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June 11th, 2002, 04:24 AM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
So what is going on with this mod?
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June 11th, 2002, 04:29 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
1) Commercial Grade Contra - Terrene Enigines I generate 2 movement points, but II and III generate 3. The Military grade all generate 3. This makes the Commercial a better choice for this limited point in the tech tree.
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I reccommend making the Military grade engines slightly smaller, rather than increasing thrust.
That will give you finer control over the value difference between the engine types.
__________________
Things you want:
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June 11th, 2002, 06:42 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
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Originally posted by ZeroAdunn:
So what is going on with this mod?
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Still working on the next Version. I have NOT abandoned it
Derek
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June 11th, 2002, 06:53 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Another question. I noticed in the new mod 1.08 that the external mount missles were supposed to be taken out. However, I noticed that I can still research them. Should this be so? Or am I thinking that something completely different was taken out.
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The mounts were taken out, were similiar to the mounts for weapon types, in that you could have the smae weapon, PDC for example, as a heavy mount, or large, or pulse, etc...
Mounts for missiles don't work correctly, and it is a hard code issue, so nothing I can fix.
External mount missiles were/are entirely different components. They are single shot missiles, (reload time of 30), that take up on 10 kT of space as opposed to regular missiles, with 40 kT(IIRC) of space. So, you can load more of them, but once they fire, they are done for that combat. It simulates a large number of missiles in tow, or mounted externally to the the ship, and are used to overwhelm the enemies point defense in the initial barrage.
Derek
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June 11th, 2002, 06:56 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
The image problems are rather weird; I am having the same problems. Not sure what is wrong.
Derek
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June 11th, 2002, 06:58 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Still with you, this is a great mod; however, I'm curious to know what you might be adding to the next update, and a possible ETA. Would it by any chance radically change my current game. Which I might add is getting incredably involved and intense.
The AI, a 20th place AI, actually is putting up a hellish defense. I've finally taken their homeworld, but their remaing fleet refuses to give in and is doing a number on my assault fleet. Good job who ever revised the Serregetti AI.
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June 11th, 2002, 07:02 AM
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Corporal
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Join Date: Dec 2000
Location: Salinas, CA
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Re: Proportions + Devnull + special ingredients = Derek\'s Mod Gold
Quote:
Originally posted by Tnarg:
Still with you, this is a great mod; however, I'm curious to know what you might be adding to the next update, and a possible ETA. Would it by any chance radically change my current game. Which I might add is getting incredably involved and intense.
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No, no radical changes, mostly bug fixes.
Quote:
The AI, a 20th place AI, actually is putting up a hellish defense. I've finally taken their homeworld, but their remaing fleet refuses to give in and is doing a number on my assault fleet. Good job who ever revised the Serregetti AI.[/QB]
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Glad to hear it!
Derek
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