Accueil Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

Connexion utilisateur

  • Créer un nouveau compte
  • Demander un nouveau mot de passe

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • agrégateur de nouvelles

Rechercher

Qui est en ligne

Il y a actuellement 4 utilisateurs et 193 invités en ligne.

Utilisateurs en ligne

  • bigoo
  • Thy Reaper
  • Randallw
  • Santiago

Languages

  • English English
  • French French

Parcourir les archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Devnull v1.66 released!

Image de Romulus68
Soumis par Romulus68 le Dim, 2007-12-30 10:56 SE:V MODs

Download here (bottom of Page): Download

REQUIRES Fryons Multi-media Pack to be installed.

================================================================ Version History - DevnullMod for Space Empires V ================================================================

Note: 1.66.1 will hopefully have a modified set of AI scripts to deal with all the changes. For now, I'm including the AI
from Balance Mod 1.11 until I get a chance to delve into the arcane mysteries of the AI scripts and modify them for DevnullMod.
The included AI is good, though it won't take advantage of any of the changed tech or components and may have some problems for this mod.
If you give the AI a high difficulty and a high bonus, though, it may still provide some challenge in a single-player game. 1.66.0 of
DevnullMod is definitely an interim release, however, that is mainly intended for PBM multi-player testing.

================================================================
Version 1.66.0
================================================================
1. Changed: Version numbering system to better evaluate which version of SEV the mod is compatible with.
2. Changed: Space Yard Components repair all facilities in system instead of sector
3. Changed: monolith facilities based off all three resource techs, not stellar manip
4. Fixed: Base ships should not be available until dreadnought level 4
5. Fixed: Fix psionic and temporal weapons to decrease size with tech (not sure why these got missed originally)
-Temporal Shifter
-Shield Accelerator
-Temporal Tachyon Cannon
-Weapon Phase Accelerator
-Alloy Burner Missile
-Telekinetic Projector
-Small Telekinetic Projector
-Mental Flailer
-Allegiance Subverter
-Psychic Whiplash
-Mental Singularity Generator
-Stupifier
6. Changed: Space Ports significantly enhanced
-some supply generation/distribution (Enhanced by Resupply tech)
-ship/unit maint cost modifiers within a limited radius of planet
-some mineral/organic/radioactive resource storage (Enhanced by Storage tech)
-basic scanning (enhanced by Sensors tech)
-Enhance migration within the system (limited radius around space port planet)
-Make population on the planet unhappy
-only 1 per system
-Add Trade Modifier based on how many Space Ports the empire has
7. Fixed: Orbital Habitats no longer stack correctly in 1.58 (nor do research labs/intel outposts) - limited to 1 per vehicle (*sigh*)
8. Changed: Add Vehicle Type for Habitat Base and Research/Intel Base
9. Changed: Split up Stellar Manipulation
-Ionic Manipulation 5 (storms): req Astrophysics 2
-Warp Point Manipulation 6 (warp points, warp weapons): astrophysics 3, physics 3
-World Manipulation 6 (worlds): astrophysics 4, planetary engineering 1?
--Artificial Worlds 3 (ring/sphere worlds): req World Manip 6, astrophysics 5
-Stellar Manipulation 6 (stars, nebulae, black holes): astrophysics 5
10. Fixed: Troops could have unlimited engines
11. Changed: Increased supply storage
12. Changed: decreased size of research and intel facilities
13. Changed: Orbital Habitats provide more space
14. Changed: Resupply depots much smaller and provide less (idea is to make them quick to build and to scale the number to the system traffic)
15. Changed: Add resupply station component which distributes supplies within a radius, but does not generate them.
16. Changed: Cruiser+ now have 5 sizes instead of 3 per tech area
17. Changed: Facility repair rates for space yards and facilities
18. Changed: Space Yards Components reduced to 300kT base tonnage
19. Changed: All component sizes have distinct pictures.
20. Changed: Re-evaluated engines
-Engines increased to 5 levels instead of 3
-Drastically cut the amount of supplies stored by engines. Originally, the amount of supplies was intended to be a bonus
for increasing the engine level, but this is done more effectively by the size decrease. The reduction in engine supply
storage is intended to make ships rely more extensively on supply storage, supply ships, resupply depots,
solar collectors, etc and to help with game balance.
21. Changed: Small Rocket Pods, small torpedoes and small Anti-proton beam no longer target fighters/troops (Small APB damage increased somewhat to compensate)
22. Added: Small Ripper Beam
23. Changed: Integrated racial components into normal techs and make non-racial techs (hulls, etc) unavailable
-Regular hulls not available to races with organic or crystallurgy racial traits.
-Organic and Crystalline Hulls available immediately to races with those traits.
-Temporal Spaceyard available with racial trait and improves with Space Yard tech
-Organic and Crystal race facilties/components no longer use racial tech. Instead they are integrated into normal techs.
-Organic races no longer have normal armor available - they only have organic armor.
-Organic Races have only half the shield damage points of normal races.
-added Organic Master Computer with integrated boarding defense and self-destruct. Replaces Master Computer for Organic Races
-Plasma Charge and Hyper - Plasma Bolt are now universally available (research Plasma Weapons to get them)
-Acid Globule, Small Acid Globule, and Enveloping Acid Globule are now universally available (research Chem 2 + Acid Weapons to get them).
-Acid Weapons penetrate armor at a 50% rate and also do 150% damage to the armor itself
-Crystal Races have 1.5 x the shield damage points of normal races.
-Crystal races no longer have normal armor available - they only have crystalline armor.
-Psychic and Temporal Technology eliminated - facilities/components now use normal tech
-Psychic Weapon Technology now hangs off of Biology 2
-Temporal Weapon Technology now hangs off of Physics 2
-Religious Technology now hangs off of Psychology 1
24. Changed: Modified Racial Trait Costs
-Organic = 3000
-Crystalline = 3000
-Temporal = 3000
-Psychic = 2500
-Deeply Religious = 2000
25. Changed: more meaningful population increments (ala Gritty Galaxy)
26. Changed: Split Freighters into their own Tech Area
27. Added: Integrated Fyron's Quadrant Mod 5.0 Beta 12. DevnullMod now also requires downloading the multimedia pack from http://mm.spaceempires.net/
28. Changed: Evaluate and integrate some BM 1.11/1.12 changes
-Hull Construction
-Engines
-Space Yard
29. Changed: added 3 levels to stellar harnessing (3 more levels of Solar Collectors and 1 more Solar Sail)
30. Changed: Re-evaluated temporal sensors
-Temporal Sensors completely replace Tachyon sensors for Temporal races (which are no longer available to Temporal races)
-increased sight range to match basic sensors at same sensors tech level
-added a small to-hit and defense modifier to Temporal Sensors in a new group so they stack with other types.
This emulates the sensors' ability to "see ahead" in time and predict enemy actions better than normal sensors
31. Changed: Re-evaluated psychic receptors
-Psychic Receptors now available at sensors 1. This component has all the functionality of and totally replaces
Basic Sensors, Combat Sensors, ECM, Tachyon Sensors, and Long-Range Scanners for psychic races
-Added small psychic receptors for fighters/troops. Combines and replaces small comhat sensors and small ECM in
one (1kT) component for psychic races
-Psychic races cannot research Defense Systems (no need)
32. Changed: Temporal Races get a bonus to-hit for all point-defense weapons to emulate their ability to "see ahead" in time
and predict incoming missile/fighter actions
33. Changed: Temporal races get +1 movement to all space vehicles
34. Changed: re-evaluated supply and ordnance vats
-quantum reactors no longer available to races with Organic Manipulation (Supply Vats replace them and are available earlier to those races)
-tweaked supply/ordnance amounts generated to be more balanced.
-lowered size of supply vats so that solar collectors don't totally outclass them.
35. Added: Added Mobile Munitions Factory (need Resupply 11) so that normal races can generate ordnance. Large component that uses
supplies to create ordnance each turn.
36. Fixed: Starbase and Space Station defense penalty should get better with higher tech
37. Changed: Reworked how breathable/domed planets work. I can't get this to work as I wanted it to because the Is_Planet_Domed()
formula doesn't seem to work. In a future SE5 patch, I'll look at this again to see if it will work. In the meantime,
I've always felt that domed planets are too small, so I've increased their size somewhat. If I can get Is_Planet_Domed()
to work in a future SE5 patch, the sizes may change again.
-domed planet have 1/2 usable size of breathable
-domed planets hold 1/5 population (was 1/4)
38. Changed: Crew Quarters and Life Support now come in 5 and 15 kT sizes
39. Added: Added Universal Colonizer component (must have all 3 colonizer techs to build it)
40. Changed: Integrated Dvoongar's Doctrines Mod

================================================================
================================================================
************* Version 1.0 - Initial Public Release *************
================================================================
================================================================

Changes from Stock:

================================================================
Tech Areas:
================================================================
1. Changed: Most tech areas have been changed to some degree in both cost per level and max levels. This
is mostly based off the changes in Balance Mod (in fact, a much older version of BM (0.99), so
many of them probably need to be updated more).

================================================================
Facilities:
================================================================
1. Changed: Most facilities costs are balanced to use more resource types instead of all minerals, all the time (sheesh).
2. Changed: All Planet Sizes multiplied by 10 and facility sizes are now variable.
3. Changed: Most facilities max levels reduced significantly to be more in-line with new Tech Area limits.
4. Added: Small Spaceyard Facility
5. Added: Massive Spaceyard Facility. Size x 10
6. Changed: Deleted Temporal Spaceyard and added Temporal Spaceyard Enhancer that enhances existing Space Yards.
NOTE: There is currently no way to limit these to 1 per planet, but that is definitely the intent. Once
SEV 1.52+ comes out, I will change this in the mod, but until then, if you build more than 1 per planet,
I would definitely consider it a cheat.
7. Changed: Space ports increased to 3 max levels (higher levels are smaller)
8. Changed: Resupply Depot max levels to 11 instead of 100 (!) and supplies/ordnance provided increased significantly
9. Added: Small Mineral, Organic, Radioactive, and Cargo Storage Facilties. Size x 0.1
10. Added: Planetary Shield Generators (smaller and with "normal" shields)
11. Changed: Massive Planetary Shield Generator produce many more shield points and are "phased" shields

================================================================
Components:
================================================================
1. Changed: Reorganized Component order to make shipbuilding easier
2. Changed: Most components get smaller, stonger, AND more expensive with higher levels.
3. Changed: Engines overhauled:
-Each type of engine starts at 20 tons and decreases to 10 tons at level 3
-Engines have 3 levels instead of 10 (might increase this somewhat as current BM does)
-Engines provide differing movement amounts per hull-size. Larger hulls require more engines.
-Standard engines can no longer be used on Bases
4. Changed: Overhauled armor and shields
-Amounts for armor and shields much more balanced
-Shields now gain every level (no more interleaved)
-Each armor (and shield) type has a regular (20+ ton), light (approx 5 ton) and small (1 ton) version
Protection for the various armor sizes are equivalent-per-ton and the only difference is how much
tonnage space they take.
-Ships/bases/etc can use all armor, units can only use the small armor versions
-Added Small and Light armor to emissive, organic, crystalline, etc.
-Added Compact shield components (equivalent to armor plating)
5. Fixed: Corrected seeker speeds for all missiles/torpedos/seekers to be within valid ranges
6. Changed: Overhauled Point-Defense and missiles
-Did a lot of experimentation and value tweaking to balance point-defense vs. missiles. (range, missile-structure values, missile speeds, point-defense range, etc).
-Split up point-defense into a basic version which works against missiles, etc...but NOT fighters.
-Higher level versions of point-defense weapons that work against fighters are avaiable, but must be researched in conjunction with one of the following:
-Projectile Weapons (Flak Cannons)
-Energy Stream Weapons (Point-Defense Beams)
-Energy Pulse Weapons (Point-Defense Blasters)
-Missile Weapons (Bomblet Missiles)
7. Changed: Changed damage, range, costs, firing timing, etc for many weapons based
on balance formulas derived from using comparisons using damage-per-second (DPS)
DPS vs. research cost, DPS vs. tonnage space, etc. Work is still in progress on this
and not all weapons have been fully balanced yet, but the majority have been. Please
feel free to let me know if you find an uber-weapon that seems unbalanced or is always
the "optimal" choice to research.
8. Changed: Overhauled Sensors and Cloaking
-rebalanced sensors vs. cloaking vs. detection ranges for all sensors.
9. Changed: Small Supply/Ordnance storage available to ships, bases, etc
10. Added: Large Supply and Ordnance Storage
11. Changed: Fighter Cargo Bays now store supplies and ordnance to help carriers hold enough for more than a single battle
12. Changed: More organic components regenerate besides just armor
13. Added: Neutronium armor
14. Added: Orbital Drydock
15. Added: Orbital Habitat Module
16. Added: Robo-Monoliths
17. Added: Engineering Bays
18. Added: Sprint Missiles (double the speed, half the tonnage structure)
19. Added: External Mount Missiles (one-shot missiles). Wanted to make this a component enhancement
but the abiltiy "Component - Destroyed on use" won't work with component enhancements. *sigh*
20. Added: Supply Vat to Organic Technology.
21. Added: Research Lab (not really working quite correctly yet)
22. Added: Intelligence Outpost (not really working quite correctly yet)
23. Added: Climate Control Module
24. Added: Mineral, Organic, and Radioactive Transmutation Devices
25. Added: Atmospheric Converter
26. Added: Mineral, Organic, and Radioactive Storage Modules
27. Added: Mobile Pacification Center

================================================================
Component Enhancements:
================================================================
1. Changed: Reduced number of tech levels in weapon mounts and made each tech level a larger change.
2. Changed: Reduced overall tonnage and damage amount changes in many weapon mounts (usually at least halved)
3. Added: Light Mounts
4. Added: Extended-Range Mounts
5. Added: Seeker Mounts
6. Added: Massive Seeker Mounts
7. Added: Fighter Mounts

‹ Dark Nova 5 RELEASED! Help me with Star-Fir... I mean Stellar Fire Mod (gots to avoid the copyright ya know) ›
» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Re: Devnull v1.66 released!

Soumis par Vince278 le Dim, 2007-12-30 13:27

Outstanding! Smiling

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Romulus68
Mod Designer

Re: Devnull v1.66 released!

Soumis par Romulus68 le Lun, 2007-12-31 20:41

We have a PBW.cc game starting with the new mod. Its a test game and we will be sharing feedback with Devnull......passing on combat reports, insight, etc to help round off play balance.

Game Name: SE V - DevnullMod 1.66

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Myrath

Re: Devnull v1.66 released!

Soumis par Myrath le Ven, 2008-01-11 06:11

I took a shot at playing this mod and was positively surprised by the extra options provided!
- The shrinking of components and facilities per tech level
- The stronger need to supplies

I like Smiling

Any clue when an Ai-Fully-Enabled version will be ready?

~Myrath

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Romulus68
Mod Designer

Re: Devnull v1.66 released!

Soumis par Romulus68 le Ven, 2008-01-11 11:02

Myrath wrote:
I took a shot at playing this mod and was positively surprised by the extra options provided! - The shrinking of components and facilities per tech level - The stronger need to supplies

I like Smiling

Any clue when an Ai-Fully-Enabled version will be ready?

~Myrath

We are running a Test game on PBW. We have two open slots. Come join us!!

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Astorax

Re: Devnull v1.66 released!

Soumis par Astorax le Ven, 2008-01-11 11:14

Yeah, Devnull's mod rules, I just wish I could incorporate Unnamed's mod with it =/

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Devnull v1.66 released!

Soumis par Greenstar le Ven, 2008-01-11 13:21

Is there anything that needs to be changed to allow this mod to be run with the Steam version of SE V 1.66?

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Astorax

Re: Devnull v1.66 released!

Soumis par Astorax le Ven, 2008-01-11 17:26

I don't think so, there are only 2 versions of it - with FQM and without. Its all 1.08b.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Devnull v1.66 released!

Soumis par jonabar28 le Sam, 2008-01-26 06:41

How's the next release coming along? Great mod so far!

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de devnullicus
Mod Designer

Re: Devnull v1.66 released!

Soumis par devnullicus le Sam, 2008-01-26 16:59

Well, I got really sidetracked for a while by another game. The Witcher is a truly impressive RPG that sucked a lot of time (not that I regret it!). Unfortunately (for me), though, I finished it. *sigh* So I'm back to working on the mod. Here's what I've done for the next version so far and what I have planned still (besides improving the AI).

  • DONE: only one planet improvement facility (each type) per planet
  • DONE: only one robotic factory per planet
  • DONE: only one system robotic factory per system
  • DONE: small engines don't provide as many movement points now since units only use half the engines as before. Fixed.
  • DONE: stealth armor should need stealth tech
  • DONE: scattering armor should need scanner tech
  • DONE: Orbital Habitats now require Biology Level 2
  • DONE: lower cost of Vehicle Systems
  • DONE: lower cost of resupply
  • DONE: raise cost of cargo
  • DONE: raise cost of missile weapons
  • DONE: raise cost of base construction
  • DONE: raise cost of Applied Research
  • DONE: raise cost of medical technology
  • TODO: heavy emissive armor needs different icon
  • TODO: flak cannons and bomblet missiles should use ordnance
  • TODO: other point defense should use supplies
  • TODO: high-energy magnifier needs to be larger or do less damage or have less range
  • TODO: first level of bioweapons doesn't give any unlocks for non-organic races
  • TODO: Psychic Weapons should be Biological Weapons
  • TODO: look into making bio weps into 11 max instead of 15?
  • TODO: look into balancing drones
  • TODO: --only allow them to use non-missile weapons
  • TODO: --make the tech requirements harder
  • TODO: tone down plasma torpedoes a bit
  • TODO: Resource factories should be a bit smaller and/or produce more at the early stages of the game. Too hard on the AI as they are now.

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

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Romulus68
Mod Designer

Re: Devnull v1.66 released!

Soumis par Romulus68 le Jeu, 2008-01-31 21:15

I had one of those ideas that could mean A LOT of typing for you!

I like what you are doing with the various racial traits by giving everyone access to them. I had an idea based on that with a twist.

First, each racial trait only has access to their type of technology until they research another type.

The key to researching another type is more of merging your chosen technology with the newly researched tech. Let me give a basis of where my thinking is coming from. In B5 when Earth force was working with the Shadows and built the new ships INCORPORATING Shadow tech. They DIDN'T build Shadow ships. They built Earth ships with INCORPORATED Shadow tech. Same goes for the Interstellar alliance when they built ships using Minbari, Vorlon and Human tech. They incorporated the three versus building copies of Minbari Sharlin Cruisers OR GROWING Vorlon living ships.

My point is that if you start as Crystal, Organic or Normal racial technology then you shouldn't have access to the newly acquired tech as though you were born of that type. It should be INCORPORATED into your chosen type augmenting what you were born with.

To reach that end I recommend a large selection of mounts to represent the forays into other racial technology fields. This way you aren't building crystalline ships with organic regenerating armor. You are building Crystalline ships with Crystalline armor that INCORPORATES organic regenerative properties into the armor. Do you see where I’m going with this?

Ideas to make it work:

1. Follow the same paths you have set for the racial techs, but replacing the components with mounts.
2. Hard part.....make unique technology trees for each type. Many things will overlap so it’s more about the weapons, armor, shields, etc. A bridge is a bridge in any racial trait.

Basic example of what I have in mind:

Organic Regenerative Mount - This mounts adds the ability of regeneration to said component. We can have various mount versions ranging from armor, weapons, sensors, etc.

I have a formula in mind. Take Level One organic armor. Use its regenerative value as the basis and the organic regeneration mounts would scale at the same percentage as the armor does when it raises levels. If you applied a Level One regeneration mount to Standard armor it would have the same protection and same percent regeneration as the Level One organic armor, BUT the cost and size would be VERY different. My first thought is 25% larger and 50% more to the cost.

You could apply the mount to emissive armor, stealth, scattering, etc. There could be various regeneration mounts associated to all components, etc.

I think this idea feels more plausible than Crystalline races building Living Organic ships.

Mounts ideas: regenerate, add shields like crystalline, weapon augments (armor piercing, bypass shields), generate supplies/ordnance, add damage types to weapons, bolster crews, extend range, shorten range but increase damage, increase engine performance (temporal), add extra tonnage to overall ship (but reduces speed), improve accuracy, add extra crew, add marines, etc.

Everyone chime in with mount ideas!!

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Astorax

Re: Devnull v1.66 released!

Soumis par Astorax le Jeu, 2008-01-31 22:00

...I love that idea, mate. That would be awesome tbh =D

Course, I would hate to be the one having to code all that ..and making the AI incorporate it *shudder*.

Still, for pvp it would be rather cool and add make researching very strategical.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Devnull v1.66 released!

Soumis par Gavinfoxx le Ven, 2008-02-01 11:26

Are you all gonna take into account my info from here:

http://www.spaceempires5.com/en-US/node/4972

???

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Romulus68
Mod Designer

Re: Devnull v1.66 released!

Soumis par Romulus68 le Ven, 2008-02-01 12:25

Devnullicus wrote:
I like the idea a lot. So much so, in fact, that I already tried it a while back. Unfortunately, the component enhancements are extremely limited in the abilities that they allow. Just about everything I tried failed because component enhancements are too limited.

Your idea is good, though Smiling

I like to keep everyone informed of good ideas.......hopefully they will light a fire under someone and *poof* we have a new mod, etc!

New Idea:

To get around the Mount limitations........

You create different tech trees based on Hybrid designs!!

Still limit the starting races to their tech only until they open a certain branch.

The new branch would have stuff like this:
1. Organic Armor with cystalline properties (add Shields).
2. Crystal Core Plasma Cannon - Normal organic plasma bolt that pierces armor.
3. Seeking Parasite with Cystal armor - Gives the seeker more hit points.
4. Temporal Seeking Parasite - by passes shields.
5. Organic hulls with crstal reinforcement - adds shields.
6. Crystal hulls that have limted regeneration.

Just copy the existing racial techs and apply them at a reduced capacity to the other techs. While increasing their relative costs and sizes of the new hybrid techs.

You see where i'm going with this?

This way it represents the INCORPORATION of the new tech and not the exact usage of the new tech.

This shouldn't take you long to code at all!! (Evil laugh)

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Re: Devnull v1.66 released!

Soumis par Gavinfoxx le Ven, 2008-02-01 13:52

Well many of those things were tried in SEIV.

For example, some of the things tried in SEIV mods were "Temporal-Organic Armor", which is organic armor with increased regeneration rate, or "Temporal Shields" and "Temporal Phased Shields" which has increased regeneration rate, and "biocrystal armor" which is kinda biological and crystalline armor, but not as good as either is normally, and various sorts of organic missiles (ie, engine damaging missiles that are organic)... maybe organic versions of the torpedoes... Also, there have been many ideas with making psychic bridges that have sensors in them, organic bridges, psychic-organic bridges that have many effects in them...

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Romulus68
Mod Designer

Re: Devnull v1.66 released!

Soumis par Romulus68 le Ven, 2008-02-01 15:20

Gavinfoxx wrote:
Well many of those things were tried in SEIV.

For example, some of the things tried in SEIV mods were "Temporal-Organic Armor", which is organic armor with increased regeneration rate, or "Temporal Shields" and "Temporal Phased Shields" which has increased regeneration rate, and "biocrystal armor" which is kinda biological and crystalline armor, but not as good as either is normally, and various sorts of organic missiles (ie, engine damaging missiles that are organic)... maybe organic versions of the torpedoes... Also, there have been many ideas with making psychic bridges that have sensors in them, organic bridges, psychic-organic bridges that have many effects in them...

Crap.....I thought I was being original!!

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

» Vous devez vous identifier ou créer un compte pour écrire des commentaires
Image de Astorax

Re: Devnull v1.66 released!

Soumis par Astorax le Ven, 2008-02-01 20:08

Hasn't been done in SE:V yet, Romulus, don't give up hope! Heh.

» Vous devez vous identifier ou créer un compte pour écrire des commentaires

Options d'affichage des commentaires

Sélectionnez la méthode d'affichage des commentaires que vous préférez, puis cliquez sur "Sauvegarder les paramètres" pour activer vos changements.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Contenu populaire

Aujourd'hui :

  • I am so impressed!
  • Space Empires V 1.74
  • Stuipd Question
  • Neutral pack 1.10 released, now adds three neutral races.
  • Research By Percentage SUCKS

Depuis toujours :

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Dernier accès :

  • Balance Mod suggestion
  • Alt-Tab bug
  • Getting past the interface.
  • multi-play, balance or stock?
  • Migrating SV5 to another PC
(c) Strategy First, Inc. All rights reserved.