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  #91  
Old September 17th, 2002, 02:56 AM
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Default Re: Devnull Mod Gold: updates and discussion

Woah... Cloaked planets. So... Umm... Does that mean colonizing planets in the same system as the monsters is useless, since they'd just go on to ravage all of the other systems assuming this one planet could build enough defenses to survive?
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  #92  
Old September 17th, 2002, 05:12 AM
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Default Re: Devnull Mod Gold: updates and discussion

For some reason the forum link where the game is gives me an error and I can't find it any other way (even when using the text interface), so I jus' wanted to vote to be heard somewhere. For the Devnull2 game, I want monsters. I'm a little scared of those dragons with the 800 damage fire breath (quad damage bug), but oh well.
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  #93  
Old September 18th, 2002, 04:41 AM

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Default Re: Devnull Mod Gold: updates and discussion

Excuse my ignorance, but what is MEE exactly?

Also, the DevNull2 game is almost fuill for anyone who wants to join in now - Starting it Thursday or Friday.

Binford
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  #94  
Old September 18th, 2002, 06:03 AM
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Default Re: Devnull Mod Gold: updates and discussion

MEE = Mega Evil Empire

When the 1st place player's score is greater than the threshold (500k pts?) and is also 170% greater than the 2nd place, all the AIs drop to murdeous and declare war on you because "you are a threat to the other sentient races."
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  #95  
Old September 19th, 2002, 07:49 PM
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Default Re: Devnull Mod Gold: updates and discussion

Bump
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  #96  
Old October 1st, 2002, 06:00 AM

Taz-in-Space Taz-in-Space is offline
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, is it possible for Space Monsters to be generated in a system WITHOUT a star? If so how can you kill them? How about if I mod in level 5 sensors to find them?
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  #97  
Old October 1st, 2002, 09:12 AM
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Default Re: Devnull Mod Gold: updates and discussion

No, I don't think they can (or rather will) be placed in a system without a star. They are placed just like any other player. Of course you could change that. Just place them wherever you want on a custom map.
As for the sensors, sure mod anything you like . Might be a good idea to change the AI files a bit then and build some WeaponPlatforms, Troops, Defense Bases, etc. (make designs and include them in the contruction list).

Rollo
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  #98  
Old January 2nd, 2003, 01:37 PM
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Default Re: Devnull Mod Gold: updates and discussion

This thread needs a bump for two reasons:
1) There are some new players around that might not have heard of this mod.
2) There hasn't been an update for a while and I am considering putting some more work into this.

Are people still playing DNM? I haven't gotten a lot of feedback after the Last release. Which means: a) the Last Version is running stable with no bugs, or b) it is not getting played.

My primary goal for now is updating more of the AI and creating new AI that use the racial combo techs. My actual to do list is very short at the moment (only one minor item), but here are some things from the 'maybe' list.
  • making bases able to move
  • adressing weapon balance, making useless weapons useful (Hellbore and Incinerator beam come to mind)
  • expand engineering tech
  • using shield mounts -> shields are more effective on smaller ships, because the force field is denser in a smaller area
  • adding more ruins tech (anything goes here)
  • additional combo techs for psychic/crystalline and religious/temporal (both these combos could need a boost IMO)
I appreciate any feedback and ideas. Especially concerning the racial combo techs that were added/revised in the Last update. Also if somebody has the current contact of Don Phillips (aka Voidhawk), please let me know. I would like to add the Ixaris to the DNM as one of the combo races (probably crytalline/religious).
Rollo
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  #99  
Old January 2nd, 2003, 07:39 PM

Patowic Patowic is offline
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Default Re: Devnull Mod Gold: updates and discussion

It seems to be stable for me, and it's pretty much the only mod I use now. I wouldn't mind seeing something like "rapid-launch fighter bay", something which holds less cargo than a normal fighter bay, but can launch two or three ships a turn. Or an external fighter mount, which gets damaged first (like armor) but essentially adds mass to the ship. e.g. a 15-kton ExtFighterMount (say, fighter tech 3 or 4) but holds 60kton of fighters, and can launch them all simultaneously.
Rather like the single fighters mounted on cargo ships for anti-sub use in WW2.

Great work on DNM! =)
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  #100  
Old January 2nd, 2003, 08:16 PM
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Default Re: Devnull Mod Gold: updates and discussion

i still play, there are still PBW games using it. I was thinking of starting a new PBW game with it soon.. Keep the legend alive, I say.
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