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April 28th, 2002, 09:08 PM
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Major General
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Join Date: Sep 2000
Location: Midlothian, Va, USA
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Re: Space Monsters!!!
Andres Lescano: Your re-done SE3 races showed up in as random races in my newest game. Ickyak & Memorak are currently at war with me and the Sechulkra soon will me...nicely done sir!
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April 28th, 2002, 09:17 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Space Monsters!!!
The Space Monsters are now flying  . Check out the latest Version of Devnull Mod Gold.
DevnullModGold_v1.60
Enjoy and let me know how you like them (even more important: what you don't like). There is plenty of room for new stuff and improvements.
Happy gaming  ,
Rollo
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April 29th, 2002, 07:11 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Space Monsters!!!
Hi,
looks like I screwed up a little with my calculations and made monster tech way too cheap  . I did most tests with only one planet, 2000 points and under minister control (which means no bonus).
Anyway, in my current actual game I used 3 planets, 3000 points and low AI bonus and the monsters had maxed out their tech by turn 20  OOPS.
I suggest raising the cost of monster tech to a large amount, say 150000.
You can do this yourselves.
1. Find the techarea.txt file in .../DevnullModGold/Data.
2. Change the Last entry to:
Name := Monster Tech
Group := Applied Science
Description := Only for the bad and ugly guys.
Maximum Level := 12
Level Cost := 150000
Start Level := 1
Raise Level := 2
Racial Area := 6
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0
I will test this tonight and make it part of a patch, if more bugs / suggestions come in.
Rollo
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
April 29th, 2002, 07:38 PM
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BANNED USER
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Join Date: Nov 2001
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Re: Space Monsters!!!
2 questions:
Do the Space Monsters require the Devnull mod to function as intended?
Does the Devnull mod alter / replace any of the stock files?
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
April 29th, 2002, 07:59 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Space Monsters!!!
Yes, the Monsters are part of Devnull Mod. So, you need that to play with them.
No, Devnull Mod does not change/alter any of the stock files. However, it does add one file (monsterroar.wav) to the Sound folder in the stock installation. I was reluctant to do that, but the other options would have been copying all the other sound files into the mod and thus increasing its size by 27 megabytes or leaving this gimmick out. As long as you do not have a file with the same name, it dosn't hurt anything.
Rollo
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
April 29th, 2002, 08:17 PM
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BANNED USER
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Re: Space Monsters!!!
Rollo,
Thanks, I don't mind the extra file.
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