DevnullMod 1.71.3.1 Patch version released. Problems with happiness/rioting should be fixed now |

I've released a patch for DevnullMod 1.71.3 that fixes the following things:
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Version 1.71.3.1 (patch version only)
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1. Fixed Fast Crystalline missile sizes fixed to not give negative tonnage at high tech levels
2. Fixed Massive unhappiness modifiers from the new society and government type files were causing the AI to go into
a fetal ball and never recover. The new files are adjusted to have values that still give players more of
a challenge, but also let the AI survive. Beware that some combinations of govt and society types will still
make your population pretty unhappy, but you shouldn't have new colonies riot within 5 turns any more 
3. Changed Updated RacialTraits a bit to give larger values in some places. Please note that the negative modifiers in some
cases are significantly higher. Look carefully at your modifiers from govt/society/race picks to make sure
you understand the benefits and penalties of your choices because they WILL have more of an effect than you
might be used to.
I highly recommend getting this patch as without it, you'll almost certainly have problems with happiness/rioting and the AI will also be having problems, thus making all the improvements made to it recently somewhat...useless.
Anyway, please download the patch and happy gaming!
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
hmm... now to go make the "wanderers". 

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
I find the AI somewhat weak in this mod. It's turn 19, I have 19 planets in 8 systems and have explored twice as many systems, but NONE of the AI has expanded farther than their home system (2-6 planets), and explored more than 2 systems. Also the Xiati had most of their planets rioting.
P.S.: Sure they all have plenty of defenses: troops, fighters and a small fleet of warships, good research, but this all is no use to them since i'm so superior economically, and this is only the start of the game!

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
P.S.: Sure they all have plenty of defenses: troops, fighters and a small fleet of warships, good research, but this all is no use to them since i'm so superior economically, and this is only the start of the game!
Did you patch the new version?

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
I did a fresh install : Multimedia Pack, then Basic DevnullMod, then the Patch. I think I'm going to try a quick new game with runturns 20 to see how it goes.

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
Same problem. Here's the save files.
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
did you go from 1.71.1 > 1.71.3 > 1.71.3.1?

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
No, I downloaded the Version 1.71.3 Basic.zip
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
I am having mixed results. Most of the AIs are not expanding. However, one is just dominating (Cue Cappa), has doubled my score and is about three times bigger than the second AI. I am looking forward to this confrontation. It took about 40 turns (as I recall) for CCC to start expanding so take that into account.
Under normal circumstances I would probably be about equal but have spent a lot of time playing with the mods features. (This is my first time with DNM).
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
You need to upgrade from 1.71.1 to 1.71.3, then apply the patch to 1.71.3.1.
I'm pretty sure he stuck that in the release notes.

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
There's no patch from 1.71.1 to 1.71.3 on the site anymore, only the full version of 1.71.3 and the patch to 1.71.3.1.

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
But what if you didn't install the patch 1.71.3.11.23.4.69 ? 
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
I got the same AI problem but much further in. One of the AI's seems to have expanded significantly and another appears to be almost working, however the Terran federation are 5th with 4 planets in one system. However I have noticed that some of the empires are able to leave their system they just haven't colonised outside of it.
This was the first time I installed this mod and I took the full zip to use.
Aah, maybe it's the unhappiness actually, since I doN't have the patch yet. I guess that may have been crippling them? If you want the save then let me know.
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
Is this ready to be installed on PBW, or are there bugs that need to be worked out first?
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
Hmm.. Noticed a small issue while playing, choosing a -organics trait, and organic race gave me a negative Org prod total as soon as I built a modest fleet. I don't think I had a government or society that also gave a - to organic production.
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
Okay, my AI's are still heavily stunted, I think I applied the patch correctly however it is now turn 85 and they don't seem to have left their home systems. Also playing organics and get an instant loss of organics before building a fleet (though I did have production penalties lol, guess that's it) but it's no issue. Was the organic armor plate meant to not regenerate (provide a regenerative bonus, it will regenerate. I guess it could be a description error), the ones above and below it do.
Oh and lol, the way I've set up my race even a 5% reproduction bonus from the organic version of the medical centre is yet to produce a reproduction rate of above 0% on any planet bar the homeworld, where it is 1% so having to rely on the cloning vat thingies lol.

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
My comments on 1.71.3.1, also based on 1.171.1.1 and also sent by mail:
I've played the last 1.71.1 game and would like to make a comment on the
temporal technology.
I already saw you updated it in 1.71.3, but I would like to offer a small
update. I think you should upgrade the construction time of this upgraded
facilility.
A part of the overpoweringness of the tech is that you get it straight at
the start of the game.
If production time for, say a standard level 5 shipyard, would be 0.3
turns, then I think it would be better. That way people will be able to
benifit from their temporal technology. But probably will not from turn 1.
It shouldn't be much longer than the .3 years though, cause that would
make the tech less useful.
I would suggest
level 1 shipyard Enhancer: 2000 Minerals, 1000 Organics, 9500 Rads
level 5 shipyard Enhancer: 3000 Minerals, 1500 Organics, 12000 Rads
Making it something like a cost of:
= 800 Minerals + (200*Level)
= 800 Organics + (100*Level)
= 9000 Rads + (600*Level)
This would balance it out more.
The temporal guy already also gets faster ships. And at level 5, +45%
production speed. It's only fair to institute a short delay to get it all
to work.
Temporal tech costs a lot of power I imagine, so that's why I put the cost
in rads 
Anyways. I hope you'll consider this update for 1.71.4, for the upcomming
beta!
(I haven't done any calculations or stuff for the orbital platforms).
Oh... and as a second note. If research components are limitid to 1 per
space station.. then perhaps they should be made more effective? They
aren't very powerful but quite large at the moment!
~Myrath
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
Not a bug but a possibility, if someone was to take both the organic and crystalline traits maybe they could get an organic crystalline set of hulls with the bonuses of both but at a high cost of both rads and organics. Maybe similar armour as well.
Along with that could come other components that are only available to races that combine two or more of the big traits. Though I appreciate that that'd be a lot of work so if it was added I'd expect it to take a while.
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
Sent the save file to the email address posted on the download page
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
I've never experienced the crashing myself
Work gets in the way of everything but then not doing work would probably get in the way even more, no money to buy things then.

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
I tried to give the AI insane bonuses : x300 queue rate, x500 points, and It still doesn't expand from it's home system...
http://files.spaceempires.net/user/1418/Savegame.rar
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
Maybe the answer lies in a homeworld only component that acts like a spaceport but will improve hapiness (of only the native population if possible) on that planet, that way a homeworld will never riot and the AI will always be able to build on at least one planet

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
AFAIK, homeworlds cannot riot anyway...

Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
I'm sorry making such a fuss about it, looks like I greatly overestimated the AI. I ran some tests, and the BM AI doesn't fare much better...
Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
can it not? I never realised, this theory must be tested
As an aside actually I think I've seen them with a colony ship sitting on their homeworld doing nothing.




Re: DevnullMod 1.71.3.1 Patch version released. Problems with h
EDIT2: Ignore this post, there is no crash problem with this mod.
Moving over from the other thread.
The new patch does not fix my crash problem.
1. Graphics are not the problem hi/lo, windowed/full screen, 3D, 3DTL, SW mode do not seem to affect the result.
2. Started a new game, quick start, Terran Confed, still crashed.
3. Started a new game, quick start Abbidonian, no crash?
Hopefully someone can retry this (2 & 3) and see if it is a problem with DevNullMod or something on my end.
EDIT: More info, the crash is not limited to colonies or to the Terran Confed. Right clicking on rock planets seems to cause the crash (not all though).
EDIT2: I think I found the problem, I am missing surface bmps for rock-methane and rock-oxygen (interestingly, they are in the archive but didn't get unpacked properly the first go around). Upon a reunpack and copy all seems fine. Sorry for the mistake.