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bearclaw Moderator


Joined: Aug 04, 2003 Location: BC, Canada
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Posted: Fri Jul 24, 2015 6:15 pm Post subject: Dark Nova 4.30 in The Works |
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So after many years and many people asking, I am working on an update for Dark Nova 4. v4.30 is in the Works!
What I need from people is suggestions and fixes. I've already gone through the bug list sticky thread posted here as well as some suggestons/feedback from PBW DN4.29 games. But if there is anything else, please let me know!
Nick (bearclaw)
"You don't know the Power of the Dark Side. I must obey my Master"
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Black_Knyght Space Emperor

Joined: Aug 19, 2005 Location: Dark side of the Moon
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Posted: Fri Jul 24, 2015 9:28 pm Post subject: |
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Can't wait, and let me know if you need any new component pics.
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bearclaw Moderator


Joined: Aug 04, 2003 Location: BC, Canada
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Posted: Sat Jul 25, 2015 7:08 pm Post subject: |
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So here's the fix list (so far) for DN4.30
-v4.30
Changed family numbers of unique version of racial techs and Enhanced techs to match originals for upgrading (Curtsey of Stormy)
Changed - Break out racial hull types from Standard hull type research tree
- add light and heavy versions of racial/unique hulls
Changed hull-size mounts to require Ship Construction Tech as appropriate.
-add more unique tech areas for each type of hull size.- More Energy Weapons (Streamed and Pulsed)
-add Devnull mod unique techs
-change Devnull mod unique techs to 5 levels
-psychic Intel ability?
-change hand arms to 1st level?
-redo cybernetic tech
-redo neural unique tech?
-add larger hybrid resource facility options (home world options)
-Add Intelligence City facility
-adjust speed of transports (too fast compared to other hulls)
-increase/adjust combat option for non-military ships (worse in combat)
-TAG mount description does not match stats
-Mini-Missile mount needs balance (too powerful)
-Particle Emmission spelt wrong (partical)
-Light colony ship movement bonus?/cost?
-make Shell tech Raised
-make racial theoretical Raised
-add One-only ability to shells (as a dummy) and change family #?
-add Shells catagory
-PD lasers don't list to-hit bonus
-Add "Weapons - Special" catagory
-boarding parties/security stations change to special weapons
-Default ship types/stratagies?
-Synthectic armor, refraction, crystallized armor not affected by worldship armor mount
-no shell mount for orbital research facilities
-psychic enhancement centres don't become obsolete
-monastary/temples/shrine upgrade issue?
-Talisman upgrade issue (see Shells)
-AI design issue: troops no weapons
-move airlocks BEFORE any other launch components
-move external moor BEFORE any other launch components
-Organic Cruiser abbrv is wrong (OCR)
-update Flak Cannon description
-Check weapon Target Descriptions (blank?)
-Light colony mount description misleading
-light weapon platoform mount - remove description that says -1 range
-change costs of Ram scoops & negative energy harvesters
-increase return of ram scoops and negative energy harvesters
-add maintenance reduction abiltiy to ram scoops and negative energy harvesters
-added "Cleaned up" Mounts file curtesy of Stormy.
-added "Cleaned up" components file curtesy of Stormy.
-added "Cleaned up" facilities file curtesy of Stormy.
-added "Cleaned up" planetsize file curtesy of Stormy.
-reduce all to-hit and defense bonuses by 50%
-Check Shard Launcher II ranges and Shard Launcher IV
Nick (bearclaw)
"You don't know the Power of the Dark Side. I must obey my Master"
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Sun Jul 26, 2015 9:00 pm Post subject: |
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Oh, were you going to add racial noncombat hulls as well? Transports, colonizers, carriers, tugboats, that sort of thing...
That's no space station - it's a spreadsheet!
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bearclaw Moderator


Joined: Aug 04, 2003 Location: BC, Canada
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Posted: Fri Aug 07, 2015 7:09 am Post subject: |
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Its on the wish list. Not sure yet if ill put them in or not just yet.
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
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Posted: Wed Aug 12, 2015 6:53 pm Post subject: AI Ship movement |
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The main issue was AI Ship cannot move later in game.
So engine mounts have to be revorked 
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Wed Aug 19, 2015 9:15 pm Post subject: |
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You already have cross-racial applied techs... why not cross-racial WEAPONS? 
That's no space station - it's a spreadsheet!
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