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-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

Captain Kwok March 26th, 2004 04:29 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Perhaps increase the module size so that it is only possible to add one to the hull - or just call for 1 of the 3 colonization types...?

Fyron March 26th, 2004 05:13 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Most (all?) colony ship designs I have seen (designed for normal colony ships) just call for one colony ability... there are always 3 different designs, one for each colony type.

Fyron March 26th, 2004 05:47 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
This is why there will be no drones in Adamant any longer.

Ragnarok-X March 27th, 2004 07:33 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
did you posted your statement before or after the post of PvK ?!

AMF April 6th, 2004 03:47 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I think someone needs to start a new Adamant game using the latest mod so I can play a physical race with it...

http://forum.shrapnelgames.com/images/icons/icon10.gif

thanks,

Alarik

Atrocities April 6th, 2004 06:01 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Any luck with new AI's?

AMF April 6th, 2004 06:05 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Oooh! Do you mean the latest Version has AI functionality? You probably told me that and I missed it. So...if I run a solitaire game, then the AIs might be active, "intelligent," and perhaps kick my butt? I'll check it out....

thanks,

Alarik

Quote:

Originally posted by Atrocities:
Any luck with new AI's?
<font size="2" face="sans-serif, arial, verdana">

Fyron April 6th, 2004 06:42 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The latest Version should have some functional AIs once it is released... http://forum.shrapnelgames.com/images/icons/icon12.gif But the latest released Version has no AI.

You can always host a game. The mod is on PBW, so it can be run like any other mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF April 6th, 2004 07:40 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Thanks for the clarification. I'll wait for the new Version with AIs...if I was familiar with the mod, I'd consider hosting a game, but since I haven't ever even played a game with it, I think hosting a game would be a bad idea...

thanks,

Alarik

Quote:

Originally posted by Imperator Fyron:
The latest Version should have some functional AIs once it is released... http://forum.shrapnelgames.com/images/icons/icon12.gif But the latest released Version has no AI.

You can always host a game. The mod is on PBW, so it can be run like any other mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">

Atrocities April 6th, 2004 07:44 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
There are a few of us working on the AI now. I am working on the TICON / Organic race as I type this.

Hopefully it will serve as a good blue print for other Organic AI's.

Fyron April 6th, 2004 09:26 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
All you need to know special to host a game can be derived from the Empire Setup help file. As long as you force people to comply with those guidelines, hosting is the same as using any other mods. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF April 7th, 2004 02:13 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
well, I know that I *could* host an adamant game, but still, I'd rather not...it just seems like asking for trouble (I can just imagine someone asking me: "Hey? Why doesn't this component do X?!?!" "Ugh...I have NO idea")

Good idea though, thanks...

Alarik

Quote:

Originally posted by Imperator Fyron:
All you need to know special to host a game can be derived from the Empire Setup help file. As long as you force people to comply with those guidelines, hosting is the same as using any other mods. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">

Fyron April 7th, 2004 06:04 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well just forward them to me... http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron April 9th, 2004 06:19 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Announcing the long anticipated release of Adamant Mod 0.14.00.

Major features of this update include:
- Major reordering of components with removal of temporary weapons.
- Shiney new interface, thanks to Kevin Arisa.
- Working AI!

That is right, the mod now has AI, so it can be played in single player! The AI is sort of kludged together, but it works. http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks to Atrocities for creating a set of AI files for the Ticon race for Adamant mod. 7 hours of beaten it with several sticks until it fit into shape for all the races in the mod. It is not pretty, but yeah... http://forum.shrapnelgames.com/images/icons/icon12.gif The AI is not necessarily going to be extremely challenging or anything, but it is quite functional, making the mod quite playable in single player. So get playing!

It is recommended that you do NOT update a 0.13.xx or earlier Version to 0.14.00. This is because there are fewer races in 0.14.00 than in previous Versions. You should move all files in the Adamant\Pictures\System folders (save Starmap.bmp) into the stock Pictures\System folders, then delete your Adamant Mod (unless you need it for PBW games). Then, download Adamant Full.exe and do a fresh install.

Remember, the files are self-extracting RAR archives. Just point them to your SE4 folder, and they will be installed into an Adamant subfolder.

Mod Files:

Adamant Mod FQM 0.14.00 - Full mod + FQM Deluxe systems, 45 MBs. Do not download if you already have the FQM Deluxe system images! Download Full instead.

Adamant Mod Full 0.14.00 - All pictures save Image Mod and FQM Deluxe systems

Adamant Mod Lite 0.14.00 - No pictures

Adamant Mod Data 0.14.00 - Data and Credits folders only.

Version 0.14.00 - 8 April 2004:
Files Altered: Abilities.txt, Compenhancement.txt, Components.txt, Events.txt, RacialTraits.txt, Settings.txt, TechArea.txt, VehicleSize.txt
1. Removed - Most temporary components for Organic and Magic races deleted.
2. Removed - Removed Global Death Ray.
3. Changed - Reorganized Components.txt.
4. Added - Added Magic and Organic Versions of racial weapons for Crystalline, Psionic, and Temporal weapons.
5. Removed - Drone technology is no longer available.
6. Added - Organic and Magic Weapon Platforms.
7. Changed - Inherent Regeneration tech area is now in tech group Racial Trait instead of Applied Evolution.
8. Fixed - Temple District V now has Tech Level Req 2 set to 1 instead of 2 and Number of Abilities set to 2 instead of 1.
9. Changed - Mineral Purifiers now require Cooperative Development instead of Bioconstruction.
10. Changed - Reduced max levels of theoretical technologies to appropriate values.
11. Added - Shadow Monsters for Illusion Mastery racial trait, which are fighters with -10% offense, +20% defense.
12. Added - Mirage Arcana for Illusion Mastery racial trait, which provide more boarding defense than regular Glyphs of Contingency.
13. Added - Prismatic Sphere weapons, which increase reload time of the enemy ship. Requires Illusion 1.
14. Added - Commune With Dead tech area for Necromancy Mastery racial trait, which gives better Espionage projects.
15. Changed - Bomber now uses image FighterHuge. Heavy Bomber now uses image FighterMassive.
16. Added - Leaky armor components now make use of AI Tag 01, AI Tag 02, and AI Tag 03 abilities. Check Abilities.txt.
17. Added - Satellite Coordination Nexus equivalent components for Organic and Magic races.
18. Fixed - Megafluxer family overlapped with colony modules. It is now in family 5008.
19. Added - Large colony ships, which are twice the size of the colony ship.
20. Added - Roleplay Elements racial trait, for use in roleplay games.
21. Changed - Mercenary Contracts now requires the Roleplay Elements racial trait.
22. Changed - The ability of many tech areas to be removed at game creation has been changed.
23. Added - Organic Version of Repair Drone.
24. 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.
25. Added - Reactors now have AI Tag 04. Cargo Bays now have AI tag 05.
26. Changed - Paradigm techs now have 15 levels, to function as a workaround for some AI issues.
27. Changed - Magic Mechanoid Bridge is now Mechanoid Spelljammer Helm, and is positioned after the Major Spelljammer Helm.
28. Changed - The first class of engines (Fission, Basic Astral Projection) are now 5 kT and provide 1 standard movement instead of 2.
29. Changed - Bridges now require 15 levels in the appropriate paradigm tech, so that they will be used over components such as Doomship Modules and Flag Bridges.
30. Changed - Solar Sails are now 12 kT instead of 60 kT. They generate between 2 and 4 movement points.
31. Changed - Lightning Bolts now use beam image 190 instead of the non-existant 43.
32. Changed - Pop modifiers have been smoothed out, so that increments for both Construction and Space Yard rate bonuses are in single percents, rather than 2 or 3. The threshholds for bonuses in the old system should still be present (eg: 8000 M population gives +34% Production, +51% SY Rate).
33. Added - Adamant Mod now has a new customized interface, courtesy of Kevin Arisa.
34. Added - Functional AIs for all races based off of Ticon AI by Atrocities.

Ragnarok-X April 9th, 2004 12:35 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
do i have to upgrade to latest Version in order to continue playing adamant11 on PBW ?

AMF April 9th, 2004 02:28 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

Originally posted by aiken:
Thank you Fyron, and what about new Adamant 14 pbw game? Any plans?
<font size="2" face="sans-serif, arial, verdana">Yes, please! Someone start a new Adamant Game! I've got dibs on one of the physical race slots...

Thanks,

Alarik

Imperial April 9th, 2004 03:53 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
very exciting news-- glad that there are people on this forum that work together to help each other out. Will be playing soon))

Fyron April 9th, 2004 07:34 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

Originally posted by Ragnarok-X:
do i have to upgrade to latest Version in order to continue playing adamant11 on PBW ?
<font size="2" face="sans-serif, arial, verdana">No. The PBW games will never use any Version of Adamant that is not 0.13.xx. It is impossible to load a savegame from 0.13.33 in 0.14.00 (for simultaneous move, sequential you can do it, but it will be horribly broken).

Quote:

Originally posted by Imperial:
very exciting news-- glad that there are people on this forum that work together to help each other out. Will be playing soon))
<font size="2" face="sans-serif, arial, verdana">People on this forum do nothing but help each other out. It is a very rare Online community.

As for a new PBW game, what settings would you like to see?

[ April 09, 2004, 18:39: Message edited by: Imperator Fyron ]

Aiken April 10th, 2004 01:48 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
That's really splendid news Fyron!
Downloading it right now. And since STM is freezed at pbw-ready stage, I hope to make something usefull for Adamant now.

Thank you Fyron, and what about new Adamant 14 pbw game? Any plans?

Fyron April 10th, 2004 07:15 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
*sigh* I miss SE3 modding... no frickin' AI to deal with. http://forum.shrapnelgames.com/images/icons/icon8.gif There are apparently a few issues with the AI, so a patch is in order...

Fyron April 10th, 2004 09:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Due to several blunders in the AI files, a 0.14.01 patch of Adamant Mod is necessary. Install this over an install of Adamant Mod 0.14.00. It is recommended that you move EEE_AI_Strategies.txt (in Adamant\Pictures\Races\Eee\) to their backup folder, so as to avoid errors every turn from them.

Adamant Patch 0.14.01

This AI is really, really pissing me off... Unless any more critical blunders crop up, this will probably be the final AI from me... If anyone wants to volunteer to make the AI better, it would be appreciated. I am sick of it.

Atrocities April 10th, 2004 10:12 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 10th, 2004 10:27 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
What existing ship sets do you think would make good sets to use as Magic races?

Atrocities April 10th, 2004 10:33 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
You want Neo-Standard sets?

I would recommend the Pyron, Kaelon, Oxmal and 8472 but with a differnt Port and name.

Fyron April 10th, 2004 10:38 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Pyron and Oxmal are already used as Magic races. 8472 is more of an organic race than a magic race. And they are used already. http://forum.shrapnelgames.com/images/icons/icon12.gif Kaelon don't look very magical to me.

Atrocities April 10th, 2004 10:50 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I guess we could go through the SOTASY and Tesco's site and look at all the races to see if any match up.

You could also use the Gamilon. I could recolor the ships and find a different race portrait.

When the Robotech set is done they too would make a nice magic or orgainic set.

Fyron April 11th, 2004 10:18 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
There is at least one opening in each of the following PBW games (all of which use 0.13.33): Adamant 010, Adamant 011, Adamant 012. Join up!

AMF April 12th, 2004 04:40 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well...are any of them physical races, in decent shape, not involved in wars at the moment? Those are my opnly criteria, and if those are met, I'll join up!

thanks,

Alarik

Quote:

Originally posted by Imperator Fyron:
There is at least one opening in each of the following PBW games (all of which use 0.13.33): Adamant 010, Adamant 011, Adamant 012. Join up!
<font size="2" face="sans-serif, arial, verdana">

Fyron April 12th, 2004 10:20 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The player that was playing them dropped out due to RL reasons, so I think the empires should still be in a viable position. I am not sure what race type they are though. Some of them sound Organic from their names.

Imperial April 13th, 2004 10:03 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
This is my first go at the mod--and i have a question--The Xenoarcheology research area--how does it work??-- does each level researched allow for a higher tech to be discovered?--sorry if its been asked before)

[ April 13, 2004, 21:04: Message edited by: Imperial ]

Aiken April 13th, 2004 10:36 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
It allows you to research advanced ancient techs. IE: you've found ancient ruin with Massive Ionic Disperser, and it gives you the comp itself and tech area with the same name (only 1 level). But if you have Xenoarcheology 1 you'll also get additional tech - Massive Engine Destroying Weapons with 5 levels to research and more comps.
Some high grade unique techs (like Adamantium armor) require higher levels of Xenoarcheology.

[ April 13, 2004, 21:37: Message edited by: aiken ]

Imperial April 13th, 2004 10:41 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
sweet--sounds like fun--thanks for the answer

Fyron April 14th, 2004 05:01 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Still looking for AI modders to help improve the AI...

AMF April 16th, 2004 03:57 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I'm not a modder by any stretch of the imagination but I intend to start a solitaire game with this mod perhaps over the weekend...do you want me to let you know how it goes, if the AIs do anything weird, etc...?

Thanks,

Alarik

Quote:

Originally posted by Imperator Fyron:
Still looking for AI modders to help improve the AI...
<font size="2" face="sans-serif, arial, verdana">

Fyron April 17th, 2004 02:56 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Sure. It is a public beta, afterall. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron April 19th, 2004 02:29 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Adamant Mod has been upgraded to 0.14.02. You can get the patch here:

Adamant Mod Patch 0.14.02

Version 0.14.02 - 18 April 2004:
Note: Requires Facility Pack 12 and Component Pack 23 of Image Mod.
Files Altered: AI_Construction_Facilities.txt files, Components.txt, Facility.txt
1. Fixed - Fungal Torpedos now display the correct to hit bonus in their ability tags.
2. Fixed - Resupply Depots now have correct roman numerals.
3. Fixed - Level VIII radioactives facilies now require tech level 8 instead of 7.
4. Fixed - Radioactives Harvesting II is now Radioactives Harvester II.
5. Fixed - Long range scanning facilities now have correct roman numerals.
6. Changed - Concatenated descriptions of Corrosive Fungal Torpedos to get around SE4 ability tag text display once again.
7. Changed - Homeworld facilities now list the shields that they generate.
8. Added - Normal resource production facilities now use AI Tag abilities, so that the AI can build them instead of homeworld facilities.
9. Changed - Growth Chamber facilities now use image 481.
10. Changed - Many components use new images.
11. Changed - Viral Spore (the plague bomb for organic races) is now Plague Spore.
12. Changed - Spore Filter description now references Viral Spores instead of Mines.

Fyron April 27th, 2004 07:47 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
So has anyone actually downloaded and played Adamant with its new working AI? Feedback has been rather sparse...

Aiken April 27th, 2004 09:45 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok, some feedback:

AI still wants to build at least one Homeworld cultural center per colonized system.

Possible reason: Change Population Happiness - System call in Mining, Farming, Refing Colony sections of AI_CF file. Cultural center is the only type of facilities with such ability availiable from the start.

I don't think it's critical, though it can be fixed.

The really big problem is large ships with unsufficient amount of engines, so they have only 1 MP (if drans-dimensional, then 2 MP).
Solution is very easy - make separate designs for every hull size (since each hull size require its own amount of engines per move) with different Minimum Speed values.

Btw, Fyron, I guess right that all AI races (at least of the same type) use the same scripts as a base or not?

Edit: one more - AI doesn't build Spaceports in the colonized system. Where is no call for such ability in AI_CF files (all races), though it should be, since very few AIs have Natural Merchants trait in EMPs.

[ April 27, 2004, 09:36: Message edited by: aiken ]

Fyron April 27th, 2004 09:16 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

Solution is very easy - make separate designs for every hull size (since each hull size require its own amount of engines per move) with different Minimum Speed values.
<font size="2" face="sans-serif, arial, verdana">That is not easy, it is a long, tedious headache... http://forum.shrapnelgames.com/images/icons/tongue.gif

Quote:

Btw, Fyron, I guess right that all AI races (at least of the same type) use the same scripts as a base or not?
<font size="2" face="sans-serif, arial, verdana">Yes, as was indicated earlier in the post announcing the release of 0.14.00. All AIs use the same Design Creation, Facility Construction, Research, and... one other file... based off of the Ticon AI that Atrocities sent me. The related files are included in Backup folders for each race, which have their original files. I am not going to make all of them Adamant-compatible... far too much work for very little gain. This is why I keep asking for volunteers to help out with the AI...

Quote:

Well first does anyone know why whenever I try to start a game, if it is not a 'Quick Launch' one, the game hangs whenever I try to make a new (or add a emp file) race! Also occasionally it will not load up at all (Strangly it seems that if I load up and close another mod just before I start it it will always load!)and a similar thing happens when I try to load a game.
NOTE: I have reinstalled the mod many times (new downloads, with a dialup connection )
<font size="2" face="sans-serif, arial, verdana">I have no idea why this would happen to you. The mod has never crashed like this on me, and I have never seen SE4 crash like this, actually... I will check the file uploaded later, when I get a chance.

[ April 27, 2004, 20:36: Message edited by: Imperator Fyron ]

parabolize April 27th, 2004 10:15 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quote:

Originally posted by XenoTheMorph:
Ok Some more feedback! (Well a very small amount http://forum.shrapnelgames.com/images/icons/icon10.gif )

Well first does anyone know why whenever I try to start a game, if it is not a 'Quick Launch' one, the game hangs whenever I try to make a new (or add a emp file) race! http://forum.shrapnelgames.com/images/icons/icon9.gif Also occasionally it will not load up at all (Strangly it seems that if I load up and close another mod just before I start it it will always load!)and a similar thing happens when I try to load a game. http://forum.shrapnelgames.com/images/icons/icon8.gif
NOTE: I have reinstalled the mod many times (new downloads, with a dialup connection http://forum.shrapnelgames.com/images/icons/tongue.gif )

Well feedback -
Early game all the empires I've encountered don't really have enough supply storage, especially attack ships which don't seem to have any at all (therefore 1MP & no weapons fire!) http://forum.shrapnelgames.com/images/icons/icon9.gif
Though I do really like the tech(magic) tree so far http://forum.shrapnelgames.com/images/icons/icon7.gif

(I really must use less smilies!!!)

<font size="2" face="sans-serif, arial, verdana">adamant is crashing for me to

Aiken April 27th, 2004 11:03 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
A friend of mine also reported about crashes during empire adding and turn computations.
I'll ask him about details.

XenoTheMorph April 28th, 2004 01:40 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok Some more feedback! (Well a very small amount http://forum.shrapnelgames.com/images/icons/icon10.gif )

Well first does anyone know why whenever I try to start a game, if it is not a 'Quick Launch' one, the game hangs whenever I try to make a new (or add a emp file) race! http://forum.shrapnelgames.com/images/icons/icon9.gif Also occasionally it will not load up at all (Strangly it seems that if I load up and close another mod just before I start it it will always load!)and a similar thing happens when I try to load a game. http://forum.shrapnelgames.com/images/icons/icon8.gif
NOTE: I have reinstalled the mod many times (new downloads, with a dialup connection http://forum.shrapnelgames.com/images/icons/tongue.gif )

Well feedback -
Early game all the empires I've encountered don't really have enough supply storage, especially attack ships which don't seem to have any at all (therefore 1MP & no weapons fire!) http://forum.shrapnelgames.com/images/icons/icon9.gif
Though I do really like the tech(magic) tree so far http://forum.shrapnelgames.com/images/icons/icon7.gif

(I really must use less smilies!!!)

[ April 27, 2004, 12:43: Message edited by: XenoTheMorph ]

Fyron April 28th, 2004 06:27 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Most odd... what sorts of settings are you guys getting crashes with?

XenoTheMorph April 28th, 2004 02:32 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well Fyron,

The settings I use in the game are the standard quick start settings (whatever thoses are!) for Flora or (machinelike magic race http://forum.shrapnelgames.com/images/icons/icon10.gif ). With these settings I sometimes (when first loading only, 2nd onwards is fine) get a hang (whole system freezes http://forum.shrapnelgames.com/images/icons/icon8.gif ).

The rest of the time it hangs before I get a chance to set any settings http://forum.shrapnelgames.com/images/icons/icon9.gif . Either on the intro screen (always 20% strangely), or when opening anything that uses individual races stats (i.e. new race choosing or emp adding).

If this helps anyone I once had a similar (though much less severe) problem with Atrocites Star Trek Mod http://forum.shrapnelgames.com/images/icons/icon6.gif , that was caused by a single corrupt Bmp in the Tholians folder (found by a process of elimination). Though this only happened when loading games that had the Tholians in or Viewing the Tholians Emp files (sometimes).

Hmm now thats an idea what about using the Tholian race for an extra magical shipset??? Does look reasonably magical http://forum.shrapnelgames.com/images/icons/icon12.gif

I've even tried to reinstall SEIV to solve this but no luck! http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ April 28, 2004, 13:34: Message edited by: XenoTheMorph ]

Fyron April 29th, 2004 02:17 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
That solution to the AST mod problem sounds like a huge amount of work... :'S Perhaps I will just re-compress the mod and reupload instead. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron May 1st, 2004 07:38 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok, I could not replicate ANY crashing problems with the mod, using the file I had uploaded. Maybe you could try downloading the Lite file and extracting it overtop the install from the Full file, and see if that makes any difference?

XenoTheMorph May 1st, 2004 10:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Will do Fyron http://forum.shrapnelgames.com/images/icons/icon7.gif

Knowing my luck it is going to be an artifact of my whole system!!! http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks for checking for the likely suspects. Lets see if I can solve the problem (Hmm lets see if installing different copy of windows in another partition solves the prob, if so time to reinstall my system!!!! http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Fyron May 3rd, 2004 12:06 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
0.14.03 is now ready for download. The AI works much better than in previous Versions. There is no explicit patch file for this Version, as making that is a pain when there are so many AI files patched... so, you can use Adamant Lite as a patch, which contains no images whatsoever. It can patch any Adamant Version 0.14.00 or higher to 0.14.03. Check sig for links.

Note: Do NOT install this over your 0.13.34 Version if you are in an Adamant PBW game, as it will NOT be used for them.

Version 0.14.03 - 2 May 2004:
Files Altered: AI_Construction_Facilities.txt files, AI_Research.txt files, AI_Planet_Types.txt files, default AI_General.txt files
1. Changed - Completely revamped AI research paths.
2. Changed - Created new AI facility construction files that should hopefully work better. Loosely based off of Aquilaeian and United Floral files.
3. Changed - Created new AI planet type files, loosely based off of the United Floral file.
4. Fixed - Generic AI general files now have proper racial point balances.
5. Added - AI_File_Copy.bat to Pictures\Races folder, useful in adding generic AI files to all races at once. Created by Will^.
6. Added - Viewer2.2.html file to Pictures\Races folder, useful in viewing all of a race's vehicles at once. Created by Andrès Lescano.

[ May 02, 2004, 23:10: Message edited by: Imperator Fyron ]

Fyron May 5th, 2004 02:34 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.14.04 is released. This update features some AI fixes, new unit armor with 1/2 the hit points of Light Armor, and various cosmetic updates to the display of the tech tree in-game (through different Groups for many tech areas).

There is no explicit patch. However, you can use these two files as a patch:

Adamant Mod Lite 0.14.04
Adamant Mod Race Pack 0.14.04

Lite contains all of the data and AI updates. Race Pack contains new ship set images added since the 0.14.00 Version. So far, it only contains the Manai ship set. If you already have this ship set installed, you do not need to get the Race Pack.

Version 0.14.04 - 4 May 2004:
Files Altered: AI_Research.txt files, CompEnhancement.txt, Components.txt, TechArea.txt
1. Fixed - Krill now have an AI_General.txt file.
2. Fixed - Cellulose Reinforement is now Cellulose Reinforcement
3. Changed - Membrane Shells tech area is now Membrane Layers.
4. Changed - Chitin Shells tech area is now Chitin Exoskeleton.
5. Changed - Cellulose Shells tech area is now Cellulose Exoskeleton.
6. Changed - Psilocybe Appendage ability descriptions now mention viral spores instead of mines.
7. Removed - There was a second tech area entry for Contagion. The one in the wrong place is changed to Contagion REMOVED.
8. Fixed - Pyron and Manai AI_General.txt files had improper calls for Physical Race instead of Magical Race.
9. Changed - Adamantium Armor can now only be placed on Ships and Bases.
10. Changed - Units can no longer use regular light armor. Instead, they have new light armor with one half the amount of Tonnage Structure.
11. Changed - Weapon platform component mounts are now 1/2 cost, rather than 1/4 cost.
12. Changed - Vehicle technologies are now in Vehicle Engineering, Vehicle Adaptation or Vehicle Conjuration group, depending on race type.
13. Changed - Armor technologies are now in Armor Engineering, Armor Adaptation or Armorsmithing group, depending on race type.
14. Changed - Propulsion technologies are now in Propulsion Science, Propulsion Adaptation or Propulsion Magic group, depending on race type.
15. Changed - Sensor, Scanner and Combat Support technologies are now in Martial Technology, Martial Adaptation or Martial Magic group, depending on race type.
16. Changed - Resource, research and Space Yard technologies are now in Infrastructure Development group.
17. Added - Light Weapon Mount, which halves all stats of a weapon except damage, which is reduced to 40%. Can only be used on ship hulls up to level 6 in the ship construction tech areas (Heavy Frigate, Great Spawn, Heavy Longship).
18. Removed - Mines and Infestation Spores tech areas had extraneous tech reqs.
19. Changed - Mine Sweepers now require their own tech areas, separate from the basic Mines tech.
20. Fixed - Cooperative Development now has 10 levels instead of 1.
21. Added - Electromagnetic Screening tech areas, which provide Active and Passive EM cloaking of up to level 3 for mines with far less theoretical tech research.
22. Changed - Necromatic Weapons is now Necromantic Weapons.
23. Changed - Updated the Readme with better Installation information.

[ May 05, 2004, 01:38: Message edited by: Imperator Fyron ]

JLS May 5th, 2004 03:12 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fyron, I am downloading your most recent Adamant and all sounds fascinating. I do have some free time if you have any opportunities on your team.
I would like to lend a small hand if you have anything for me?


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