feel it makes the tech gained from ruins far less valuable. If I were to include that, the shield tech would max out at 16. As it is, it goes to 13 instead of 10 because of the large shields, which I DO like =) <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>-made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component.<HR></BLOCKQUOTE> <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>My beef with the original way was that the supply bay gives the same storage as an engine. Without the acutal engine to take up space we should be able to store more supplies per KT. Your change has really done nothing to improve usefulness. eg. to get 500 supplies you now need 2, costing you 10kT, same space and storage as an engine, but missing the propulsion ability. <HR></BLOCKQUOTE> I understand your logic. I chose not to use that mod, however, because of game balance. The way you have it, supply storage is so cheap and plentiful that ships rarely have to worry about running out of supplies -- which is a major part of the game. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>-------------- Oh, the 10kT shield-armors and the shield regenerators, the ability description should say "provides X bonus shield points" <HR></BLOCKQUOTE> OK, I'll update the descriptions. -------------- <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>How do you plan to update changes I make? Perhaps I could make a separate file with just my components in it, not the regular ones. <HR></BLOCKQUOTE> Up to you. To be honest, however, I'm pretty good at diff'ing various files. So as long as you keep a list of changes that you make (which you have in your thread), I'll find the change and isolate it as needed. A separate file would obviously be nice, but seems like a lot of extra work for you to go through, especially since the order of things in Components.txt is somewhat important (as I've found to my chagrin lately). As to how I plan to keep up with your future changes, there's no guarantee that I will =) I do this in my spare time and it's unknowable when I'll ever have enough to keep up with this mod. If in the future, I log in to this forum and see more changes in your mod that I think will fit into this one, then I'll isolate them and add them. Otherwise, you, or anyone else for that matter, is free to mod my mod and add/change what they wish. The only thing I ask is that if you do that, release it under a different name to avoid confusion and give credit to original mod authors where it's due. I try to be very careful about including credit to original authors because I think it's important. If you feel like using various bits and pieces of this mod (including names of various components), feel free. All mods, as far as I can tell or am concerned, are in the public domain. If you feel like being courteous, look through the readme for the mod and track down the original author to give them credit. (Heavy Bombardment Missiles were originally done by Derek, FYI, I believe) [This message has been edited by Devnullicus (edited 25 April 2001).] |
Re: Devnullmod
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>If I were to include that, the shield tech would max out at 16<HR></BLOCKQUOTE>
Sorry, I didn't notice that one digit diff, since it was formatted exactly the same as my update post, I just didn't look closely enough. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Those large shields were originally supposed to be 400Kt, and provide double the shielding (3k,4k,5k), but the AIs had problems trying to use them exclusively, and ended up with no shields on some ships (eg. LCs), they just filled up on Ablative armor http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I really like the new pictures for stuff, like the Ablative armor, heavy shields, small shield-armor. I would suggest you also include the "small Null-space cannon" for units. Everything else has a small Version, and there's even a picture for it in SE4. [This message has been edited by suicide_junkie (edited 25 April 2001).] |
Re: Devnullmod
Wow, thats a lot of stuff!
Is anyone working on the AI to allow it to use any of this? It definately looks like a great mod for my hotseat games, how about solo? |
Re: Devnullmod
I want it please,oh how I want this.Many thanks for sharing when you get done.
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Re: Devnullmod
Sorry it's taking so long...I really do need to update the races. I'm finding that all of their tech queues REALLY suck badly so I'm redoing them all using zeno's wonderful tool and GodEmporer's great FillerTech mod. Using the Ukratal as a test case, I have them with Organic Weapons 5 by turn 40 or so. They're pretty deadly now =) I really wanted to make them more efficient in the way they build their facilities and choose planet types, but ran into some hard-coded things that don't make sense (IMO). Ah well. Re-doing the tech trees will help a lot anyway.
But I'm also suddenly under a crunch at work and so find myself with little time to work on modding. Ah well, the life of a techie, I guess. Anyway, I'll have it out soon, I hope. In the meantime, I'd love to have people help me beta-test it. If you want to get what I have now (i.e. the AI not using the new tech and having crappy research queues, let me know and I'll gladly send you a copy of what I have now for beta-testing). My email is [email protected] [This message has been edited by Devnullicus (edited 27 April 2001).] |
Re: Devnullmod
Ack! It appears that my email is being flaky and I've had several instances where people have not been getting through. Not sure why (I run my own domain/email server, so I can't just call up my provider and b*tch at them .. *sigh* ), but at any rate, if you've emailed me and I haven't responded, it's because I haven't gotten your email. Please reply here and/or re-mail me and I'll get in contact with you.
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Re: Devnullmod
BTW, a quick update:
I've added some more things to the mod, but mainly I'm working on races and AI currently. I've got a few races done already including UkraTal, Abbidon, Amonkrie, Cryslonite, and Drushocka. Things ARE moving along, it's just taking a while. Now that I have a few new standardized research queues that I can modify for each race depending on their favorite weaponry and racial tech, things should move faster. Thanks for being patient. [This message has been edited by Devnullicus (edited 01 May 2001).] |
Re: Devnullmod
Here is a patch for the P&N "hardened mini-shields"
I just went through and re-balanced the components. They now provide roughly 10% to 20% more hipoints (shield&armor combined) than shields at the same tech level (but you need armor tech, too). Before it was "off the top of my head", but now I went through and did the math, tweaking it. Just replace the HMSs with the ones in the file here. |
Re: Devnullmod
Coolness. Thanks -- I'll incorporate the changes immediately.
I assume that the Tonnage Structure := 10 for type III is a typo and should be 50? Is the name and the amount of armor (Tonnage Structure) the only changes? [This message has been edited by Devnullicus (edited 01 May 2001).] |
Re: Devnullmod
Here's a teaser and also a call for comments. I've modified the AI research queue for a number of races now. I'm posting several research queues here and would appreciate any comments on them. These files tend to make weapon research a high priority and significantly alter the queues from the original race. They also use the "Filler Tech" mod from GodEmporer (WONDERFUL idea, btw). I use Xeno's AI_Tech_Mod tool as well and it makes modifying these files extremely fast compared to the old text-file editing.
Anyway, enjoy the sneak preview -- and please comment on these if you wish. |
Re: Devnullmod
I changed the structure points, and the shield points on ALL three components, and I might have changed the tech requirements slightly.
That's why I just included the three components, so you can just copy & paste over top of the old ones. |
Re: Devnullmod
Hmm, not sure what happened then, because the old components and the new ones both had the same tech requirements and shield points. I guess I already changed them =)
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Re: Devnullmod
Check the components for:
HMSG III: generates 65 shields, not 75 HMSG I: 20 pts armor, not 30. If these things are correct, the rest probably is. (But there are more changes than just this - see the file attached below) |
Re: Devnullmod
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Check the components for: HMSG III: generates 65 shields, not 75 HMSG I: 20 pts armor, not 30. If these things are correct, the rest probably is. (But there are more changes than just this - see the file attached below)<HR></BLOCKQUOTE> The file you posted below has HMSG III: 75 shields HMSG I: 30 armor unless of course you've changed it recently... |
Re: Devnullmod
You mod is already quite extensive and there are a lot of new techs/components. Are you going to set these up so some can be used and others not?
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Re: Devnullmod
Not sure how I would do that, actually. I suppose that you can make some tech unusable by not allowing that tech tree to be used at game creation, but other than that, I'm not sure how you would accomplish what you are asking.
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Re: Devnullmod
You know how techs can removed from a game in the set up screens. I guess it would mean using the line "can be removed=true" in the tech area. That way if my buddies don't want to use the whole mod in our hotseat games I can still convince them to try part of it, until they come around http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
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Re: Devnullmod
Ah, ok, yes, I don't think I've added very many new tech areas, but those I have added will be removable. Monolithic tech might be a bit problematic though since you can no longer get Monolith Facilities from Stellar Manipulation, so if you removed Monolithic Tech, you wouldn't be able to get Monolith Facilities. *shrug*
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Re: Devnullmod
That's cool. Some of the more exotic or radical changes would be hard to sell with my group, we're old and kind of set in our ways.
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Re: Devnullmod
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Here is a patch for the P&N "hardened mini-shields" I just went through and re-balanced the components. They now provide roughly 10% to 20% more hipoints (shield&armor combined) than shields at the same tech level (but you need armor tech, too). Before it was "off the top of my head", but now I went through and did the math, tweaking it. Just replace the HMSs with the ones in the file here.<HR></BLOCKQUOTE> Just where will I need to put this to make it work? (mottlee the incompetent) ------------------ [email protected] "Kill em all let God sort em out" [This message has been edited by mottlee (edited 05 May 2001).] |
Re: Devnullmod
You won't need to. I need to =) You just install my mod when it comes out and you'll be set. I'll worry about the modding (assuming you don't want to =) )
Speaking of which, I am FINALLY done with all the modding I want to do for this Version. At this point, I'm just testing it. I've already found some things that don't work and had to take them out. *sigh* Heavy Shields for example, as the AI does not handle them at all well. Anyway, now that I'm in the testing phase, I'll hopefully be releasing early next week. We'll see =) [This message has been edited by Devnullicus (edited 05 May 2001).] |
Re: Devnullmod
Ok, try this file. I must have copied the components from an old Version Last time. Sorry.
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Re: Devnullmod
Status update:
I have sent the file to the people who did TDM-ModPack for testing. I am also testing the release-candidate right now. Hopefully, I'll have the new mod for posting here in a few days =) Note that any changes for races in TDM-ModPack are pending approval and may be taken out before the release of this mod. Current Changes for DevnullMod 1.3 ================================== Mods By Devnullicus: -updated data files for SE4 Version 1.35 -updated mod to reside in it's own directory instead of overwriting SE4 files -Modified Light Weapon Mounts slightly as they were a bit overpowered. Reduced range by one. -Made all missiles half size, +25% cost. -significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile -slightly increased sprint missile damage -reduced sprint missile seeker damage resistance -raised supplies used by missiles significantly -since missiles are so much more deadly, races now start with point-defense I. Military Science will still have to be researched to get Point-Defense 2+, Anti-Fighter Missiles, and Mini Point-Defense. -made supply storage 10 tons instead of 20 to help make it fit better and be more useful. Halved the supplies stored with each component. -increased supplies stored by higher-level engines -Split up point-defense weapons into two Groups -- one for seekers and the other for seekers/fighters/satellites. -added mini point-defense cannons for very short-range point defense. -increased anti-fighter missiles range, damage, and hit mods in order to make them viable. -added Reactive Armor to Psychic Technology Tech tree. As regular armor with a 1-shot super Point-defense built-in -added Splinter Armor to Crystalline Technology Tree -- low cost, easy-to-research (relatively) ablative armor with the properties of crystalline armor as well. -Added Small Crystalline Armor I/II/III -Created a new technology: Monolithic Construction - prereq Construction. Monolith Facilities now need this tech instead of Stellar Manipulation. Ring/Sphere World Placement Pods and Cables/Plating now need this tech as well as Stellar Manipulation. -Revamped costs of many components in an effort to make the game not quite so skewed toward just minerals. Raised the amount of radioactives used on many things, reduced the amount of minerals on many things, and raised the amount of organics on some things. This changes the balance of the game somewhat, but I believe it's a good change overall. I will be continuing to tweak these values as I play in order to balance them more. -significantly reduced cost of a number of small weapons to make the costs consistent with their damage output. -Gave new components good pictures and switched a few old component pictures. -re-ordered components.txt file to streamline ship design -modified description of satellite engines and barge engine that they don't currently work because MM has hard-coded that satellites cannot do combat movement and bases cannot do regular movement. -Modified Plasma Missiles making them more damaging, longer range, and faster reload. Also increased their tech level by 1. This was to make them worthwhile compared to Capital Ship Missiles. -Modified races to use new technology and completely rebuilt their research queue and vehicle construction files. -Abbidon -Amonkrie -Cryslonite -Drushocka -Eee -Fazrah -Jraenar -Krill -Sallega -Terran -Toltayan -UkraTal -Xiati -Modified Q's races to use new tech (re-did research queue) -CueCappa -Phong -Modified TDM-ModPack Races to use new technology -Colonial -Darlok -EarthAlliance (also fixed it with FillerTech so it would mostly research in the order I think the author intended) -Klingon (completely replaced Research Queue -- the one in there already looked like a standard MM queue) -NarnRegime (and fixed it with FillerTech and slightly rearranged things so research would happen in approx the order the author intended) -Norak -Piundon -Romulan (completely replaced Research Queue -- the one in there already looked like a standard MM queue) -Sergetti -Toron -XiChung -Added a little utility program (getcomp.pl) that will analyze Components.txt and create two files (Families.txt and WeaponFamilies.txt) so that we can keep our families in order =) getcomp.pl is REALLY badly written, but hey, it works and it only took me 20 minutes =) Also, it's currently set up for unix since I've never done Perl programming in Windows. If anyone wants to convert this to a Windows Perl executable, that would be cool, otherwise, I'll eventually get around to writing it in C++ and making it an executable that can be run in Windows. -Changed cost of Applied Research to 50000 (from 100000). It was too high of a cost for too small of a benefit. -Changed cost of Mineral/Organic/Radiation Extraction to 25000 (from 50000). Again, too high cost for too small of a benefit. -Made higher-level Base Ship Yards back to 400kT because AI will not build larger bases than space station (for some unknown reason), so they would never use the higher-level base shipyards. When they got the tech, the AI would build SpaceYard bases (space stations) and not put any yards on them because they were too big. *sigh* Stupid AI. -BUGFIX: re-ordered new enhancements in CompEnhancement.txt because apparently the order that they're listed in the file is meaningful. -BUGFIX: made family unique for all new seeking parasite missiles so that AI upgrades work correctly (really, I actually did this time...honestly) -BUGFIX: fixed typo for vehicle type with satellite engines that was causing them to not show up for use -BUGFIX: made the families and roman numerals for plasma charge -> hyper plasma charge, electric ray -> lightning ray acid globule -> enveloping acid globule be consistent to help the AI upgrade correctly. -BUGFIX: Fixed Neutral races to take out racial trait - rock colonization (etc) -BUGFIX: Made Anti-Fighter Missiles actually act as Point-Defense Weapons. Apparently, even though you set a weapon as having point-defense ability, you STILL have to set it's weapon-type to "Point-Defense". So, no seeking Point-Defense Weapons. Ah, well. New Race AI, construction, etc files by Q: -for CueCappa and Phong. New Events by Dracus (from EyeCandy v1.02) -added approx 20 new events, many of them good to balance all the bad events. FillerTech by GodEmporer: -added FillerTech 1,2,3 to allow for AI races to make better research queues Selected mods from Pirates & Nomads v1.5 by Suicide_Junkie: -made emissive armor soak 80/90/100 to make it worthwhile (esp. since emissive armor seems to be broken in general (only the first hit gets 'emissed', and even then if the damage is > the emissive value, it all gets through). -"normal" shield generators provide the amount of hitpoints that "phased" shields used to. Normal shields are now only on odd tech levels, 1/3/5/7/9. Phased shields are available on even tech levels, and provide slightly more hitpoints than the previous normal (at techs 2/4/6/8/10). Normal and phased Shield generators I/II/III/IV/V provide 1/2/3/4/5 points of shield regeneration. -Shield Regenerators - Available on even tech levels. Provide bonus shield points equivalent to one turn of regeneration. -Split up Small Armor into Small Armor I/II/III -Split up Small Emissive Armor into Small Emissive Armor I/II and upgraded it's armor value -Split up Small Organic Armor into Small Organic Armor I/II/III -Interspersed Small Shields and Small Phased Shields and gave them slight regeneration (NOTE: Unit shield regeneration is not currently working in SE4) -Improved Range of higher-level Wave Motion Guns (range now 8/10/12) -Kamikaze warhead I/II/III do 60/120/180 damage. -Added Ablative Armor I/II/III/IV/V (AI will not seem to use this armor -- no idea why not) -Tachyon Dampener. 30Kt, 100 hitpoints. Will absorb a fraction of weapon-destroying attacks. -Hardened Mini-Shield Generator I/II/III. 10kT, provides 25/45/65 shield points, regenerates 2/4/6 points/turn. Provides 20/30/40 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7. -Mini-Shield Regenerator I/II/III. 5kT, regenerates 2/3/4 points per turn. Requires shield tech level 5/7/10. -increased max armor tech to 11 -Added new combo-tech components -Telepathic Armor I/II/III -BioCrystal Armor I/II/III -Bio-Engineered Fanatic (Troop Cockpit) -Psychic Stun Crystals I/II/III -Accelerated Psychic Sensors I/II/III -Harmonic Shielding I/II/III -Spirit Crew Quarters Emissive Armor Classic by Suicide_junkie: -Added Emissive Armor Classic. Not working yet because emissive armor in general is screwed up. But when emissive armor gets fixed, it should negate the first X points of damage every hit, taking that X off of the damage that gets through (currently if the damage is greater than the emissive ability of the armor, the full damage goes through). Mount Mods by DeathStalker: -Mounts for weapons have been added to give each of the different ship sizes different roles in combat instead of 'bigger ship, bigger guns' that exists now. -Destroyers have extended range weapons (+25% cost, +2 Range, -10 to hit) -Cruisers have Pulsed Weapons (+25% to hit, +25% damage, +1 rng, +100% cost) -High Energy Focus Mount has been added for Baseships (5x cost/tonnage, 8x damage/Supplies, -1 Range, +10 to hit) Point-Defense Mount by Daynarr: -Added Daynarr's Point-Defense mount mods for Weapons Platforms and Bases. Increases range of Point-Defense Weapons for these units when these mounts are used. Intel_Fix 1.1 mod by Lucas: This modification is designed to make the AI players' use of Intelligence more effective. To help the AI, I have restricted them from using less effective Intelligence projects, or projects (like "Force Concentrations") which they aren't clever enough to use effectively. To gain access to all of the Intelligence projects, be sure to research "Human Intel". If you don't research "Human Intel", then the only Intelligence projects you will have access to will be the ones I have restricted the computer to using, which are: Ship Bomb Crew Insurrection Cargo Bomb Anarchy Groups Puppet Political Parties Technological Espionage Technological Sabotage Intelligence Sabotage Counter - Intelligence Level 1 Counter - Intelligence Level 2 Counter - Intelligence Level 3 TDM-ModPack Version 1.72: -Added mods from TDM-ModPack 1.72 -(1) Complete AI Race files and Shipset for "Earth Alliance" - Version 2.01 (with shipset by Randy Stuce and other artists and AI/speech files by K126 Mephisto). -(2) Complete AI Race files and Shipset for "Narn Regime" - Version 2.01 (with shipset by Randy Stuce and other artists and AI/speech files by K126 Mephisto). -(3) Complete AI Race files and Shipset for "Toron Confederation" - Version 2.01 (with shipset by Klaus Lehtonen and AI/speech files by K126 Mephisto). -(4) Complete AI Race files and Shipset for "Darlok" - Version 1.65 (with shipset by Don Phillips a/k/a Voidhawk, AI files by Tampa_Gamer and speech file by John Zamarra). -(5) Complete AI Race files and Shipset for "Sergetti" - Version 1.71 (with default shipset from Malfador Machinations, AI files by Daynarr). -(6) Complete AI Race files and Shipset for "Xi'Chung" - Version 1.32 (with default shipset from Malfador Machinations, AI files by Daynarr). -(7) Revised default AI_Planet_Types file to tweak planet selection for AI (by Daynarr). -(8) Complete AI Race files and Shipset for "Piundon - Version 1.10 (with default shipset from Malfador Machinations, AI files by Tampa_Gamer, speech file by John Zamarra) -(9) Complete AI Race files and Shipset for "Rage Collective" - Version 2.0 (with shipset and AI files by Alpha Kodiak) -(10) Complete AI Race files and Shipset for "Battle Star Galactica - Colonials" - Version 1.10 (with shipset by Dracus and AI files by Tampa_Gamer) -(11) Complete AI Race files and Shipset for "Norak" - Version 1.11 (with default shipset from Malfador Machinations, AI files by Daynarr). -(12) New formations.txt file that includes 8 new formations (made by Tampa_Gamer and Daynarr) -(13) Complete AI Race files and Shipset for "Pyrochette" - Version 1.2 (with shipset by Grand Mausic Yith Saulkar and AI files by Master Belisarius). -(14) Complete AI Race files and Shipset for "Klingon" - Version 1.35c (with shipset by Atrocities and others, AI files by God Emperor and speech file by Dracus). -(15) Complete AI Race files and Shipset for "Romulan" - Version 1.35c (with shipset by Atrocities and others and AI files by God Emperor). |
Re: Devnullmod
I am d/l your mod as I type, so I should have it testing very soon.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Devnullicus: -Added Ablative Armor I/II/III/IV/V (AI will not seem to use this armor -- no idea why not) <HR></BLOCKQUOTE> Just to explain this. AI doesn't care for the KT of the armor. When AI decides which armor gives better protection it just looks at damage resistance. I know it sucks but that is how it is. |
Re: Devnullmod
That's the reason I took out the Heavy Shield Generators -- they WERE being used...to the exclusion of everything else because they were so d*mn big.
*sigh*....my new mantra lately "Stupid AI" |
Re: Devnullmod
To get the AI to use abaltive armor, simply create a few tech trees... each one with a diffrent armor type, or if you put them all into one tree... give them a 2nd prerequisite that is diffrent between each armor... then make sure the AI has only researched the Armor-type that you want it to use. I've had to to this with a few things to get the AI to only use specific componets (Sensors, Stealth, Armor, PD, and others).
As for the shields... it can be a problem, you could create a few AI's that only use heavy shield generators once available by doing the same as above, but you'd have to calculate space on the designs carefully. OR you can give the smaller shield a ability tag like for something you've removed from the game (For instance, I've removed "Emergency Supplies", thus that "ability is freed up), then require the ship design to have a few of that ability (Just set the ability bonus to 0)... so your smaller ships wouldn't have any "shields" but a few "emergency supplies"... which ofcourse means the smaller shields! ...but that means that you have to remove an exisiting ability... your choice! [This message has been edited by Trachmyr (edited 05 May 2001).] |
Re: Devnullmod
Dev, I got your mod to work again, how ever the Sat jets are not there in the build window it is in the comps file but I can not use them??
------------------ [email protected] "Kill em all let God sort em out" |
Re: Devnullmod
That's a bug I fixed in Version 1.3 of my mod. However, they don't work in any case due to some hard-coding, so don't worry about it =)
|
Re: Devnullmod
Behold!! Our new gaming god Sir: Devnullicus.
What he has added and gave us I think top gaming companies take a couple of years to give us. I stand back with awe and thank you for giving us this added treat to a great game. |
Re: Devnullmod
Sorry, for the perhaps dumb question...
I understand the Dev mod and the TDM mod are two seperate. Are there efforts to combine these into one 'ultimate' mod? OR will they be forever two seperate though perhaps somehow confusingly combined mods? Please! I vote combine them! Work together! KEn |
Re: Devnullmod
I believe Dev is trying to incorporate as much of TDM as possible, and adjusting the AIs a bit so they research up to the new max tech levels.
BTW: I just discovered a wee little but with the Crossover techs I supplied. Bio-Crystal Armor: Num tech requirements should be 2. Right now it is ignoring the crystalline requirement. Psychic Armor: Num tech requirements should be two also. Same reason, but Psychic. SE4 didn't give me an error about having more requirements than I said I had, it just ignored the rest. You may want to add more to the organic and mineral costs of the psychic and biocrystal armors, respectively. Beware the bio-crystal! The crystalline shield regen keeps you from taking too much damage while the armor heals http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. I may upgrade the Psychic armor to get a weak, range 1 psychic attack, for balance. |
Re: Devnullmod
SJ: already fixed the tech level error =)
And I changed the costs. So, way ahead of ya =) Javaslinger: Yes, I am trying to integrate the mods. We'll see how it goes. See the thread "TDM/Dev" for more details. |
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