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  #1  
Old January 24th, 2004, 02:26 AM
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Rollo Rollo is offline
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Default Re: Devnull Mod Gold: updates and discussion

*bump

...for you know who
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Devnull Mod Gold:
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  #2  
Old February 1st, 2004, 02:59 AM
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Default Re: Devnull Mod Gold: updates and discussion

junt wanting to let you know that I have been working on the mod a bit.

here is a list of the recent changes:

Version 1.71 (special thanks to David E. Gervais and dogscoff)
01.02.2004:
* added more positions to Sonne formation
* new AI for temporal races (Xiati, Sallega)
* updates to Cue Cappa/Abbidon AI
* raised retrofit costs (still cheaper then stock SE4) and raised Max Percent Difference
* corrected typo in description of normal mounts
* corrected typo in description of massive ship mounts
* renamed 'Space Yard - Ship' to 'Mobile Space Yard' to avoid confusion with 'Space Yard - Base'
* fixed typo with Temporal Space Yard Facilties, they now repair 10/12/15 components as per description
* Reactive Armor is only allowed on Ship\Base to prevent exploit with Weapon Platform PD mounts
* changed planets.bmp: facelift to asteroids (new pics by David E. Gervais)
* added new asteroid portraits (new pics by David E. Gervais)
* changed stats for Incinerator Beam (still needs playtesting)
* raised damage for Graviton Hellbore, gave double damage vs. shields, and +20% to hit
* raised tech cost for GHB to 10k
* added new picture for monster drone by dogscoff
* added Single Satellite Tube to make deployment of remote miners and spy sats easier in simultaneous games

oh, and here is a little teaser.

So, if you have bug report, suggestions, or balance issues, now is a good time.

[ February 01, 2004, 13:28: Message edited by: Rollo ]
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  #3  
Old February 1st, 2004, 04:02 AM
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Default Re: Devnull Mod Gold: updates and discussion

What is wrong with the SE4 asteroids? They look great to me.
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Old February 1st, 2004, 04:51 AM
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, you welcome to add in any of the new mounts from the latest mount modd Version.
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Old February 1st, 2004, 05:07 AM
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Default Re: Devnull Mod Gold: updates and discussion

Thanks for that constructive comment, Fyron .

Deathstalker, glad to do so. In fact checking out your mods are on my to-do list . I am sure the mounts in DNM can use some revision. Hey, afterall it was your original mount mod that was incorporated into Devnull Mod, IIRC. Although I have to be careful about not fouling up the AI.
I think there has been a request for a larger mount that increases range somewhere in this thread. Not promising anything, though.

btw, updated that little teaser pic. Go, hurry, check it out now!

[ February 01, 2004, 03:11: Message edited by: Rollo ]
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  #6  
Old February 1st, 2004, 05:09 AM
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Default Re: Devnull Mod Gold: updates and discussion

Well the history log implies that they are now better than the originals...

I thought you were going to bed anyways? Do Vikings not sleep? Or do they sleep in their chairs?

[ February 01, 2004, 03:10: Message edited by: Imperator Fyron ]
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Old February 1st, 2004, 05:54 AM
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Default Re: Devnull Mod Gold: updates and discussion

what are the chances to have the AI's build and use battlestations, fortresses on wormholes??? or is this something that is coded into SEIV? would be nice to have ai use this, makes it a leettle bit tougher on a human just barreling thru only his mines and a few sats If it can be done, please let it be more then just 1 or 2, at least important systems. Glad your updating Cuppa AI, it was very weak.... Oh and don't forget to let them build at least some monitors and supermonitors

Good mod, keep up the good work

just some ideas Mac

[ February 01, 2004, 03:55: Message edited by: mac5732 ]
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