Re: Devnullmod
			 
             
			
		
		
		
		OK, well, things are going well for Version 1.3 of devnullmod.  There's so many changes it's amazing.  And all of them good =) 
 
Anyway, I'm on the Last part of it now, tweaking the races to use the new technology, etc.  Should be ready in a couple more days.  A BIG HUGE thanks to Zeno for his wonderful mod tools.  They've been a HUGE help.  And I would encourage anyone who's going to do mods to check out the diffexam tool.  The most incredible diff'ing tool I've ever used (and I've used a lot of them =) ). 
 
Here is a list of the changes so far in Version 1.3 of devnullmod: 
 
-updated data files for SE4 Version 1.35 
 
-Modified Light Weapon Mounts slightly as they were a bit overpowered.  Reduced range by one. 
-Made all missiles half size, +25% cost. 
-Split up point-defense weapons into two Groups -- one for seekers and the other for seekers/fighters/satellites. 
-significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile 
-slightly increased sprint missile damage 
-reduced sprint missile seeker damage resistance 
-raised supplies used by missiles significantly 
-since missiles are so much more deadly, races now start with point-defense I.  Military Science will still  
 have to be researched to get Point-Defense 2+, Anti-Fighter Missiles, and Mini Point-Defense. 
-made supply storage 10 tons instead of 20 to help make it fit better and be more useful.  Halved the supplies 
 stored with each component. 
-increased supplies stored by higher-level engines 
-added mini point-defense cannons for very short-range point defense. 
-increased anti-fighter missiles range and damage in order to make them viable. 
-added Reactive Armor to Psychic Technology Tech tree.  As regular armor with a 1-shot super Point-defense  
 built-in 
-Created a new technology: Monolithic Construction - prereq Construction.  Monolith Facilities now 
 need this tech instead of Stellar Manipulation.  Ring/Sphere World Placement Pods and Cables/Plating now need 
 this tech as well as Stellar Manipulation. 
-Revamped costs of many components in an effort to make the game not quite so skewed toward just minerals.  Raised 
 the amount of radioactives used on many things, reduced the amount of minerals on many things, and raised the 
 amount of organics on some things.  This changes the balance of the game somewhat, but I believe it's a good 
 change overall.  I will be continuing to tweak these values as I play in order to balance them more. 
-significantly reduced cost of a number of small weapons to make the costs consistent with their damage output. 
-Gave new components good pictures and switched a few old component pictures. 
-re-ordered components.txt file to streamline ship design 
-modified description of satellite engines and barge engine that they don't currently work because MM has 
 hard-coded that satellites cannot do combat movement and bases cannot do regular movement. 
-BUGFIX: re-ordered new enhancements in CompEnhancement.txt because apparently the order that they're listed in 
         the file is meaningful. 
-BUGFIX: made family unique for all new seeking parasite missiles so that AI upgrades work  
         correctly  (really, I actually did this time...honestly) 
-BUGFIX: fixed typo for vehicle type with satellite engines that was causing them to not show up for use 
-BUGFIX: made the families and roman numerals for 
         plasma charge -> hyper plasma charge, 
         electric ray -> lightning ray 
         acid globule -> enveloping acid globule 
         be consistent to help the AI upgrade correctly. 
 
 
Selected mods from Pirates & Nomads v1.4 by Suicide_Junkie: 
-made emissive armor soak 80/90/100 to make it worthwhile (esp. since emissive armor seems to be broken 
 in general (only the first hit gets 'emissed', and even then if the damage is > the emissive value, it all 
 gets through). 
-"normal" shield generators provide the amount of hitpoints that "phased" shields used to. Normal shields are  
 now only on odd tech levels, 1/3/5/7/9. Phased shields are available on even tech levels, and provide  
 slightly more hitpoints than the previous normal (at techs 2/4/6/8/10). Normal and phased Shield generators 
 I/II/III/IV/V provide 1/2/3/4/5 points of shield regeneration. 
-Shield Regenerators - Available on even tech levels. Provide bonus shield points equivalent to one turn of 
 regeneration. 
-Split up Small Armor into Small Armor I/II/III 
-Split up Small Emissive Armor into Small Emissive Armor I/II and upgraded it's armor value 
-Split up Small Organic Armor into Small Organic Armor I/II/III 
-Interspersed Small Shields and Small Phased Shields and gave them slight regeneration 
 (NOTE: Unit shield regeneration is not currently working in SE4) 
-Improved Range of higher-level Wave Motion Guns (range now 8/10/12) 
-Kamikaze warhead I/II/III do 60/120/180 damage. 
-Added Ablative Armor I/II/III/IV/V 
-Tachyon Dampener. 30Kt, 100 hitpoints. Will absorb a fraction of weapon-destroying attacks. 
-Reduced Shield Generator I/II/III. 10kT, provides 25/50/75 shield points, regenerates 2/4/6 points/turn.  
 Provides 30/40/50 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7. 
-Reduced Shield Regenerator I/II/III. 5kT, regenerates 2/3/4 points per turn.  
 Requires shield tech level 5/7/10. 
-Heavy Shield Generator I/II/III. 200kT. generates 1500/2000/2500 shield points. 
 Regenerates 50/75/100 points per turn. Requires shield tech level 11/12/13. 
-increased max armor tech to 11 
-increased max shield tech to 13 
 
 
Emissive Armor Classic by Suicide_junkie: 
-Added Emissive Armor Classic.  Not working yet because emissive armor in general is screwed up.  But when 
 emissive armor gets fixed, it should negate the first X points of damage every hit, taking that X off of the 
 damage that gets through (currently, if the damage is greater than the emissive ability of the armor, the full 
 damage goes through). 
 
 
Mount Mods by DeathStalker: 
 -Mounts for weapons have been added to give each of the different ship sizes different roles in combat instead  
  of 'bigger ship, bigger guns' that exists now.  
  -Destroyers have extended range weapons (+50% size/cost, 90% damage, +2 Range, -10 to hit) 
  -Cruisers have Pulsed Weapons (+25% to hit, +25% damage, +1 rng, +50% cost/size) 
  -High Energy Focus Mount has been added for Baseships  (5x cost/tonnage, 8x damage/Supplies, -1 Range, +10 to hit) 
 
 
Point-Defense Mount by Daynarr: 
-Added Daynarr's Point-Defense mount mods for Weapons Platforms and Bases.  Increases range of Point-Defense Weapons 
 for these units when these mounts are used. 
 
 
Intel_Fix 1.1 mod by Lucas: 
 This modification is designed to make the AI players' use of Intelligence more effective.  To help the AI,  
 I have restricted them from using less effective Intelligence projects, or projects  
 (like "Force Concentrations") which they aren't clever enough to use effectively. 
 
 To gain access to all of the Intelligence projects, be sure to research "Human Intel". 
 
 If you don't research "Human Intel", then the only Intelligence projects you will have access to will be the ones I have restricted the computer to using, which are: 
 
 Ship Bomb 
 Crew Insurrection 
 Cargo Bomb 
 Anarchy Groups 
 Puppet Political Parties 
 Technological Espionage 
 Technological Sabotage 
 Intelligence Sabotage 
 Counter - Intelligence Level 1 
 Counter - Intelligence Level 2 
 Counter - Intelligence Level 3 
 
 
[This message has been edited by Devnullicus (edited 25 April 2001).] 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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