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				Swarm said: 
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) 
			
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 Done, though I am a bit wary of what this might do to high tech games.
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				Unco said: 
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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 The range on level 4 did make them powerful but half the time they would be shooting something off screen. So I lowered the range and made up for it in damage.
I am thinking about updating devnull's SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt. Rollo made parts of these text files stock other parts FQM 1.13. The FQM parts really need a upgrade to 1.22 but editing around Rollo's files is a pain. Considering FQM has stock-like maps in it (with some extra abilities) would anyone mind if I flat-out replaced the text files with FQM 1.22?