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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I could use help on the AI... currently, they all use the same Design Creation, Research, Facility Construction, and... Vehicle Creation? (the one that controls how many of each design they build) files, with slight modifications to the designs for the 3 race paradigms. And it isnt pretty... they work, but yeah... http://forum.shrapnelgames.com/images/icons/icon7.gif
I left the original files in the Backup folders, though many of the stock shipsets have TDM modified files in there... feel free to use stock AI files if you would prefer. The research files probably just need a bit of tweaking, as the important techs are researched in a reasonable order. They have all the racial traits (such as temporal and psionic) in them, so that races with those traits will be able to use them. Incidentally, the Facility Construction files call for most of the racial trait facilities already. They are very generic. http://forum.shrapnelgames.com/images/icons/icon7.gif The design creation files... are not too hot. http://forum.shrapnelgames.com/images/icons/icon7.gif If you can solve the problem of the AI adding 2 colony modules but not wanting to add just one (with different design, just the "must have" line used), without having to add special AI techs or change the current system of scale mounted colony module, that would be really cool. For AI Tag usage, look in Abilities.txt. I have recorded which components and facilities currently use each of them in there. AI_General files are all taken care of, unless there was a typo somewhere... Other than the files mentioned above, all the races use pretty much unmodified files, as they dont really need to be modified much for a mod (Speech, for example http://forum.shrapnelgames.com/images/icons/icon12.gif ). |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Will do.
I will need to become re-acclimated to your formats and then get cracking on the AI. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Jubilation!
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have been contemplating adding a research station component to Adamant (for bases only). Trying to determine how much research it should make and how much it should cost... Basically, how many resources would be traded for research each turn. Any ideas?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Umm, but where is already Medical Bay and analogues. Though in my opinion it's overpriced. Maybe.
Anyway, considering that race have default maintanence rate, 2000-5000 resources [lvls dependent] (M+O+R) of maintanence paid per component per turn for 200-500 [lvls dependent] research (or intel) points is not a worst idea. To summarize: 1000 res for 100 points. M/O/R ratios can be differen for different pardigms (ie race types). [ May 05, 2004, 06:21: Message edited by: aiken ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Well Medical Bays have research just as a bonus, not meant as actual practical research components... they are expensive because you hardly ever need to build them, so why not? I don't like the idea of cheap medical escorts able to cure any plague. http://forum.shrapnelgames.com/images/icons/icon12.gif
[ May 05, 2004, 06:32: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sorry I edited my post.
From 2000 res for 200 points at lvl 1 to 5000 res for 500 points at ... lets say lvl 5. Edit: well it's just round numbers afterall, they can only give a basic scale. Edit2: taking into attention 90% maint reduction for bases and their size of 1000 kt minimum, the component should be rather expensive and have a size about 200 kt. [ May 05, 2004, 06:38: Message edited by: aiken ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Hmm... something to keep in mind is where these resources come from. Is it more productive to build mining facilities and then use those resources to build research stations, or is it more productive to just build research labs on the planet in the first place?
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[ May 05, 2004, 06:42: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
ohhh! I get it, transfering resorces to reserch points.... (duh you probibly said that to)
yea, you probibly want it to be better to build facilitys rather than bases. this is going to make race creation more interesting... |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The main problem I can see, is not maintanence but investments into the construction of such bases: 20000 resources x 5 comp per base = 100000 resourses (asuming 10:1 scale). That is quite expensive and takes long time for non-HW planets to build. To workaround this you can add positive Modified Maintenance Cost ability to this component and make them cheaper. Will the positive and negative values substract from each other, or not?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have to say that this is a very enjoyable mod to play now that the AI can actually play. http://forum.shrapnelgames.com/images/icons/icon7.gif Nice update and I look forward to more. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
It seems to work this way:
Final_maint_cost = Empire_Start_Maint_Cost + Initial_hull_maint_reduct + N*Mod_maint_cost_from_comp1 + M*Mod_maint_cost_from_comp2 +... IE, Comp1 has Modified Maintenance Cost=20; Comp2 has Modified Maintenance Cost=-5; Comp3 has Modified Maintenance Cost=10. Hull has Modified Maintenance Cost=-90. In Adamant, final maintanence for this hull with 4 Comp1, 2 Comp2 and 3 Comp3 will be 110%: (100-90+4*20+2*[-5]+3*10=110). [ May 06, 2004, 04:50: Message edited by: aiken ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Final_maint_cost = Empire_start_maint_cost * (1+ [Initial_hull_maint_reduct + N*Mod_maint_cost_from_comp1 + M*Mod_maint_cost_from_comp2 +...]/100) edit: fixed the error again. [ May 07, 2004, 06:58: Message edited by: aiken ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
No wonder I can never win a PBW game. I am playing against rocket scientists and number loving uber geeks. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
AT why does Women and food come in Last for your interests..... ? Do I smell Geek http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Ok I do not know why, but for some reason Parabolize was able to get the mod to work by installing an old 0.13.xx Version, then applying the 0.14.04 Lite and Race Pack files as a patch... most bizarre. This leades me to supsect that some people's systems have problems with the intro pics... if the mod causes SE4 to lock up or crash on you, try deleting the Intro.bmp pics. Tell me if this does not work...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Very, very strange...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
14.04 loads fine for me?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I myself cannot get my Win98 system to run it without major hassel and workarounds. http://forum.shrapnelgames.com/images/icons/icon9.gif
But I have been able to install another windows Version on another partition and it works fine http://forum.shrapnelgames.com/images/icons/icon10.gif .I think I will have to finally find out where my Win98 CD is, so I can reinstall it. http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Very strange... it works flawlessly on XP and 2000 for me. I have no opportunity to test it on any other OS, but I see no reason why it would cause problems on other OS that any other mods or SE4 itself would not cause...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Stupid addition to add to your mod info (and probably everyone else doing a mod) is to make sure they get the latest updated image files. I downloaded the full Version, but still am downloading the other large meg files by dial-up http://forum.shrapnelgames.com/images/icons/icon9.gif
I know I am living in the stone age, but that's what happens when you live in a house built in the thirties http://forum.shrapnelgames.com/images/icons/icon7.gif Wildcard |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The mod does say that it uses the latest Version of the image mod in the readme. It is very important to read readmes before you try to play a mod...
[ May 09, 2004, 04:00: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
If they were made in a program other than Paint, that should not be an issue. Running Photoshop on XP or 2000 should not result in Photoshop saving the bitmaps with different headers. It would still save them with whatever headers Photoshop puts there. This has not been a problem with Image Mod bitmaps created under XP, for example. It might be worth a shot though if nothing else works to get the mod running... probably only the folders with the Intro pics would need to be bothered with, given how Parabolize got the mod to run...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Well, I opened the intro.bmp in paint on my W2k machine and resaved it - same header, but when I opened the same bmp in IrfanView and resaved it, I've got different header. That's why I posted this.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Hrm...
Having a problem with Adamant, I think. I dinked around with it Last night, after loading image files and patches and such and I had no problems. Tonight, it freezes every time I load it, either on the INTRO screen, when loading, resuming or trying to generate a game. I am running 1.91, Win98. I am loading through the SE4 launcher program. Quadrant Mod runs without difficulty. Scandisk and Norton find no problems. Emptied TEMP directory. Every time I load Adamant, it changes the Path file, even through the launcher, so I can't restart the basic game without launching Adamant. But the more frustrating thing is the locking up, which freezes the entire system. Any advice? Wildcard |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Try what Aiken suggested. Open the Intro pics in MS Paint and save them.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
O.K. Guys
I no longer have any problems with Adamant when running Win98. I'm not sure if it was 'resaving' the intro.bmp or not but I can say it was an issue with the BMP's. I just did a batch conVersion of all Bmp's in Adamant to Bmp's (resaves them ! http://forum.shrapnelgames.com/images/icons/icon7.gif Just remember to turn overright on OR get them copied to another location and move them, a bit safer ) using Irfanview. The header it uses seems perfectly fine. (it only took 30-40 seconds, for ~1700 pics http://forum.shrapnelgames.com/images/icons/icon6.gif ) I thank you all for your tracking down of the issue. http://forum.shrapnelgames.com/images/icons/icon10.gif (esp Aiken!) [ May 10, 2004, 18:19: Message edited by: XenoTheMorph ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Even for a lunk-head like me, resaving the BMPs through Paint corrected my problem.
Thanks everyone! Wildcard |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
se.net is down so I'm posting this here:
1. Same issue as with Assault Command (erroneous tech dependency) is also true for Combat Command and Infiltration Command (organic and magic Versions) - they depend of Troops tech, which is physicals only. 2. It's still possible to exploit 660 kt colony mount issue to create extrafast colonisers: compare 13 Engines Per Move for Destroyer/Greater Ravager against 24 Engines Per Move for Large Colony Ship/Large Seedling. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.14.05 of Adamant Mod has been released! This Version features a new racial trait, Mobile Industrialists, as well as various bug fixes.
If you have a Version 0.14.xx installed, you can use the Race Pack and the Lite files as a patch. If you have crashes during loadup with the mod, you will need to get Full to fix the problem with image headers for some of the images. Version 0.14.05 - 18 May 2004: Files Altered: Components.txt. RacialTraits.txt, TechArea.txt, VehicleSize.txt 1. Added - Manuevering Thrusters for stations, which provide 1 combat movement. 2. Added - Magic races were missing an afterburner type component line for fighters. They now have them. 3. Changed - Mines charges are now twice as expensive as they were before. 4. Changed - Normal and AP mine charges now do one half the damage they did before. 5. Added - Mobile Industrialists racial trait, which gains access to ship-borne space yards that are one half the normal size. 6. Fixed - The graphics for Organic and Physical Repair Drones were swapped. 7. Changed - Code for Sailing Ship changed to SlS. 8. Changed - Satellite mounts are now restricted to the same set of weapon families as base mounts. 9. Changed - Small Sensory Input Nodes now use image 1596. 10. Fixed - Roman numeral of Gate Collapser III is now 3 instead of 2. 11. Fixed - All Laser Beams now use beam image 19. 12. Fixed - Rune of Free Astral Movement III now uses image 677 instead of 692. 13. Fixed - Space Yard facilities now upgrade correctly when the Hardy Industrialists trait is selected. 14. Fixed - Cargo facilities now upgrade correctly when the Advanced Storage Techniques trait is selected. 15. Fixed - Ship and Fleet Training Facilities now upgrade correctly when Master Tacticians or Master Strategists are selected, respectively. 16. Added - Organic and Magic Versions of the Ground Combat Doctrine tech area. Appropriate components require these new tech areas. 17. Fixed - The images for Shadow small fighters are now named correctly. 18. Fixed - Intro.bmp now has standard header, rather than Windows 9x-unfriendly one. 19. Fixed - Unit armor can now be mounted with 5x, 10x, 100x scale mounts. 20. Changed - Lasers, IR Lasers, PPBs, and Ethereal Lances now use different beam images. 21. Fixed - Organic and Magic robo miner satellite components now use the correct images. 22. Fixed - Second set of Psychic Combat Sensors for Magic races now require Magic Sensors tech area, rather than Sensors. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron, what's Psionic Discipline - Metacreation for? I can't find any reference of this trait with component or facility, or anything.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
It is for looking pretty... http://forum.shrapnelgames.com/images/icons/icon12.gif No really, I could never figure out how to properly implement it in SE4... one of these days...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Hi Fyron,
I've just been looking through the normal armours for magical races and I think I've found a few typos/bugs http://forum.shrapnelgames.com/images/icons/shock.gif 1)"Ironwood Structural Supports" are depedant on tech "Iron armour" Not "Ironwood Armour" 2)"Iron Structural Supports" Roman numeral is "II" not "III". Also "Flowsteel Structural Supports" Roman numeral is "III" not "IV". 3)"Light Flowsteel Armor III" (for units) has 2 x the damage resistance that it should (should be 1/2 Ship Version Not same) 4)"Light Wooden Armour" (for units) should have the costs for "I" & "II" And "III" & "IV" swapped, since these pairs are identicle except for organics cost (it is higher for higher armour, but more advanced armour should be better AND/OR cheaper not neither!) Also for the other Psionic Disciplines (other than "Metacreation") Name := Psychometabolism Maximum Level := 6 (Should only be 2!) Since only levels 1 & 2 are used. And "Psychoportation" has no effects just like "Metacreation" By the way Adamant is way cool!!! http://forum.shrapnelgames.com/images/icons/icon10.gif it's up there with the Star Trek Mod! |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
hey what mount works for weapons on the light mech troops ??? I cannot see any that work ( for adm010
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
So now that you have had a chance to play the mod in single player mode, what are your thoughts on it? Any bugs to report? Potential problems? Speak up! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
yea... but howcome i can place weapons on the 5k Version ?
thats just silly |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
What? 5k Version of what? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Well I have been looking around and the only other typos/bug I've seen are -
a) "Psychic Receptors VI" have roman numeral "III" instead of "VI". and b) The Ukra-Tal have an Ice Homeworld but have "Rock World Natives" selected for a racial trait. Looking forward to the next update and everyone elses ideas http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
As stated previously, you need to research the Troop Weapons technology, or the equivalent if you are not a physical race.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Yeah, rocks turned into the frozen water http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The 5kt size troop... can use the weapons with a mount but the 10kt cannot..
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Since I am evil, I give you a teaser instead of a patch http://forum.shrapnelgames.com/images/icons/icon6.gif :
Version 0.14.06 - UNRELEASED: Files Altered: Components.txt, Events.txt, TechArea.txt, UkraTal_AI_General.txt, VehicleSize.txt 1. Changed - The following tech areas now have a paradigm requirement so that they do not show up in the Expected Results for races that can not research them: Hyper Optics, Hyper Optic Nerves, Telescopes, Neutron Weapons, Weapon Overloading Weapons, Ship Capture, AP Explosive Warheads, Organic Neutron Weapons, Organic Weapon Overloading Weapons, Ship Infestation, AP Explosive Spores, Dispel Evocation, Spelljammer Capture, AP Explosive Glyphs. 2. Changed - Planet Rebellion events now all have a time delay. 3. Added - Two Covert Ops Leak events added, one on Catastrophic severity and one on High severity. 4. Fixed - Various typos in Events.txt fixed. 5. Fixed - Ironwood Structural Supports now require tech area Ironwood Armor instead of Iron Armor. 6. Fixed - Iron Structural Supports and Flowsteel Structural Supports roman numerals increased by 1. 7. Fixed - Light Flowsteel Armor III for units now has 14 structure, rather than 28. 8. Fixed - Psychic Receptors VI now has roman numeral 6 instead of 3. 9. Fixed - Ukra-Tal now take Ice World Natives trait instead of Rock World Natives. 10. Changed - Psychometabolism tech area now has max level set to 2 instead of 6. 11. Changed - Summoning Circle Expansion - Radioactives facilities now renamed to Summoning Circle Expansion - Mana. Their names are now not too long for the in-game display. 12. Changed - Hardy Industrialist space yard facilities now cost 12000 resources instead of 10000. 13. Fixed - No remote mining components mention anything about decreasing asteroid/planet value (as they do not do so). 14. Fixed - Remote Farming Teams now mention that organics are teleported back to the empire, not minerals. 15. Fixed - Remote Mana Refining Teams now have more clear descriptions. 16. Changed - Codes for Organic vehicles now make more sense. 17. Changed - Bio-Interceptor is now just Interceptor. 18. Added - All fighters, mines, satellites and weapons platforms now have descriptions. 19. Changed - Infantry now has code of INF, so as to prevent any overlap with Interceptors. 20. Added - Mercenary ships now have the same descriptions as their non-mercenary counterparts. 21. Changed - Research cost of Polymeric Armor raised from 20000 to 30000. 22. Changed - Research cost of Advanced Armor raised from 40000 to 60000. 23. Changed - Research cost of Cellulose Exoskeleton raised from 30000 to 45000. 24. Changed - Research cost of Fibroin Weave raised from 60000 to 90000. 25. Changed - Research cost of Steel Armor raised from 20000 to 30000. 26. Changed - Research cost of Mithral Armor raised from 40000 to 60000. 27. Changed - Research cost of Adamantite Armor raised from 50000 to 90000. 28. Changed - Tritanium Armor is replaced with Cerametal Armor. 29. Removed - Removed "Standard" from the description of various armor tech areas. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Have you been learning from Baen??
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