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  #1  
Old February 24th, 2005, 12:50 AM

Zereth Zereth is offline
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Default 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?
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  #2  
Old February 24th, 2005, 01:29 AM
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Default 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.
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Old February 24th, 2005, 03:04 AM

Renegade 13 Renegade 13 is offline
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Default 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.
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Old February 24th, 2005, 03:04 AM

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Default 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.
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Old February 24th, 2005, 03:58 AM
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Default Re: Devnull tech question

oops, my bad, totally forgot this page

http://www.jeffleggett.com/devnull.html
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  #6  
Old February 24th, 2005, 12:25 PM

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Default 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...
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Old February 24th, 2005, 12:35 PM
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Default Re: Devnull tech question

What about being able to mount a quantum torpedo that does 17,000 damage a shot?
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Old February 24th, 2005, 01:13 PM

AMF AMF is offline
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Default Re: Devnull tech question

Hm. That would be neat too. oh yeah. OH YEAH.

Maybe a bit overkill?
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  #9  
Old February 24th, 2005, 01:17 PM
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Default Re: Devnull tech question

Nah. There is no overkill. There is only "Open fire!" and "I need to reload!"
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Old February 24th, 2005, 01:25 PM
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Default 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.
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