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Home » news » forums » Space Empires V » Space Empires V General

DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by Pham Nuwen on Wed, 2008-06-04 16:31. Space Empires V General

I wanted to know your opinion about both mods.

I think DevnullMod is based on BM, but it has some nice features like different size facilities that introduce realism to the game.

However, I´ve read in this forum that , BM is the better AI mod ever.

So, please, give your feedback, what do you like, what you don´t.

Pham

‹ FREEMASONS RUN THE UNIVERSE!!! Space Ports in DEvnullMod ›
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Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by Pham Nuwen on Fri, 2008-06-06 07:31.

Is there anybody out there using Devnullmod ?

Do you think it has any debilities?

Thanks for the answers...

Pham

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Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by Randallw on Fri, 2008-06-06 07:58.

I am one of the beta testers for the Devnull mod. I would have to say it is my favourite mod. It was also my favourite mod for SE4 and although it's not the same thing, for example Devnull hasn't impelemented what was to me a good feature where having two racial techs allowed special cross techs, I find it to be a better game. It is a grander experience I think. You get what seems bigger ships, stronegr weapons and it really helps me create a narrative. However I haven't really reached the level in BM I have in the Devnull mod it might be BM has just as large ships or strong weapons at the top level. Devnull perhaps allows you to reach the top quicker.

BM is what I consider the normal game. It's perfectly fine for most of my needs but Devnull gives just that bit more of an experience. Some may find Devnull overpowered, we're trying our best to tone it down a bit. I personally, along with my arch enemy, have shown the failings of Temporal stuff, drones and Stellar weapons (seeing as how I started a war in the 40's by destroying two stars).

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Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by Pham Nuwen on Fri, 2008-06-06 11:16.

Thank you for your answer,

I like DevnullMod by their concept, I understand that this mod based in the giant Balance Mod, put a step ahead with their good point of view.

I would like, that, in the future, developers would work joining efforts in designing a better mod with differents flavours.

I think, is the best way to get a more commercial game in order to mantain this nice effert alive.

Pham

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Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by rahlubenru on Fri, 2008-06-06 13:32.

Randallw wrote:
...for example Devnull hasn't impelemented what was to me a good feature where having two racial techs allowed special cross techs...

That is a feature that looks set to be included later, I asked about it and it should just be a matter of time Smiling

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Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by Dizzy on Fri, 2008-06-06 23:36.

devnullmod is my fav mod for SE4. Havent tried SE5 in a while... waiting for the next patch...

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Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by marhawkman on Sat, 2008-06-07 04:29.

there will always be a next patch Sticking out tongue

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BlueTemplar's picture

Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by BlueTemplar on Sat, 2008-06-07 08:46.

Until SE6 is out! But then he'll wait for SE6 next patch... Smiling

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benc's picture

Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by benc on Sat, 2008-06-07 10:09.

I dream SE6 graphically will look like SotSE
and the fighters superiority will be balanced)))

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devnullicus's picture
Mod Designer

Re: DevnullMod 1.71.3.1 vs Balance Mod 1.14a

Submitted by devnullicus on Wed, 2008-06-11 22:08.

Balance Mod is very likely still a better AI than DevnullMod. I've based the AI in DevnullMod on BM 1.14b and then made adjustments to account for the differences in mods (i.e. facilities, technology, racial traits, etc). However, it's unlikely I've found all the places in the AI scripts where the mod differences matter and thus it's likely that DevnullMod is still somewhat gimped compared to BM in terms of the AI.

This is mainly because I have such limited time to work on the mod and modifying the AI scripts is a big task due to the sheer amount of code and it's complexity (as well as the somewhat lame script language, but that's another matter). I do plan on continuing work on the AI scripts in DevnullMod, but I really don't have a clue how long it will be since I'm extremely busy at work lately and will likely remain so for quite a while to come.

In any case, DevnullMod's AI is still not that great, but it is at least somewhat functional at this point in my own playtesting. Since I've released 1.71.3.1, others have reported that the AI is still a lot more gimped than what I've been seeing. I'm not sure why, honestly, but again, I've had no time to delve deeper and thus the issues languish unfixed. *sigh*

I have been playtesting the mod on PBW in a number of test games so far and seem to have created a multi-player mod that is somewhat fun at least. It definitely has a different feel than other mods I've played and does seem more "epic" to me (which is what I was aiming for). It would be nice to get the AI up to par, but so far, that hasn't been my main focus. In fact, up until 1.71.3.1, the AI was almost completely non-functional!

Captain Kwok has done a damn good job with the AI scripts in BM, which is why I started with his scripts and tried to just tweak what was necessary to get things working for DevnullMod. I haven't been totally successful yet, but it's a work in progress.

I would absolutely love it if someone decided to dig in and help modify the AI scripts for DevnullMod, honestly. I certainly don't have a lot of time to do so. But so far, no one has volunteered Smiling

--
Creator of Space Empires V Editor and DevnullMod
http://www.devnullsoftware.com/se5

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