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Accueil » news » forums » Space Empires V » Space Empires V General

DevnullMod 1.71.0 Released!

Image de devnullicus
Soumis par devnullicus le Jeu, 2008-03-27 23:49 Space Empires V General

DevnullMod 1.71.0 is released. Lots of tweaks and changes as well as being updated for SE5 v1.71. Changes:

================================================================
Version 1.71.0
================================================================
1.  Changed  Integrated Dvoongar's Doctrines 0.94
2.  Changed  Integrated changes from Balance Mod 1.14a
             -AI scripts
3.  Changed  Damage Types "Only Weapons", "Only Engines", and "Only Shield Generators" now bypass armor and shields (as per SE5 v1.71)

================================================================
Version 1.66.2 (Unreleased)
================================================================
1. Changed Made the following facilities limited to one per planet:
-Robotoid Factory
-Mineral Scanner
-Hybrid Eco - Farms
-Radioactives Collider
-Ultra - Recycler
-Central Computer Complex
-Citizen Databank Complex
-Climate Control Facility
-Value Improvement Plant
-Atmospheric Modification Plant
-Ship Training Facility
-Fleet Training Facility
-Planetary Gravitational Shield Facility
2. Changed Made the following facilities limited to one per system:
-Resource Converter
3. Fixed Small/Ground Engines were not giving enough movement points - max number halved in 1.66.0, but movement points were not doubled and thus fighters/troops were going half as fast as intended.
4. Changed Point Defense Blaster and Point Defense Beams now use 1 supply
5. Changed Flak Cannons and Bomblet Missiles now use 1 ordnance, but they also store 30 ordnance as well
6. Changed Stealth armor component now requires Cloaking technology as well as armor technology
7. Changed Scattering armor component now requires Scanning technology as well as armor technology
8. Changed Lowered cost of Vehicle Systems Technology
9. Changed Lowered cost of Resupply Technology
10. Changed Raised cost of Cargo Technology
11. Changed Raised cost of Missile Weapons Technology
12. Changed Raised cost of Base Construction Technology
13. Changed Raised cost of Applied Research Technology
14. Changed Raised cost of Medical Technology
14. Changed Large Base Construction now also requires Construction Level 2
15. Changed Orbital Habitats now also requires Biology Level 2
16. Changed Contra - Terrene Engines now also require Physics Level 2
17. Changed Jacketed Photon Engines now also require Physics Level 3
18. Changed Quantum Engines now also require Physics Level 4
19. Changed Changed Plague Bomb to start at Biological Weapons Technology 1 and increase 1 every 3 tech levels
20. Changed Increased output of resource generating facilities slightly to help starting empires.
21. Changed Changed capabilities of drones in order to address some balance issues
-Drones can no longer use point defense
-Drones can no longer use missile weapons
-Drone maintenance more expensive
22. Fixed Space port migration bonus should only affect owner's empire
23. Changed Universal colony modules now cost more than other colony modules + they are slightly larger.
This is a balance fix that will hopefully make a certain start-game strategy less viable
(and more on a par with other start-game strategies).
24. Changed Emissive Armor icon changed to be a unique icon (as opposed to Emissive Armor Plating)
25. Changed Lowered size of Flak Cannons and Bomblet Missiles a little bit
26. Changed Lowered cost of Temporal Weapons Technology
27. Changed Eliminated Psychic Weapons Technology - all psychic weapons now based on Biological Weapons Technology
28. Changed Raised cost of all Planetary Colonization Technologies
29. Fixed Small Anti-Proton Beam can hit fighters again
30. Fixed Small Ripper Beam cannot target Mines any more
31. Changed Toned down Plasma Missile Weapons - I had made them too powerful in previous versions of the mod
32. Changed Toned down Small Anti-Matter Torpedos - they were too powerful for their tonnage/speed
33. Changed Toned down Small Graviton Beam - WAYYY too powerful
34. Changed "Burn Armor" Damage Type modified to not JUST damage armor, but do normal damage as well. Increased size, etc for Alloy Burner Missile to compensate.
35. Changed Plasma Weapons now require Chemistry 3 instead of Chemistry 2
36. Added Added Fighter Computer Core component
37. Fixed Changed Computer Virus weapons to also allow attacking all the new types of Master Computers (organic, drone, fighter, etc)
38. Added Gatling Point Defense Cannons - High rate of fire, but high ammo usage as well.
39. Added Light missile mount - 1/2 damage/size/cost, 1/2 sup/ord usage, decreased range
40. Added Fast Seeking Parasite and Fast Crystalline Torpedo.
41. Changed Limited combat sensors and ecm's to 1 per ship
42. Changed added Damage Resistance (ala Emissive Armor) to "Neutronium" armor.
43. Fixed Drones can now be in fleets and can be recovered
44. Changed Increased cost of Master Computer and Organic Master Computer

Mod Download available at http://www.devnullsoftware.com/se5

‹ One Shot, One Kill. Assistance required with D.R. Device Curses someone fixed my favorite bug! ›
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Re: DevnullMod 1.71.0 Released!

Soumis par Santiago le Ven, 2008-03-28 14:35

Thanks for being on top of this Smiling

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