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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Wed Apr 02, 2008 9:15 pm    Post subject: DN5.05 Reply with quote

Here's the fix list for v5.05:

Changed- Adjusted defense modifier for Baseships and Worldships to -200%.
Added- Standard movement ability to Infantry.
Added- Jetpack component for Infantry and Zero-G Troopers.
Added- Two Per Vehicle restriction to all hand weapons.
Added- One Per Vehicle restriction to shoulder-mounted weapons.
Changed- Removed Inner Hull from weapon placements.
Fixed- Medium Supply Storage should be 10 kt not 5 kt.
Fixed- Tiny Supply Storage missing from availably Scout, Infantry.
Changed- Colony Modules now only available on Ships.
Added- All vehicle types to troop weapons capable of firing into space.
Added- Infantry slot layout to default slot configurations.
Changed- Mod uses Override Slot Layout file.
Added- Fyron's improve Overrie Slot Layout file.
Fixed- Point Singularity Ruins didn't grant access to Point Singularity weapons because of a typo.

This is currently in the hands of the beta testers to make sure there are no serious bugs like what I released with v5.04.

What am I working on now? New bridge, crew and life support options!
Bridge (stock)
Self-Contained Bridge (small amount of crew and life support)
Command Bridge (combat bonus)
External Control Center (much smaller but externally mounted)
Master Computer (stock)
Remote Control Center (like master computer but will require a controlling ship within the system, possibly a Command Bridge or Master Computer or something new)

Crew Quarters (Stock)
Officers Quarters (less crew but with combat and/or fleet bonus)
Pilot Quarters (will partially satisfy carriers requirements for fighter bays or something else to do with fighters)
Weapon Crew Quarters (to-hit bonus)
External Crew Quarters (smaller but exteranlly mounted)
Luxury Quarters (either have some cargo ability or allow for higher crew amounts)
Sub-Standard Quarters (packs in more crew in the same space)
Small Hull Crew Quarters (special for small hulls: scouts, escorts, maybe frigates)
Android Crew (crew that do not need life support)
Cybernetic Crew Quarters (Not sure yet)
Medical Crew Quarters (some life support and/or regenerate crew)

Life Support (Stock)
External Life Support (small but externally mounted)
High Capacity Life Support (much more life support)
Small Hull Life Support (special for small hulls: scout, escorts, maybe frigates)
Medical Bay (will add small amount of life support and crew regen)
Enviromental Control (smaller version of standard life support, possibly will also satisfy cargo bay requirements on transports)

As well, I'll begin with hull size speciallization techs. Also thinking about increasing the levels for hull specialization substantially.

As always, please feel free to toss me suggestions and comments.

Nick (bearclaw)

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

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Space Emperor

Joined: Oct 14, 2006

PostPosted: Wed Apr 09, 2008 4:24 pm    Post subject: Reply with quote

I used to play DN4 quite a lot. It really brought a great variety to each game, and in the end it made the game interesting again. It's great to see that you're still developing the concept.

I noticed how it was mentioned in an earlier thread that DN5 wasn't quite up to DN4 levels yet. How does DN5.05 compare?

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Joined: Aug 04, 2003
Location: BC, Canada

PostPosted: Fri Apr 11, 2008 2:15 am    Post subject: Reply with quote

At this point, I'd have to say that DN5 is just a meer skeleton of what DN4 became. Lots of work still to do. In fact, I probably released it before I should have but I was eager to get feedback from others which is why it's out in such a rough form.

Lots of ideas still to go in and lots of work still to go.

Nick (bearclaw)

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

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