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Re: Adamant Mod Discussion Thread
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Re: Adamant Mod Discussion Thread
Ed how about making an organic Fanatical Command type component to go with CJ's new Magic paradigim one? http://forum.shrapnelgames.com/images/smilies/cool.gif
http://www.pacifier.com/~gladmill/ad...%20Command.png Not that I have any idea what it would be or look like http://forum.shrapnelgames.com/images/smilies/wink.gif Anyone else have an idea? |
Re: Adamant Mod Discussion Thread
I dunno, but for some reason Zerg and Ithkul come to mind http://forum.shrapnelgames.com/images/smilies/wink.gif
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As of this moment I have 57 images done. If that helps any.
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PvK |
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So, um... how are we doing this Image pack update? Are we going to assign a range of numbers to each of us? As I said before I have 57 images done.
I hope to have some time to do some more images over Thanksgiving. |
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How many images do you plan on making?
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How many do you want? http://forum.shrapnelgames.com/images/smilies/cool.gif Do you want a full set, one for every magic component? Including say the spacial manipulation components. It appears that without the spacial manipulation components there are still 45-50 components without magic themed images, 60-65 with them. Grand total, I pretty sure I will not do more that 130 pics max for the magic paradigm.
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Re: Adamant Mod Discussion Thread
A picture for every magic component would be nice... http://forum.shrapnelgames.com/images/smilies/wink.gif Probably excessive to make different Versions of the image for every level of every component though... http://forum.shrapnelgames.com/images/smilies/wink.gif
There are 24 components per line, so would 6 lines in the minis file suffice? That is 144 images. More than 130 certainly... http://forum.shrapnelgames.com/images/smilies/wink.gif You could start at 1780, and reserve up to 1920 (if I did the math correctly). That would be 141 images. Ekolis would then start at 1921. |
Re: Adamant Mod Discussion Thread
Oooh *drool*
CJ your a glutton for punishment. http://forum.shrapnelgames.com/image...es/Injured.gif Fyron you are a slave driver! http://forum.shrapnelgames.com/images/smilies/evil.gif Carry on!!! http://forum.shrapnelgames.com/image...es/biggrin.gif P.s. Fyron hows the Adamant 13 problem going? |
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I have made, umm, four images http://forum.shrapnelgames.com/image...ies/tongue.gif
And Fyron didn't like the texture on the Last one, said it was too mossy http://forum.shrapnelgames.com/images/smilies/frown.gif http://home.fuse.net/koliset/SE4/BioElectricArcGun.png What SHOULD a bioelectric arc gun look like then? http://forum.shrapnelgames.com/image...ies/tongue.gif |
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In the Galactic Invasion game using the latest Version of the mod, the monsters don't seem to be designing ships correctly. I'm pretty sure this is because the shipsets they're using have AI files designed for monsters in a different mod (they do at least have cloaking bases and hate everyone). It's too late to help for this game unless we restart, but I think you should add a monster race minister style so working monster races aren't restricted to one specific shipset. For this game, I think we'll need a PBW admin to make a copy of the three shipsets in the Adamant mod directory and overwrite their AI files.
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I thought about the same. Except, it'd our task to make 3 monster AIs (just copy AI files over) and ask pbw admins to replace existing shipsets with modified ones.
Also, Monster AI in Adamant has an error in AI_designcreation file: Base Space Yard design has no Space Yard ability call. |
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Here's a modified Version of the Bioelectric Arc Gun, as well as an Electric Discharge and Lightning Ray:
http://home.fuse.net/koliset/SE4/Bio...LessGlossy.pnghttp://home.fuse.net/koliset/SE4/Ele...LessGlossy.pnghttp://home.fuse.net/koliset/SE4/Lig...LessGlossy.png Note that the Electric Discharge and Lightning Ray use the same image in stock, so any modders (i.e. not just Fyron) who want to differentiate between the two might want to use my images! http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Adamant Mod Discussion Thread
Electric charge itself needs slightly different color imo, such as light blue, maybe.
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Well my intent was for it to be dazzlingly intense... hmm, maybe the discharge should also illuminate the gun as if it were a light - that would be cool http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Adamant Mod Discussion Thread
My image mod submission is ready Fyron. What do you want me to do with it. It is 3.143 MB.
In regards to the Galatic Invasion Game: Can our game be fixed or are we stuck with disfunctional monsters unless we restart? http://forum.shrapnelgames.com/images/smilies/Sick.gif |
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Here you go:
Image Mod Submission |
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New Versions of the organic discharge weapons:
http://home.fuse.net/koliset/SE4/Bio...ArcGunGlow.pnghttp://home.fuse.net/koliset/SE4/Ele...chargeGlow.pnghttp://home.fuse.net/koliset/SE4/LightningRayGlow.png |
Re: Adamant Mod Discussion Thread
Contrary to Sir Fyron, I liked the fuzzy Versions better - and with the "discharge" regions, they need to have more color, either a yellowish tinge or lightning blue might be suitable. Perhaps you can use different colours of "discharges" to help differentiate between them. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Hmm, and what are they? Have you seen organic ships recently? http://forum.shrapnelgames.com/images/smilies/wink.gif
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/me whistles non-chalantly.
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Fyron, the Space Monsters aren't working properly in my Adamant 15.02 game.
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Brian |
Re: Adamant Mod Discussion Thread
That looks like the Space Monster AI directly from Devnull Mod... It was modified and adapted (really just the AI_General.txt file) when I added the Space Monsters to Adamant. However, all of the other AI files are the same as the originals from Devnull...
When you manually added the space monsters, did you choose to use an AI minister style ("Using Selected Style"), or to "Use Style from Race?" Either way, it can be fixed. It just gets really messy if you did not select "Using Style from Race..." |
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brianeyci, I have a pretty stupid question to you, but such things used to happend to me, so: have you changed names of the AI files from Monster_AI_something.txt to, say, MokAkah_AI_something.txt after you've copied them?
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Fyron, I used the AI minister style "use selected style" option. I created a folder for the monster AI alongside "agressive" "neutral" and "defensive" called "Monster"
Aiken, I didn't change the name of the AI files because I chose "use selected style", not "use style from race" Brian |
Re: Adamant Mod Discussion Thread
brianeyci, I'll post here your reply to my email. I hope you don't mind.
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Probably it looked like this: Monster race decided to build Attack Ship design ("Entry 2 Type := Attack Ship" in AI_constructionvehicle.txt), but nearest monstrish attack ship design requires 410 kt hull. It didn't have such ship hull. So it took AS design from another AI set (from other generic AI or from actual race directory). And we've seen monster scouts armed with DUCs. To avoid this situation in the future, one could make separate attack ship design for hulls less than 410 kt, and probably make Tiny Space Monster ship size available from start. |
Re: Adamant Mod Discussion Thread
Hrm. So when does the AI decide to create new designs? The problem is that the AI has researched monster tech II, but has started researching nuclear propulsion and standard armor tech, meaning the monster AI is not working (they should be researching monster tech I believe).
Will the AI continue to use default AI, or start designing monsters and researching like monsters? Brian |
Re: Adamant Mod Discussion Thread
Well I took another look. You need monster level 3 to build tiny space monster, and they can't make them yet.
Right now they are designing hybrid ships, mostly with monster organic armor armed with DUCV. (Yes they have DUCV now). They also use normal armor as well. Quite an unexpected turn, and not totally unenjoyable. Lets see how the AI runs for a few turns before we "fix" it. Maybe they'll eventually research small space monster and start making them -- although I doubt it, because level 3 monster tech requires 900000 research and the AI only has 50k research. Brian |
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So our monsters have neither default AI nor monster's AI http://forum.shrapnelgames.com/images/smilies/eek.gif The only reason I can think about is the influence of the Physical trait (which grants access to a bunch of phys techs). Normally devnull monsters (unlike our monsters) have no access to common weapon and components. Quote:
As a Last resort, we can always arrange small civil war amongst platers to balance things http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Name := Tiny Space Monster ... Number of Tech Req := 1 Tech Area Req 1 := Monster Tech Tech Level Req 1 := 2 Hmm, why so little research points? Did you count AI bonus multipliers? |
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Thanks to Georgig, there is now a Monster folder in the AI folder... this may or may not be sufficient to get the Space Monsters behaving like monsters. The Physical Race trait might still interfere somewhat though...
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Is physical race selected by default? Unfortunately another small nitpick -- the folder is called "monsters" not "monster", with a capital M. Brian |
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Fyron,
I've just found a strange thing while looking through the available techs/facilites I can get in my magic paradigam Adamant 13 game. It seems that even without any 'Ethreality' techs (at all) I can get a 'Planetary Ethreal Mana barrier VI'! http://forum.shrapnelgames.com/images/smilies/eek.gif It may be unlikely that someone would get to this level in 'Protective Barriers' without any level in 'Ethreality' (especially since it is only 5000 reaserch!) but it can! http://forum.shrapnelgames.com/image...es/biggrin.gif (well I have!) Maybe you should make all the Ethreal mana barriers need level 1 of 'Ethreality at' minimum for 'realism'. Of course this may effect the other paradigms aswell I've not checked Just my 2 pennys! http://forum.shrapnelgames.com/image...ies/stupid.gif |
Re: Adamant Mod Discussion Thread
Ahh... Finally a break. http://forum.shrapnelgames.com/image...es/biggrin.gif And in honor of Thankgiving break I have a new pic. The Lightning Bolt http://forum.shrapnelgames.com/images/smilies/cool.gif :
http://www.pacifier.com/~gladmill/ad...ing%20Bolt.png |
Re: Adamant Mod Discussion Thread
How does this mod fair in single player? I'm generally too impatient to play 1 turn per day and a good AI is good enough for me.
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