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Spaceempires.net :: DN4.27 Released! :: View topic
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DN4.27 Released!

 
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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Tue May 01, 2007 4:22 am    Post subject: DN4.27 Released! Reply with quote

Well, there had been so much feedback, suggestions and fixes for the last version that the offical release is now 4.27. I've uploaded it to PBW already and have submitted it here on SE.net as well.

For anyone who is interested, this is also the version that will be used for the new PBW game "Beyond the Final Dark Nova". Space is limited, sign up now!

Here's the combined fix list for 4.26 and 4.27:

v4.27
Added Drones to Light mount.
Added Drones to Normal mount (AI).
Added Drones to Scout mount.
Added Drones to Scout shield mount.
Added Drones to Small Ship engine mount.
Added Drones to Harmonic Shielding I-II-III
Changed Roman numerals for Advanced Supply Depot. (upgrading issue)
Reduced cost of Armor Shell.
Added Armor Shell II and III.
Added Organic Shell II and III.
Added Symbiotic Shell II and III.
Added Living Shell II and III.
Added Crystallized Shell II and III.
Added Crystalline Shell II and III.
Added Ceramic Shell II and III.
Reduced cost of Sulfide Resin Shell slightly.
Added Sulfide Resin Shell II and III.
Added Solar Collection Shell II and III.
Added Three Per Vehicle restriction to General Quarters component.
Added Shield Regeneration ability to Energized Shell.
Added Energized Shell II and III.
Increased cost of External Storage slightly.
Added External Storage II and III.
Added Emissive Shell II and III.
Increased cost of External Mooring slightly.
Added Three Per Vehicle restriction to External Mooring.
Removed cargo storage from External Mooring.
Added External Mooring II and III.
Added Absorbtion Shell II and III.
Added Stasis Shell II and III.
Increased ship shell tech to level 3.
Added Empire Names from Final Dark Nova game.
Added Empire Types from Final Dark Nova game.
Added Emperor Names from Final Dark Nova game.
Added Emperor Titles from Final Dark Nova game.

v4.26
Changed description for Stablization Mounts incorrectly said 50% cost. Should be 75%.
Increased Industry tech to lv3.
Increased range of all missiles by 25%.
Increased dmg resistance of all missiles by 25%
Increased speed of all missiles by 25%.
Changed Chemical Rockets to 5 Standard Move.
Change Particle Emission Engines to 6 Standard Move.
Changed Atomic Power engins to 8 Standard Move.
Changed all ships sizes to max engines = 25% of hull size using 15 kt engines.
Changed Advanced Concept Engines to match.
Increased Chemical Rockets Supply Storage from 1000 to 2000.
Decreased Atomic engines Supply Storage from 2000 to 1000.
Fixed Cosmic Standing Stones IV and V both had same tech requirements.
Added cargo storage ability to supply storage components (zero value).
Increased External Cargo Storage structure to 10 kt.
Changed reduction amount of all shell mounts drasticly.
Increased AI trade amount required by x2.
Increased all small engines to 2 standard move.
Increased supply storage of Small Chemical Rockets, Small Boosters to 100.
No issue found: check upgrade/abilities of Advanced Resupply Base I-III
Reduced kt size of Chemical Rockets to 15 kt from 25.
Reduced size of all Atomic Power engines to 15 kt.
Reduced size of all Advanced Concepts engines to 25 kt from 50.
Increased supply generation of Solar Shell from 200 to 400.
Fixed Alpha Wave Inhibitors reload rates to 10.
Fixed Advanced Resupply bases should have 6 abilities not 3.
Fixed Cargo Compartment I = 33kt cargo space. Should be 40 kt.
Changed cargo/supply storage amounts to make bigger options more efficent.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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bosakm
Space Emperor


Joined: Jan 13, 2007

PostPosted: Tue May 15, 2007 2:44 am    Post subject: Bug with Capital Ship Missiles? Reply with quote

I don't know if this is a bug or you intended this; but I noticed that the
Weapon Seeker Speed for Capital Ship Missiles levels II - IV is at 5; but for level I & V it is 6.


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ColonialAdmiral
Space Emperor


Joined: Feb 12, 2007
Location: On Giant dreadnaught preparing to glass phong homeworld...

PostPosted: Tue May 15, 2007 2:54 am    Post subject: Reply with quote

Haha Bearclaw-
You thought you were done, didn't you?
MUHAHAHAHAAHHA
Just kidding,
Keep up the good work, and I hope to see the SEV Dark Nova! Very Happy


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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Tue May 15, 2007 3:20 am    Post subject: Reply with quote

Sure, you can laugh Smile

Thanks for that. And yes, DN5 is in the works but don't expect anything for quite some time.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Harvester
Space Emperor


Joined: Apr 20, 2006
Location: Lutsk

PostPosted: Sat May 26, 2007 8:12 am    Post subject: Reply with quote

I start to dislike shells Smile

(I tried to adjust my race to be played under AI control and found that on larger ships shells are uneffective and costly and eat abilities what could be used by other way)

It seems to remain small bugs.

Interceptor Missiles seem already to target no missiles.(since DN4.23 Question). Those poor AI races put tons of them on ships and its become undefended against missile attack

P.S. Since development of DN4 has ended my copy of DN4.27 seems to start to mutate Smile


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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Sun May 27, 2007 4:40 am    Post subject: Reply with quote

All good points. And once you've got your mutilations under control, I'd love to see some of the changes you've made Smile

No promises, but since I still play SE4 more than SEV, I can't rule out that this is the end of DN4. More like wishful thinking Wink


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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Artaud
Space Emperor


Joined: Sep 23, 2006
Location: Cleveland, Ohio

PostPosted: Tue Sep 18, 2007 11:50 pm    Post subject: Reply with quote

Thank you for the update! I love this mod. I'd love it just because of all the nifty new techs, but a comment like:

Lots of different ways of gathering resources. Build massive remote mining bases, standard resource extractor facilities, city sized massive extractors, or combo facilites able to extract more than one type at a time.

almost brings tears to my eyes!

Thank you for all the hard work!


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bearclaw
Moderator
Moderator


Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Sep 19, 2007 6:02 am    Post subject: Reply with quote

My pleasure! Everything I've done with this mod all comes down to one word: Diversity. Before I make any sort of change, I ask myself if this change will increase the diversity of ship designs, planet construction or units.

Basicly, I wanted to avoid the situation where everyone has all the techs and using the same weapons and same same same. From what I'm seeing in the PBW games, I think I've achived this. Lots of variations of everything!

Thanks for the kind words.


Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"


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