.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

Raging Deadstar August 7th, 2004 09:19 PM

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

Originally posted by Imperator Fyron:
So now to change subject... what facilities do you think would make the people unhappy to have near them (on the same planet)?
<font size="2" face="sans-serif, arial, verdana">Any sort of cloning facility? Robot producing factories or something like that? http://forum.shrapnelgames.com/image...s/confused.gif

TerranC August 7th, 2004 09:29 PM

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

Originally posted by Imperator Fyron:
So now to change subject... what facilities do you think would make the people unhappy to have near them (on the same planet)?
<font size="2" face="sans-serif, arial, verdana">Toxic waste storage.

Aiken August 7th, 2004 09:52 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
About research labs. I think of 4 variants:

1. Very simple:
Make RLs bigger, say 900 kt and play with research output and costs until satisfactional results.

2. Simple
Add some restrictions to research lab components:
RL lvl 1 - 10 per base
RL lvl 2 - 9 per base
...
RL lvl 5 - 6 per base

or something of that kind. This way maxed reseach base can generate 2400 rp maximum.
However where is workarond to this receipt - ALOT of small bases with 2-6 RL V. Not very good.

3. Weird
5 levels of RLs + 5 sizes of bases = 1 RL per base:

RL I - size: 900 kt; cost: 6400/0/0; research generation: 400; suitable for sizes >= 1000 kt
RL II - size 1900 kt; cost 11200/0/0; research generation: 900; suitable for sizes >= 2000 kt
....
RL V - size 4900 kt; cost 30400/0/0; research generation: 2300; suitable for sizes >= 5000 kt

(numbers are approximate)

Then it will be impossible to upgrade old bases + player is forced to research Base Construction tech. I don't like this variant - too artificial for my taste http://forum.shrapnelgames.com/images/icons/icon7.gif

4. Less weird, but still....
My initial suggestion - increasing lab's size with level. And keep them costing only primary resource.
About upgrading such designs - yes you'll have to make a couple of clicks to remove extra labs and to shut up warnings. That's all.
However, I'm not sure about AI - it seems it can save designs with warnings http://forum.shrapnelgames.com/images/icons/shock.gif

Also it would be nice to hear opinions of other people.

And Last: unbalancing research labs in 0.14.08 could be fixed/changed in 0.14.09 http://forum.shrapnelgames.com/images/icons/icon12.gif
----------------------------------------------------------------

Slavery camps:
did you meant
Quote:

b) 10% more productive, +2 anger per turn
<font size="2" face="sans-serif, arial, verdana">or +1?

Imo, +80 (+10%) resource advantage of SLC is too unsignificant and don't worth a burden of troops and entartaimant networks. Probably, +120 (+15%) per facility per turn will be better (talking about maximum levels)?

[ August 07, 2004, 20:56: Message edited by: aiken ]

Fyron August 7th, 2004 11:20 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
What if I add a special Research Station that is the only hull size a Research Lab can fit on via scale mounts? Maybe make it 140 kT and have the Research Lab 10000, with a 1% scale mount, so it ends up 100 kT. Add Bridge, CQ and LS ability to the Research Lab component. This would let you stick a shield generator or some armor on the base for a little bit of protection. No worries about larger bases or master computers... Or I could make the station a bit bigger or something.

At this point in time, labs are 400 kT, cost 3200 resources, and make from 100 to 200 research.

Quote:

Also it would be nice to hear opinions of other people.
<font size="2" face="sans-serif, arial, verdana">So few people want to post their opinions though... http://forum.shrapnelgames.com/images/icons/icon9.gif

Quote:

Originally posted by aiken:
Slavery camps:
did you meant
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">b) 10% more productive, +2 anger per turn

<font size="2" face="sans-serif, arial, verdana">or +1?</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I fixed it in the post on SE.net, but forgot this one... yeah, it is +1 for b. I have decided to go with a...

Quote:

Imo, +80 (+10%) resource advantage of SLC is too unsignificant and don't worth a burden of troops and entartaimant networks. Probably, +120 (+15%) per facility per turn will be better (talking about maximum levels)?
<font size="2" face="sans-serif, arial, verdana">Think of emotionless races... +10% roughly balances out the loss of the +10% for jubilant happiness they can never have, so it is not too much of a problem.

[ August 07, 2004, 22:26: Message edited by: Imperator Fyron ]

XenoTheMorph August 8th, 2004 09:07 AM

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

I was thinking about your idea of dedicated research stations and using scale mounts with them [img]/threads/images/Graemlins/ooo.gif[/img]

Quote:

Originally posted by Imperator Fyron:

What if I add a special Research Station that is the only hull size a Research Lab can fit on via scale mounts? Maybe make it 140 kT and have the Research Lab 10000, with a 1% scale mount, so it ends up 100 kT. Add Bridge, CQ and LS ability to the Research Lab component. This would let you stick a shield generator or some armor on the base for a little bit of protection. No worries about larger bases or master computers... Or I could make the station a bit bigger or something.


What about at higher levels of RL (or possibly bases) adding another scale mount/s to make all The RL a little smaller so you could fit a bit more into the research stations defence (or even scanners etc.) wise, without changing the hull size.

Other than that I do like the RL idea especialy since it means more flexability. i.e. if you get into an unexpected war you can mothball the RL stations and use the resources freed up to build up your navy and so on. All without scrapping and rebuilding facilities! http://forum.shrapnelgames.com/images/smilies/cool.gif

Fyron August 14th, 2004 02:20 AM

Adamant Mod v0.14.08 released!
 
Version 0.14.08 of the Adamant Mod by Imperator Fyron has been released. This update features many additions and fixes. There are new forced exploitation facilities for the more evil races. Armor component costs have been revamped. Dense armors (those with the actual armor ability) have been reduced to one half the level of hit points they had previously. Shield Array facilities are now useful. New research outPosts have been added, which can generate reseach points in space. A new race, the Pequeninos, has been added to the mod.

If patching from a previous 0.14.xx Version, you will need the Race Pack and the Lite files. It does not matter which is applied first.

Version 0.14.08 - 13 August 2004:
Files Altered: AI_Design_Creation.txt files, CompEnhancement.txt, Components.txt, Facility.txt, Happiness.txt, TechArea.txt
1. Fixed - War Talismans and Death Talismans are now in general group Religious instead of War Ethos.
2. Fixed - Prismatic Spray I is now Prismatic Sphere I.
3. Fixed - AI empires no longer add 2 colony modules to colony ships.
4. Changed - AI empires no longer add quantum reactors to any vehicle designs.
5. Fixed - Somehow the old problem of AIs building homeworld facilities on colonies had resurfaced. It is fixed, again.
6. Fixed - Organic Seekers and Mephit Summoning tech areas now have max level 10 instead of 5.
7. Fixed - Decoy Missiles were incorrectly in family 2111 instead of 2112.
8. Fixed - Strike Parasite II now costs 275 organics instead of 2750.
9. Changed - Crystalline Armor with Shield Generation From Damage ability is now only available to Ships and Bases. The unit Crystalline Armor with no such ability is available to all units except mines.
10. Changed - Halved the hit points of unit Crystalline Armor to bring it in line with normal unit armor.
11. Changed - Unit Crystalline Armor is now in family 7214 so as to prevent unintended upgrades from ship Crystalline Armor.
12. Fixed - Crew Quarters had "jealously" used in their descriptions instead of "jealousy."
13. Changed - AP Mine Charges now state that they bypass hyper-dense armor, rather than all armor.
14. Fixed - Shipyard Expansion - Radioactives facilities now cost 6000 secondary resources, rather than 4000.
15. Changed - Clawed Appendages now have the damage type Quarter Damage To Shields.
16. Changed - Gaian Presence facilities now have roman numerals as part of their names.
17. Changed - Religious shrine facilities now have roman numerals as part of their names.
18. Fixed - Entertainment Networks and Temple Districts now have negative Planet - Change Population Happiness abilities instead of positive ones, so they no longer increase anger, but instead decrease it.
19. Fixed - Applied Political Science now has 5 levels instead of 3.
20. Changed - Resource Manipulation tech area now requires Biology in addition to Chemistry and Physics.
21. Added - Theoretical techs must be researched before higher than level 1 in basic resource harvesting technologies can be developed. The race paradigm's primary resource requires one level, whereas the other two resources require 2 levels.
22. Changed - Light armor now costs as many resources as it has hit points. Heavy armor costs two times as many resources as it has hit points. Organic armors cost 50% extra, due to regenerative properties.
23. Fixed - Reduced the length of the description of the Fire Ball components so that they no longer cause overflow.
24. Fixed - Base Space Yards are now in family 7215 instead of 6 so that Ship Space Yards will no longer upgrade to them.
25. Fixed - Planetary Shield Array facilities will no longer upgrade to Planetary Phased - Shield Array facilities.
26. Changed - Shield Array facilities now range from 10000 to 50000 shield points instead of 5000 to 20000.
27. Added - Research Lab components, for bases only. Also added Research Outpost hull, which is the only hull that Research Labs can be used on.
28. Fixed - Propaganda Center facilities erroneously had 0 for the ability System Point Generation Modifier - Research.
29. Fixed - University Research tech area now has max level 6 instead of 3.
30. Removed - All facilities with the ability Planet - Change Population Happiness now no longer mention "(only 1 facility per planet effective)." Such facilities actually stack with each other.
31. Removed - In ability descriptions of facilities with Planet - Change Population Happiness or Change Population Happiness - System abilities, all references to such facilities not stacking with each other have been removed. They do in fact stack with each other.
32. Added - Citizen Database Complexes now increase anger by +10 per turn. System Versions increase anger by +20 per turn.
33. Added - Death Shrines now increase anger by +6 per turn, to a minimum of +4 per turn at max level.
34. Changed - Replaced all mentions of "radioactives" with "mana crystals" for Magic race facilities and components.
35. Added - Slave Labor Camps, which are 10% more productive resource facilities, but increase anger by +2 per turn each.
36. Changed - High tech start homeworld resource facilities now generate 1431 resources instead of 1301, so that homeworlds do not start filled with Slave Labor Camps on a high tech start.
37. Changed - Bloodthirsty happiness type now has only an anger rise of 2 instead of 10 for colonizing new planets.
38. Added - Forced Breeding Camps, which increase reproduction rates at the expense of happiness.
39. Changed - Urban Pacification Centers now require Applied Political Science levels 3 to 5 instead of 1 to 3.
40. Added - Pequeninos race.
41. Changed - Size range of AI base space yard designs is now 500 kT to 1100 kT instead of 10kT to 5000 kT.
42. Changed - Minimum size of an AI defense base design is now 1000 kT.
43. Changed - Halved structure of dense armors.
44. Changed - Increased damage and range of shield disrupters.
45. Fixed - Graviton Hellbore VI is now more expensive than Graviton Hellbore V.
46. Added - Armor-skipping Nanoparasite Launcher weapons for Organic races and Wailing Doom for Magic races.

Captain Kwok August 14th, 2004 12:04 PM

Re: Adamant Mod v0.14.08 released!
 
You should add (v0.14.08) in your thread title. Thanks for the tip with fixed item #18 - I didn't know that the planet ability for happiness was reversed (or alternatively the system ability for happiness was backwards). I have lots of these facilities in SFEmod. http://forum.shrapnelgames.com/images/smilies/shock.gif

Fyron August 15th, 2004 06:58 PM

Re: Adamant Mod v0.14.08 released!
 
Somehow the release Version of the mod had a typo in Default_AI_Research.txt that is not present in the dev Version. Extract this to the Adamant\AI\ folder:

http://www.spaceempires.net/files/te...I_Research.zip

Fyron August 20th, 2004 10:01 PM

Adamant Mod v0.14.09 released!
 
Version 0.14.09 of Adamant Mod has been released. There were some errors in regards to Research OutPosts that have been fixed. There is only a patch this time around, since it does not really warrant a full Version release. You can get the patch here.

For more information on Adamant Mod, you can visit it's web site.

Version 0.14.09 - 20 August 2004:
Files Altered: CompEnhancement.txt, Components.txt, Facility.txt, TechArea.txt, VehicleSize.txt
1. Fixed - Dispel Evocation, Spelljammer Capture, and AP Explosive Glyphs tech areas now require Spellcraft instead of Applied Evolution.
2. Fixed - Combat Command components are now in family 6010 instead of 6007, so they do not make Siege Fortifications obselete.
3. Added - Organic and Magic Versions of the Research Outpost vehicle hull.
4. Fixed - Research Outpost mount is now only allowed on bases of 140 kT.
5. Added - Mounts for Organic and Magic research base components.
6. Added - Ship Bridge components now generate 20 intelligence, to simulate the increased flexibility of the covert ops agencies from having more ships at their disposal.

Fyron August 30th, 2004 09:45 PM

New Paradigm?
 
If I were to add a new racial paradigm to Adamant Mod (to complement Physical, Organic and Magic races), what would you like to see?

narf poit chez BOOM August 30th, 2004 10:16 PM

Re: New Paradigm?
 
A list of or's: Psionic, Crystaline, Energy, Plasma, Mentalists.

By mentalists, I mean like in Kung Fu: The Legend Continues, only without the mystical slant.

Captain Kwok August 30th, 2004 11:22 PM

Re: New Paradigm?
 
As mentioned on se.net - I'd like to see Energy and Mechanical beings added. Crystalline could also be an interesting option.

Caduceus August 30th, 2004 11:40 PM

Re: New Paradigm?
 
How about "ethereal", which would work well with gas-dwelling races.

Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]

Ed Kolis August 31st, 2004 12:52 AM

Re: New Paradigm?
 
As I mentioned in the SE.net forum, how about Energy, Digital, and Sentient Planet?

Caduceus September 1st, 2004 03:26 PM

Re: New Paradigm?
 
You could have "planet killers" - a la Galactus from the Marvel Universe... Destroying planets (into asteroids) in order to survive and produce energy.

Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]

Fyron September 1st, 2004 03:58 PM

Re: New Paradigm?
 
That is unfortunately not possible. You can't force a race to need to "eat" planets to survive. http://forum.shrapnelgames.com/images/smilies/frown.gif Also, I believe that the Space Monsters already in the mod have some ships that "eat" planets already. http://forum.shrapnelgames.com/images/smilies/evil.gif

Captain Kwok September 1st, 2004 09:01 PM

Re: New Paradigm?
 
I think the 3 types I suggested could have many valid technologies to flesh them out to the extent of the current 3 types in Adamant.

Fyron September 1st, 2004 09:04 PM

Re: New Paradigm?
 
They certainly could... however, it is most difficult coming up with ideas for energy races... check out this page for what I have so far:

http://www.spaceempires.net/files/temp/Energy_Races.txt

Captain Kwok September 1st, 2004 09:08 PM

Re: New Paradigm?
 
You could also add some plasma stuff for energy races if you don't want to make that a separate paradigm.

You could also add a bunch of items based on some of the more advanced theories in quantum physics.

PvK September 5th, 2004 02:09 PM

Re: New Paradigm?
 
Quote:

Imperator Fyron said:
That is unfortunately not possible. You can't force a race to need to "eat" planets to survive. http://forum.shrapnelgames.com/images/smilies/frown.gif Also, I believe that the Space Monsters already in the mod have some ships that "eat" planets already. http://forum.shrapnelgames.com/images/smilies/evil.gif

Well you could, but it's a lot of work - you'd probably need to limit their tech tree to accomplish it, and take away their ability to make efficient use of planets as non-disposable resource generators.

PvK

PvK September 5th, 2004 02:14 PM

Manai shipset crashes my computer!
 
Quote:

Imperator Fyron said:
...
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.
...

Does anyone know why the Manai shipset (as found on PBW) might crash my computer as soon as SE4 tries to load a game where one of the players is using it? We're using Proportions Mod 3.0.1 in that game.

To try to fix it, I checked the image sizes and re-saved them all using a fairly old Version of MS Paint, but it still crashes my computer. Anyone have any ideas?

Raging Deadstar September 5th, 2004 02:40 PM

Re: New Paradigm?
 
Ahh, you are using those ship names and stuff i gave you http://forum.shrapnelgames.com/images/smilies/wink.gif Was wondering if you were going to

Fyron September 5th, 2004 02:55 PM

Re: Manai shipset crashes my computer!
 
Quote:

PvK said:

Does anyone know why the Manai shipset (as found on PBW) might crash my computer as soon as SE4 tries to load a game where one of the players is using it? We're using Proportions Mod 3.0.1 in that game.

To try to fix it, I checked the image sizes and re-saved them all using a fairly old Version of MS Paint, but it still crashes my computer. Anyone have any ideas?

MS Paint on windows XP (and sometimes 2000) saves bitmaps with a different, non-standard header than most programs save them with (including MS Paint from older Versions of Windows). Most of the time this isn't an issue, and programs are able to ignore them. SE4, however, has some strange image reading code and crashes when it encounters such file headers on Windows 98... Loading SE4 with such images on Windows 2000 or XP works fine though... Try using www.irfanview.com to run a batch conVersion of all images in the Manai folder from bitmaps to bitmaps. This will give them standard bitmap file headers, allowing SE4 to not crash.

Quote:

Well you could, but it's a lot of work - you'd probably need to limit their tech tree to accomplish it, and take away their ability to make efficient use of planets as non-disposable resource generators.

Remote mining does not decrease values in Adamant, so it is not possible. http://forum.shrapnelgames.com/images/smilies/wink.gif Also, the idea of a paradigm is that pretty much every single item they have is unique to that paradigm. It is a lot of work implementing any paradigm.

PvK September 5th, 2004 03:16 PM

Re: Manai shipset crashes my computer!
 
Thanks Fyron! I figured it was something like that ... (Where does M$ want me to have problems with their older products today?) ... I'll give that a try.

PvK

Fyron September 5th, 2004 03:37 PM

Re: Manai shipset crashes my computer!
 
Quote:

Where does M$ want me to have problems with their older products today?

What do you mean, "today?" Their biggest competition is older Versions of Windows, you know...

PvK September 5th, 2004 06:32 PM

Re: Manai shipset crashes my computer!
 
I mean, Microsoft's annoying Win95-era slogan, "where do you want to go today?", which has ever since suggested itself for ironic parody. It's generally more a case of "what does using Microsoft stuff force you to deal with today?" Hey look, they've innovated some unneeded changes to the BMP format which breaks Space Empires IV. As you say, Win98 is now their main competitor for XP (the emoticon OS), and as with past competitors, pointless changes and incompatibilities lead the way in generating otherwise-absent reasons to pay them anew for their latest Version of their OS. Or, just to resent it, and to renew one's vow to abstain, as it is doing in this case with me.

PvK

PvK September 15th, 2004 03:29 AM

Re: Manai shipset crashes my computer!
 
I have been SO busy lately! I only now finally managed to get back to this issue. Turns out you were spot on, Fyron. Infranview batch re-save cleared up the problem. I updated the ship set on PBW with an identical Version except with images that do not crash Win98.

Thanks!

PvK

Fyron October 2nd, 2004 04:21 AM

Adamant Site Features List
 
http://adamant.spaceempires.net/features.php

Working on a mod features page... What do you think (other than the fact that nearly everything is in unsorted features and all jumbled up... those issues will be fixed)? Did I miss anything? Something need more clarifying? Something a bad idea to put in the list? Input is required!

Oh, and I especially like the shiney green arrows... ok going to sleep now...

Atrocities October 2nd, 2004 04:40 AM

Re: Adamant Site Features List
 
Nice list. Recall that I too have given it rave reviews.

Fyron October 3rd, 2004 02:17 PM

Re: Adamant Site Features List
 
Quote:

Imperator Fyron said:
http://adamant.spaceempires.net/features.php

Working on a mod features page... What do you think (other than the fact that nearly everything is in unsorted features and all jumbled up... those issues will be fixed)? Did I miss anything? Something need more clarifying? Something a bad idea to put in the list? Input is required!

Oh, and I especially like the shiney green arrows... ok going to sleep now...

Nobody has even one suggestion? http://forum.shrapnelgames.com/images/smilies/Sick.gif

Aiken October 3rd, 2004 03:53 PM

Re: Adamant Site Features List
 
* More logical maintanence scheme.

* Planet riots won't eliminate your production.

* Roleplay Elements for greater RP games (current RP comps are nearly useless, add more elements to 0.15 - artifacts, banners, mummies of famous leaders, whatever you like).

* Emphasis on FQMD use: more quadrant types, realistic solar systems, /insert more PR here/.

Fyron October 3rd, 2004 04:05 PM

Re: Adamant Site Features List
 
Added them. What do you think?

Caduceus October 3rd, 2004 04:32 PM

Re: Adamant Site Features List
 
Looking good Fyron.

The reviews are the best bits, though.

Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]

Aiken October 3rd, 2004 04:47 PM

Re: Adamant Site Features List
 
Quote:

The Maintenance Aptitude trait makes more sense now. Instead of reducing the base maintenance rate, it now reduces the actual maintenance paid. A characteristic of 110% actually reduces ship maintenance rates by 10%, not the bizarre 40% as in stock.

You know, it's advertizing, not tech reference. Too long and sophisticated (it's considered by default that target group is not as advanced as you). I don't have a ready-to-use Version, but try to make it compact and easy understandable.

Also. What you really need is SLOGAN. And emblem, probably ...

.... uh, sorry, learned too much marketing for exams this week. http://forum.shrapnelgames.com/images/smilies/Sick.gif

Fyron October 3rd, 2004 05:15 PM

Re: Adamant Site Features List
 
Quote:

aiken said:
You know, it's advertizing, not tech reference. Too long and sophisticated (it's considered by default that target group is not as advanced as you). I don't have a ready-to-use Version, but try to make it compact and easy understandable.

Erm... examples make things easier to understand, do they not? It is a somewhat obtuse concept without the example.

Aiken October 3rd, 2004 05:36 PM

Re: Adamant Site Features List
 
I don't mind http://forum.shrapnelgames.com/images/smilies/happy.gif
Leave example, but throw away this sentence "Instead of reducing the base maintenance rate, it now reduces the actual maintenance paid." And since it describes deep mod mechanics and interesting for modders only, you won't harm whole idea by removing it.

Fyron October 3rd, 2004 06:13 PM

Re: Adamant Site Features List
 
How about now?

Any other comments/suggestions? Care to add a funny review? http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron October 13th, 2004 10:07 PM

Re: Adamant 0.15.00 Released
 
1 Attachment(s)
Adamant 0.15.00 has been released.

This Version has many exciting new features.
  1. You can now play as a Pirate or a Nomadic race, based on the classic Pirates and Nomads Mod, by Suicide Junkie.
  2. The groundwork for 2 new racial paradigms, Energy and Machine races, has been laid out. These paradigms are not yet playable.
  3. Racial point costs have been reworked with a new Imperial Aspirations trait having been added. Now, it is very difficult to select multiple paradigms or colony types.
  4. The Racial Traits selection process has been streamlined with the inclusion of helpful info directly into the traits.
  5. Numerous bug fixes and balance tweaks have been made.
  6. Master Computers and Cloaking Devices now scale in size based on the size of ship you are placing them on.
  7. Stellar Manipulation has been tweaked to be a bit more expensive. Additionally, only tiny sized planets can ever be created.
  8. Massive Gas Giants have been added, which are one size class larger than Huge planets. They are fairly rare in appearance.
  9. And many more...
Mod web site:

http://adamant.spaceempires.net/

Note that there is no FQM file yet. It will take a while to upload.

You will want to make a fresh, clean install of the mod for 0.15.00.

The history file is attached to this post.

Captain Kwok October 13th, 2004 11:15 PM

Re: Adamant 0.15.00 Released
 
I like the changes you've made to planet creation. Another option you can consider rather than scrapping the creation of larger planets, is to add another tech area at a much higher cost for creating larger planets - that might keep players from scrapping all their research facilities towards the end game as a bonus.

Atrocities October 16th, 2004 01:35 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
When one sits down and looks over the detail of this mod, one can't help but get the distinct impression and sense that this mod is of a grand scope.

Fyron this has to be one of the most ambisious mods ever made for SEIV. I don't know how many people have had a chance to play this mod, but I would hope many have taken the oppertunity to do so.

The grand scope of this mod is mind bogglingly impressive to say the least. It is both brillant and dubious at the same time. Brillant in that is uses every thing but the kitchen sink in its well thought out symetry, dubious in that it draws you in and never lets you go. It is a grand mod on an epic level of modding. A true king of the hill, the Emperor of mods.

Fyron October 16th, 2004 01:44 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
*eyes glaze over* http://forum.shrapnelgames.com/images/smilies/eek.gif

Aiken October 16th, 2004 06:36 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Now Fyron will regard himself as Teh Modding God. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

Aiken October 18th, 2004 03:09 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I have a question:
there are normal remote miners and nomadic remote miners (some strings skipped):
<font class="small">Code:</font><hr /><pre> Name := Organics Harvester III
Description := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num := 855
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 0
Cost Organics := 1500
Cost Radioactives := 200
Vehicle Type := Ship\Base
Supply Amount Used := 100
Restrictions := Four Per Vehicle
Number of Tech Req := 2
Tech Area Req 1 := Organics Harvesting
Tech Level Req 1 := 3
Tech Area Req 2 := Normal Race
Tech Level Req 2 := 1
Number of Abilities := 2
Ability 1 Type := Remote Resource Generation - Organics
Ability 1 Descr := Automatically harvests 800 organics from any asteroids ...
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0 </pre><hr />
and
<font class="small">Code:</font><hr /><pre> Name := Organics Harvester III
Description := Digestive systems which can harvest organics from asteroids or empty planets remotely.
Pic Num := 855
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 0
Cost Organics := 1500
Cost Radioactives := 200
Vehicle Type := Ship\Base
Supply Amount Used := 100
Restrictions := Four Per Vehicle
Number of Tech Req := 2
Tech Area Req 1 := Organics Harvesting
Tech Level Req 1 := 3
Tech Area Req 2 := Nomadic Race
Tech Level Req 2 := 1
Number of Abilities := 2
Ability 1 Type := Remote Resource Generation - Organics
Ability 1 Descr := Automatically harvests 800 organics from any asteroids ...
Ability 1 Val 1 := 800
Ability 1 Val 2 := 0 </pre><hr />
So what's the difference? And if there is no difference, what's the point of making 2 identical Groups of components?

Fyron October 18th, 2004 03:20 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Pirates have special remote miners that are less productive. Hence, the normal remote miners must be unavailable to them. There is no OR for tech reqs, so Nomads must have a duplicate as well.

Aiken October 18th, 2004 03:30 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
You've just killed my Last hope, Fyron http://forum.shrapnelgames.com/images/smilies/frown.gif I thought it was a bug and nomadic miners will be fixed (read improved) in the future. Now it's all over and my great plans are broken. http://forum.shrapnelgames.com/images/smilies/frown.gif

Fyron October 18th, 2004 03:42 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Huh? What do you mean? Nomadic remote mining ships are very productive, due to 1% maintenance rates... Remote Mining components even count as cargo...

Aiken October 18th, 2004 12:05 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I was kidding.

Psychoportation trait serves no purpose. Still.

Fyron October 18th, 2004 01:21 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Nobody gives me any suggestions. Still.

Aiken October 18th, 2004 01:48 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Strong answer http://forum.shrapnelgames.com/images/smilies/happy.gif
Then you can remove it for a while, or mark it as nonfunctional, because I was about to spend 450 points for this traithttp://forum.shrapnelgames.com/image...s/rolleyes.gif Thanks lord, I decided to look what it actually gives.

Fyron October 18th, 2004 02:33 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Perhaps we could brainstorm some ideas for it? I was thinking a +1 combat move afterburner type component for fighters. I think I can make it stack with regular afterburners...


All times are GMT -4. The time now is 01:25 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.