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April 30th, 2003, 09:08 AM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
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Re: Devnull Mod Gold: updates and discussion
As it happened to me while playing the DNM I will post it here. I tried to capture a planet with a full cargo of weapon platforms. I was successful but... the cargo space on the planet was several times smaller than the amount of troops I landed there. I mean, cargo space on the planet was (weapon platforms of course were destroyed before that) 1200 kt and I landed ~300 troops there. The troops remained in the planet's cargo  Next turn the defending forces wiped them out so I could not test anything else. Just an observation. I think this is not DNM issue and I don't have anything against it, but that looked funny.
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April 30th, 2003, 08:00 PM
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Corporal
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Join Date: Dec 2002
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Re: Devnull Mod Gold: updates and discussion
Quote:
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- I don't find myself using all the different ship sizes. It seems like there are so many. Maybe even unnecessary. Any tips on effectively using all the ship sizes?
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I'd like to hear this as well. I often do not use all the sizes/types as well. Here is what I mostly do, at least for early games:
Use the "normal" ship sizes like corvette, etc. to try to play with numbers so that I can get a closer match to a multiple of the production rates of my ship yards.
Fast transports, etc. I use extensively, as transports and scouts.
I havn't don't much asteroid mining, the one time I tried to use some of the prospecting ships my defenses weren't as good as I thought and I they all got slaughtered
I do replace my colony ships with ark ships but by then I'm making warships vs. colonizers so the maint. savings doesn't seem all that helpful.
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May 2nd, 2003, 02:47 AM
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Corporal
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Join Date: Apr 2003
Posts: 78
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Re: Devnull Mod Gold: updates and discussion
Quote:
Originally posted by Rollo:
I haven't tried this myself, but others did and reported that negative values for combat move don't work.
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Well, the description of the Converter does say that it 'decreases maneuverability'...so how about:
1) Only have three levels of Hyperspace Converters (get level 1 when you research Jacketed-Photon Engine III)
2) Hyp-Converter I reduces defense by 40%
>> Hyp-Converter II reduces defense by 60%
>> Hyp-Converter III reduces defense by 80%
3) Scratch the '-1 movement in combat' idea...if it doesn't work, no use using it.
So, is this doable?
(Or am I pressuring too much? )
Quote:
Originally posted by oleg:
Unfortunately, it will not work, Dinocat. I tried to make a "repulsion" system - Nova star, exploding and pushing ships away ... cool idea, right ?... but it does not work . If only MM sacrifice some memory requirements and use real numbers throught
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Exploding stars to move ships? That wasn't my idea, I'm not following you
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Also, on a completely unrelated topic...why is Emergency Propulsion available for bases? I've tried using one on a base, but it gains no movement at all - imagine building 20 starbases with emergency propulsion on them, to build a sphereworld - then being unable to move any of them from the planet that built them 
[ May 03, 2003, 21:25: Message edited by: Dingocat85 ]
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May 2nd, 2003, 06:52 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
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Re: Devnull Mod Gold: updates and discussion
Excuse me, I know this is dumb question, but I have not played the mod yet, but in looking over the files, I only saw 1 monster folder, how many monster races are available in the game? How do you know which one you can pick if there is more then one, You must excuse this old ones ludicrus questions, but as stated, I have not played it yet but will be shortly.
just some ideas Mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
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May 3rd, 2003, 05:38 PM
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First Lieutenant
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Join Date: Dec 2001
Location: SE Pennsylvania
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Re: Devnull Mod Gold: updates and discussion
Mac, there is only one Monster race in 3 flavors:
2000, 3000, & 5000 points.
Believe me that one race should give you plenty of problems - especially once the larger monsters show up.
If they should happen to start within 2 systems of you; have your will made in advance!
In addition to monsters, there are plenty of new components, facilities, etc to explore as well.

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May 4th, 2003, 05:22 AM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: Devnull Mod Gold: updates and discussion
tks Taz, appreciate it, have some trible wings on me....
mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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May 9th, 2003, 02:16 AM
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Corporal
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Join Date: May 2002
Posts: 67
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Re: Devnull Mod Gold: updates and discussion
Hmmmm... In devnull3 I just got Space Yards 2. The Space yard component for ships and bases seems to have a bug. The Level 2 of the component doesn't show up in the list when building or upgrading a base, but it does for a ship.
Very odd... Rollo?
Binford
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