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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Thought I had added more levels to it. Odd. It does have 3x the shield points of the stock Version. You think that is not enough? Maybe with high tech levels you can get a WP with as much damage resistance. Starting tech levels you can get at most 1530 HP from a WP.
[ March 09, 2004, 14:59: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
This is the ruin tech which I'm speaking, are you confusing it to Shield Array?
Where you get that 1530 HP, I'd think it's almost 2000 HP since the worst armor has dmg resistance/size ratio 10. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
yea it is rather weak.... Perhaps increase the shield by 4x its current rate... and add a few levels... ( Also add some additonal cargo on it ... to entice people to build it )
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Lowest light armor has 8 hp and is 1 kT. 200 kT WP. 10 kT for comp core, which has 10 hp. 190 kT of light armor nets 1520 hp. Of course, this depends on your race type... Magic races have their weakest light armor at 8 hp/kt. [ March 09, 2004, 17:25: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
-> Where can i find the newest Version of the Adamant Mod ?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The Adamant Mod website is: http://adamant.spaceempires.net/. You can find the latest full Version there. The (recently frequent) patches get posted here. The latest released Version is 0.13.32.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
thanks for the fast answer ^^
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Time for some more teaser!
Version 0.14.00 - UNRELEASED: 1-24. old teaser 25. Added - Organic Version of Repair Drone. 26. Changed - Mine Cloaking Devices now provide one higher level of Psychic Cloaking, due to the fact that they do not have any sort of mental signature to detect. The highest level of mine Cloaking Device leaves them undetectable to psychic scans, though still detectable to other forms of scanning. 27. Changed - All components and facilities with the ability Combat Modifier - System now state that they provide an offense bonus, rather than a generic combat bonus. 28. Changed - Space Yard Expansion Projects now cost 0 resources, with all of the cost going in the Space Yard Expansion itself. This is because you could add a SYEP to the build queue, then use the Upgrade All Facilities button to have it replaced with the SYE, thus cutting out any build cost from the SYEP itself. Now, if you first build the SYEP and then upgrade, it costs half as many resources, but there is an extra turn delay. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I could always make armor 10x as expensive as it is now to build... which I plan on doing anyways. http://forum.shrapnelgames.com/images/icons/icon12.gif
What about the Shield Arrays? They make at most 20000 shield points, and cost less than half of a Massive Planetary Shield Generator to build. What sort of shield values are you thinking of? Keep in mind that if all your planet has on it is armor WPs, with no weapons, troop ships will waltz right up and drop troops. http://forum.shrapnelgames.com/images/icons/icon12.gif Might want to have at least one weapon on each. |
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Yes Shield Arrays are better but since the Massive Generator is a ruin tech I think it should be a more powerful. Perhaps 45k shields? |
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
well what do you feel should be able to take over a planet ?
And how long. The shield generators protect the WP... How long does 20k of shield strenght Last ? As these items are more for mid and late game what do you need to take one out ? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">If you raise the cost of armor ten times then shields would be superior choice (unless shields are now underpowered). |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Keep in mind that 10 is just a number pulled out of a hat. http://forum.shrapnelgames.com/images/icons/icon12.gif Even if I did that, shields would still not be a superior choice, as they do not provide very complete protection, and can be gotten around through the use of Shield Depleters. A combination is best. Especially when you compare higher level shielding and non-leaky armor... which is actually more expensive per kT than shielding is. I am just considering the costs of the low level armors... play testing will show us what happens. Come on beta testers, get into wars!
[ March 10, 2004, 22:51: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The one thing that would really benifit the Amod would be the inclusion of trans deminsional race. A race that used both temporal technology and a combination of magic / organic technology.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Help !
I installed the Adamant Mod Nebulae, and get this Error I have the Image Mod installed + latest patch.Thanks! [ March 11, 2004, 14:34: Message edited by: Gargantua ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The AI is not yet programmed to work in the mod.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Why all small ships have maintenance penalty due to large size? One would think 110kT scout isn't very large. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Because Physical ships are large, compared to Magic and Organic ships. http://forum.shrapnelgames.com/images/icons/icon12.gif If you notice, they are the biggest ships, and Organic ships are the smallest. Physical ships get a 12% maintenance penalty compared to Magic ships, and Organic ships get an 8% maintenance bonus compared to Magic ships.
[ March 11, 2004, 17:28: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
i downloaded your mod and the fixed AI files and just creates a new organic race. I just take a look at the first turn, and it looks amazing. I really like the research tree, it must have taken LONG time to build that one up.
Anyway i discovered that AI research error after the first turn, too Is there any way i can play WITHOUT AI errors ? Is it possible to set the AIs to default scripts or something ?! I would really like to play your mod http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Not without modding the AIs to be compatible... want to get into AI modding? http://forum.shrapnelgames.com/images/icons/icon10.gif The Space Monsters have working AI, though they might pose a bit of a challenge. You could manually add one Space Monster race on AI, and use a large galaxy, to hopefully give you time to build up before you meet them... http://forum.shrapnelgames.com/images/icons/icon12.gif
So about Massive Planetary Shield Generators, what is the consensus guys? Also, I have been considering adding a repair facility. How much repair do you think would be good for it to have? [ March 11, 2004, 19:00: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
me again. I recently played with each race (magical, organic, physical) race for a few douzen turns.
I have to admit this mod is GREAT, just plain great. I really enjoy playinng organic, since im playing versus AI i didnt had a good combat yet. Once a planet rebelled and formed a new empire. I tried to invade it several times. Invasions are really hard in this mod imho. I had like 300 troops (size 15kt - 20 kt) armed with tritanium 3 armor and lvl 5 laser guns and wasnt able to capture the planet, i had to combat 300-1000 militas though (the population was growing QUICK). Anyway i discovered a few minor bugs, at least thats what i think, i.e. Organic race can build a drone from the beginning, which is called "inter contential ballistic missile" ? Huh ? I think its drone thingy itself is okay, but you should consider changing the name. Organic races which have larvaes and queens wont build ballistic missles http://forum.shrapnelgames.com/images/icons/icon12.gif Anyway, GO ON! I really like your mod, its the best i have played so far. I have to admit im waiting for the b5 mod since 2 or 3 years ... I hope you will add more picks later, i really like the idea of certain "themes" -> ie. organic race pick with a "subpick" to give them regeneration modules and the like ! |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I don't know about consensus but IMO 40k would be good, though I think I wouldn't built them anyway.
About repair facility, I'm not sure about exact numbers but it should repair a lot because repair bays are very cheap. Perhaps 80 components so it would be equal to 10 repair bays. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Ragnarok-X, glad you like the mod! ICBMs were thrown in there as a test idea. If they were to stay, I would add copies for Organic and Magic races. But I think I am going to just remove drones from the mod altogether, as they do not work all that well... :-\
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Crappy POS Dell... please delete this duplicate post!
[ March 17, 2004, 21:09: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I say leave the massive planetary shields as they are; you get them for free when you colonize a planet (you don't even have to research Xenoarcheaology or Shields), so you could (and I have) get them when you have level 1 shields, making them much more powerful than your current shields (though also much more expensive!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Remember you can put multiple repair facilities on a planet, unlike with spaceyards http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I recently played a game using this mod and I have to be honest about it. The mod is very impressive. A bit complicated trying to figure things out, but very impressive non the less. Excellent job on this Mod Mr. Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Please tell me which areas are the most complicated so that I can write more Help files. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You like playing this mod? Then join Adamant 011 game on PBW! It has one open spot. However I have no contact with replacement empire, so I can't say what situation you will fall into http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Actually, they are organic! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
heh, if the free slot is organic and has the inherent regeneration, count me in. I really LOVE playing organic. The regeneration is not that important though ^^
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Adamant Mod has a new interface! Go here to learn more.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron I have to be honest with you. I really do not think that it is possible to make a good Single Player Ai. There are so many varables that cause the Ai to do things and design things that may work in a low tech game, but totally are worthless in a high tech start game.
The Colony ships having two colony modules despite every conceivable setting to avoid this. You can get one early tech start design to work, but because of the way many of the components are set up, engines and armor for example, in a high tech start these design become utter FUBAR. I have spent nearly a month working on the design creation file and I am at wits ends. There are simply to many things that confuse the AI and prevent it from designing ships the way it should be. Ask me what those are and all I can tell you is "everything does." The AI is simply too stupid to take advantage of what this mod has to offer. It gets confused and designs things that are utterly useless. Good luck. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Why did you post this here, when you were saying this to me on MSN? I believe we worked this out. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
hey about that multiplayer game, i would like to join and play that organic race, no matter how bad its position is ! Can someone give me a overview at how i can join the game ? (never played pbw/pbemail yet)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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2. Register your PBW account. 3. Log in to PBW with your username. 4. Go to 'Games' to see all the games on PBW server. 5. Scroll to 'Adamant 011'. Enter it. 6. Find open spot and click the 'join game' button. EDIT- Wait for Game master (Imperator Fyron) to approve your join. 7. Wait for password to arrive into your email that you gave to PBW server. 8. Download turn and see if psw is correct. 8a. If it is- do the turn, and send *.plr file to PBW by email or by direct upload. 8b. If it is not correct- ask Imperator Fyron to reset it. Hope that helps. [ March 21, 2004, 13:28: Message edited by: BBegemott ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have decided to take the plunge and try and get into a Adamant Game to not only have fun but see what the mod is all about. However, I really only want to play a technological ("standard") race - organics and magiks are not for me (at the moment at least). Is there such an opening in the adamant game at the moment?
thanks, Alarik |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The only open slots are both the Ticon Consortium, in Adamant 011 (which Ragnarok-X is going to take) and in Adamant 010. The empires are both Organic races. It is, of course, entirely possible for you to create a new game. http://forum.shrapnelgames.com/images/icons/icon12.gif Once Geo gets 0.13.33 set up on PBW, the mod on PBW should remain constant, unless critical, game breaking bugs are found.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Well, I'll just bide my time until another game starts up. Haven't yet downloaded or played the mod at all, so I would want to get much more familiar with it before starting a game. And I'm pretty maxed out on running games at the moment..
thanks though. If an technological race opens up, I'll jump in... Alarik Quote:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I'm looking at the single-player AI for the Adamant mod. I have a workable fix for the multiple-colony components, but I'm running into other problems.
I can see your problems, though. Is there anywhere that gives any sort of tutorial for working with the AI files? I'm not entirely sure about some of the stuff I'm looking at in this file specifically, though the other files are pretty understandable. [ March 22, 2004, 01:52: Message edited by: Moonsword ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
How many remote sat miners per sector are effective in Adamant?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Moonsword, as I linked on SE.net: http://www.astmod.com/BasicModdingTutorial_1.txt [ March 25, 2004, 16:58: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
What were the steps taken to avoid multiple additions of multiple-colony modules?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Eh?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I had to set the Majority Component amount to 0 and it only adds two now. http://forum.shrapnelgames.com/images/icons/icon9.gif
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