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  #271  
Old March 28th, 2004, 08:10 PM
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Default Re: Devnull Mod Gold: updates and discussion

Will you be incorporating the new smoothed pop. settings into Devnull's extended pop. settings?
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  #272  
Old March 29th, 2004, 12:31 PM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, you missed several turns in Devnull4bis, while the game is at a critical stage.

What's going on ?
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  #273  
Old May 4th, 2004, 05:45 PM

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Default Re: Devnull Mod Gold: updates and discussion

I'd like to see DevNull updated for the most recent SE4 Gold patch. But I seem to recall Rollo deciding to quit Space Empiring - is this true???

If so, is there anyone "officially" in charge of the mod?

If not, does anyone care if I take over and put out an update???
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  #274  
Old May 4th, 2004, 06:33 PM
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Default Re: Devnull Mod Gold: updates and discussion

I do not believe anyone is officially in charge, and Rollo has stated on numerous occassions that the mod is open to public domain. However, I do recall Rollo mentioning that he had been working on it... perhaps try to get whatever he had updated from him first?
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  #275  
Old May 20th, 2005, 01:47 AM

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Default Re: Devnull Mod Gold: updates and discussion

Would anyone mind if I updated Devnull? Here is what I have done so far. What do you think?

Version 1.71
19.05.2005:
* Changed - Added in Imperator Fyron's smoothed population modifiers.
* Fixed - The Create and Destroy Storm components are now destroyed on use.
* Fixed - Added more slots to all of the formations to keep ships together better in combat. New formations thanks to Imperator Fyron.
* Changed - Anti-Fighter Missile range/damage and chance to hit. Here is a poll.
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  #276  
Old May 20th, 2005, 07:49 AM
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Default Re: Devnull Mod Gold: updates and discussion

Please do - It would be a real shame for this mod to stagnate.

Could you also correct the repair rates of temporal spaceyards? ( the figures are correct in the descriptions, but wrong in the Ability Val field)

If your updates are loaded onto PBW, will it be possible to update an existing game to use it?
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  #277  
Old May 20th, 2005, 12:13 PM
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Default Re: Devnull Mod Gold: updates and discussion

It is possible, given the order of component within the modfiles do not change.
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  #278  
Old May 20th, 2005, 12:28 PM

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Default Re: Devnull Mod Gold: updates and discussion

Quote:
parabolize said:
Would anyone mind if I updated Devnull?
When I asked Rollo about an update several months back, he said he was planning something. But I think he ran out of leisure time for SE4, so you should go ahead with your changes.

I'll let a few other DevNull players know about this thread, so you can get some more feedback.

Thanks for doing this!
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  #279  
Old May 20th, 2005, 02:22 PM

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Default Re: Devnull Mod Gold: updates and discussion

Hey Parabolize,

I'm glad Devnull isn't dying.

I kind of like your Anti-Fighter Missile changes. After playing a bunch of Devnull games, it always felt like fighters were powerful in the early game but lost value in the middle to late game. I like that you reduce the damage and range on the early components, but is there a reason why you increase damage and slightly reduce range on the later components?

Thanks again!

PS - A year or two ago, Spoon and I had some other change ideas for Devnull. I'll try and dig them up and post them here.
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  #280  
Old May 20th, 2005, 05:24 PM
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Default Re: Devnull Mod Gold: updates and discussion

Agreed, anti-fighters weapons definitly needs to be nerved. Population modifers are a very good idea as well. Other than that i really like the Devnull Mod. Im playing a pretty great game on pbw right now, if i stumble upon anything i will let you know.
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