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-   -   Devnull tech question (http://forum.shrapnelgames.com/showthread.php?t=22915)

Zereth February 24th, 2005 12:50 AM

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?

Randallw February 24th, 2005 01:29 AM

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.

Renegade 13 February 24th, 2005 03:04 AM

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.

Zereth February 24th, 2005 03:04 AM

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.

Randallw February 24th, 2005 03:58 AM

Re: Devnull tech question
 
oops, my bad, totally forgot this page

http://www.jeffleggett.com/devnull.html

AMF February 24th, 2005 12:25 PM

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...

NullAshton February 24th, 2005 12:35 PM

Re: Devnull tech question
 
What about being able to mount a quantum torpedo that does 17,000 damage a shot?

AMF February 24th, 2005 01:13 PM

Re: Devnull tech question
 
Hm. That would be neat too. oh yeah. OH YEAH.

Maybe a bit overkill?

NullAshton February 24th, 2005 01:17 PM

Re: Devnull tech question
 
Nah. There is no overkill. There is only "Open fire!" and "I need to reload!"

Alneyan February 24th, 2005 01:25 PM

Re: Devnull tech question
 
Quote:

NullAshton said:
Nah. There is no overkill. There is only "Open fire!" and "I need to reload!"

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. http://forum.shrapnelgames.com/images/smilies/wink.gif

Slick February 24th, 2005 01:45 PM

Re: Devnull tech question
 
"They couldn't hit an elephant at this dist........ "-- last words of General John Sedgwick (1864)

NullAshton February 24th, 2005 02:38 PM

Re: Devnull tech question
 
Don't forget about the planetary core mounts http://forum.shrapnelgames.com/images/smilies/happy.gif


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