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

Fyron November 16th, 2004 03:30 PM

Re: Adamant Mod Discussion Thread
 
Quote:

edit: hey, this would be even cooler - what if it were implemented as a PHP script so all you'd have to do to add to the imagemod is upload a BMP to a special page, and the script would take care of the rest... bingo, realtime updated imagemod with no need for SJ or Fyron to add stuff!

Taking out any sort of peer review in the process is IMO a bad idea...

Quote:

If we each make our own minis file that would require collating the two, which would be a PITA to cut and paste with pixel accuracy...

I did suggest telling each other which slots you would be using... Even if you don't, it is a very simple matter to renumber component files and move minis to a different slot.

XenoTheMorph November 16th, 2004 03:38 PM

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?

Ed Kolis November 16th, 2004 04:39 PM

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

CovertJaguar November 16th, 2004 08:48 PM

Re: Adamant Mod Discussion Thread
 
As of this moment I have 57 images done. If that helps any.

PvK November 16th, 2004 10:25 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Atrocities said:
Meet the SJ (Space Junkie) Machine race.
...

Those are nice!

PvK

CovertJaguar November 19th, 2004 05:57 PM

Re: Adamant Mod Discussion Thread
 
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.

Fyron November 19th, 2004 06:01 PM

Re: Adamant Mod Discussion Thread
 
How many images do you plan on making?

CovertJaguar November 19th, 2004 06:29 PM

Re: Adamant Mod Discussion Thread
 
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.

Fyron November 19th, 2004 06:43 PM

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.

XenoTheMorph November 19th, 2004 07:04 PM

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?

CovertJaguar November 19th, 2004 07:20 PM

Re: Adamant Mod Discussion Thread
 
Quote:

There are 24 components per line, so would 6 lines in the minis file suffice? That is 144 images. More than 130 certainly... 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.

Sounds good to me. http://forum.shrapnelgames.com/images/smilies/cool.gif

Quote:

Poster: XenoTheMorph
Oooh *drool*

CJ your a glutton for punishment.
Fyron you are a slave driver!

Carry on!!!

The more ideas I get the easier it is. http://forum.shrapnelgames.com/images/smilies/wink.gif

Ed Kolis November 19th, 2004 07:22 PM

Re: Adamant Mod Discussion Thread
 
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

Fyron November 19th, 2004 08:16 PM

Re: Adamant Mod Discussion Thread
 
Quote:

XenoTheMorph said:
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

Hey, who am I to stop him when he is having so much fun? http://forum.shrapnelgames.com/image...es/biggrin.gif

Quote:

XenoTheMorph said:
P.s. Fyron hows the Adamant 13 problem going?

Slowly.

Quote:

Ed Kolis said:
What SHOULD a bioelectric arc gun look like then? http://forum.shrapnelgames.com/image...ies/tongue.gif

I just think it should look smoother, and less bumpy/fuzzy...

douglas November 20th, 2004 02:03 PM

Re: Adamant Mod Discussion Thread
 
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.

Aiken November 20th, 2004 02:32 PM

Re: Adamant Mod Discussion Thread
 
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.

Fyron November 20th, 2004 03:10 PM

Re: Adamant Mod Discussion Thread
 
Quote:

aiken said:
Also, Monster AI in Adamant has an error in AI_designcreation file: Base Space Yard design has no Space Yard ability call.

This is how Rollo designed them... the BSY is not meant as a base space yard, but merely as a platform for the sector cloaking ability. I seem to recall that the AI only uses BSYs to construct units. Since the Space Monster homeworld can effectively never be attacked, having units on it would only have wasted resources.

Quote:

douglass said:
In the Galactic Invasion game using the latest Version of the mod, the monsters don't seem to be designing ships correctly.

Strange, they worked perfectly in a test game I just ran. The only thing I can think of is that the game host added them to the game incorrectly, so they are not using the Space Monster AI files.

Quote:

douglass said:
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).

The Space Monsters have their own ship and base sizes, and do not have any access to the "normal" vehicles, due to racial traits. This is not an issue.

Quote:

douglass said:
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.

Hmm... not a bad idea. Not positive that it will work as desired, but I shall look into it.

douglas November 20th, 2004 04:26 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Imperator Fyron said:
Quote:

aiken said:
Also, Monster AI in Adamant has an error in AI_designcreation file: Base Space Yard design has no Space Yard ability call.

This is how Rollo designed them... the BSY is not meant as a base space yard, but merely as a platform for the sector cloaking ability. I seem to recall that the AI only uses BSYs to construct units. Since the Space Monster homeworld can effectively never be attacked, having units on it would only have wasted resources.

I just checked one of my single player games, and the AI had several BSYs building ships.

Quote:

Imperator Fyron said:
Quote:

douglass said:
In the Galactic Invasion game using the latest Version of the mod, the monsters don't seem to be designing ships correctly.

Strange, they worked perfectly in a test game I just ran. The only thing I can think of is that the game host added them to the game incorrectly, so they are not using the Space Monster AI files.

Quote:

douglass said:
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).

The Space Monsters have their own ship and base sizes, and do not have any access to the "normal" vehicles, due to racial traits. This is not an issue.

The game host didn't know any better and gave the monster races Imperial Aspirations, Physical Race, and Nomads as well as the Space Monster traits. I'd suggest making the Space Monster traits cost 30000 together and require Imperial Aspirations so this mistake is a lot harder to make. Even if he hadn't done that, in the test game I ran with a monster race using the aggressive minister style (deliberately NOT using correct Space Monster AI) and a high tech start, the monsters it designed had no weapons. I'm pretty sure this happened because the AI files called for a weapon family the race didn't have access to, and the AI doesn't have a backup way of picking weapons.

Ed Kolis November 20th, 2004 05:57 PM

Re: Adamant Mod Discussion Thread
 
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

Aiken November 20th, 2004 06:22 PM

Re: Adamant Mod Discussion Thread
 
Electric charge itself needs slightly different color imo, such as light blue, maybe.

Ed Kolis November 20th, 2004 08:33 PM

Re: Adamant Mod Discussion Thread
 
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

CovertJaguar November 20th, 2004 08:35 PM

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

Fyron November 20th, 2004 09:16 PM

Re: Adamant Mod Discussion Thread
 
Quote:

douglas said:
I just checked one of my single player games, and the AI had several BSYs building ships.

Guess my information is outdated then. http://forum.shrapnelgames.com/images/smilies/happy.gif The monsters might possibly expand too quickly if they construct a bunch of BSYs. Of course, I think they might need some revamping to be able to glass planets in Adamant anyways...

Quote:

douglass said:
The game host didn't know any better and gave the monster races Imperial Aspirations, Physical Race, and Nomads as well as the Space Monster traits. I'd suggest making the Space Monster traits cost 30000 together and require Imperial Aspirations so this mistake is a lot harder to make.

Actually I already did that for 0.16.00. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:

douglass said:
Even if he hadn't done that, in the test game I ran with a monster race using the aggressive minister style (deliberately NOT using correct Space Monster AI) and a high tech start, the monsters it designed had no weapons. I'm pretty sure this happened because the AI files called for a weapon family the race didn't have access to, and the AI doesn't have a backup way of picking weapons.

Well using the generic AI files for any race is generally a bad idea... except possibly a physical race, but that is all.

Quote:

CovertJaguar said:
My image mod submission is ready Fyron. What do you want me to do with it. It is 3.143 MB.

Generally, you would want to upload it to a post in this thread: Space Empires IV: Data/Sound/Graphic. Then, post a link here.

Quote:

CovertJaguar said:
Can our game be fixed or are we stuck with disfunctional monsters unless we restart?

The AI files for the shipsets used as the monsters (if "use style from race" was not selected) or the generic AI files could be overwritten with the Space Monsters' AI files on PBW for that Version of the mod... This should allow the monsters to start functioning correctly. Not sure if any other games are using Adamant 0.15.02 on PBW or not...

CovertJaguar November 20th, 2004 10:00 PM

Re: Adamant Mod Discussion Thread
 
Here you go:
Image Mod Submission

Ed Kolis November 20th, 2004 11:21 PM

Re: Adamant Mod Discussion Thread
 
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

Captain Kwok November 21st, 2004 12:38 AM

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

Fyron November 21st, 2004 01:18 AM

Re: Adamant Mod Discussion Thread
 
Quote:

Captain Kwok said:
Contrary to Sir Fyron, I liked the fuzzy Versions better...

Organic ships are neither space mold (or moss) nor green teddy bears... http://forum.shrapnelgames.com/image...ies/tongue.gif

Aiken November 21st, 2004 01:21 AM

Re: Adamant Mod Discussion Thread
 
Hmm, and what are they? Have you seen organic ships recently? http://forum.shrapnelgames.com/images/smilies/wink.gif

Fyron November 21st, 2004 01:27 AM

Re: Adamant Mod Discussion Thread
 
Quote:

aiken said:
Hmm, and what are they? Have you seen organic ships recently? http://forum.shrapnelgames.com/images/smilies/wink.gif

Yes, I saw a fleet of them just the other day.

Aiken November 21st, 2004 01:59 AM

Re: Adamant Mod Discussion Thread
 
Quote:

Imperator Fyron said:
Quote:

aiken said:
Hmm, and what are they? Have you seen organic ships recently? http://forum.shrapnelgames.com/images/smilies/wink.gif

Yes, I saw a fleet of them just the other day.

I hope this fleet was not under YOUR command http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/images/smilies/eek.gif

Fyron November 21st, 2004 01:59 AM

Re: Adamant Mod Discussion Thread
 
/me whistles non-chalantly.

brianeyci November 21st, 2004 04:57 AM

Re: Adamant Mod Discussion Thread
 
Fyron, the Space Monsters aren't working properly in my Adamant 15.02 game.

Quote:


I'm pretty sure their AI is not set up correctly. Which AI files they use
is determined at empire setup by either your choice of minister style
(aggressive, backup, defensive, or neutral) or shipset (if Use Race
Minister Style is selected). Now, considering their behavior (instantly
declaring war), the cloaking bases, and their monster tech research, I'm
guessing you selected Use Race Minister Style with some shipsets that were
designed for monster races in a different mod. If I'm correct, they can be
fixed with the help of a PBW admin. You'll have to get the three shipsets
copied into the Adamant mod directory we're using and have their AI files
overwritten with the Adamant Monster AI files.

Douglas Miller


I got the monster AI somewhere, copied it to the Adamant folder, and when creating the monster races selected the "monster" ai from the folder I created. Here is the AI I used. Is this the correct Adamant Mod monster AI, and if not is there a way to fix it without trashing the game? Appreciate help Fyron.

Brian

Fyron November 21st, 2004 05:46 AM

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..."

Aiken November 21st, 2004 01:50 PM

Re: Adamant Mod Discussion Thread
 
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?

brianeyci November 21st, 2004 04:13 PM

Re: Adamant Mod Discussion Thread
 
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

Aiken November 21st, 2004 05:33 PM

Re: Adamant Mod Discussion Thread
 
brianeyci, I'll post here your reply to my email. I hope you don't mind.
Quote:

Yes, they have researched tiny space monster hull and created an "attack base"
with a ****load of monster PD, monster beam weapon, monster armor, etc.

Brian

So does it mean that AI is ok? Probably they were lacking good monster designs because of absence of suitable ship sizes? Smallest monster design is Attack Base (290 kt), demanding Tiny Space Monster hull, which is not available from start, since it requires Monster tech lvl 2.
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.

brianeyci November 21st, 2004 05:37 PM

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

brianeyci November 21st, 2004 05:44 PM

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

Aiken November 21st, 2004 06:11 PM

Re: Adamant Mod Discussion Thread
 
Quote:

brianeyci said:
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).
Brian

I don't know why this happens. Ideally they should research Monster tech only (as monsters). But from another hand, default AI will never research Monster tech, because this tech is excluded from default_research file.
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:

Will the AI continue to use default AI, or start designing monsters and researching like monsters?

I can hardly answer this question http://forum.shrapnelgames.com/images/smilies/frown.gif I'd suggest to resume game [twas imo], but keep an eye on monster's development.
As a Last resort, we can always arrange small civil war amongst platers to balance things http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron November 21st, 2004 06:13 PM

Re: Adamant Mod Discussion Thread
 
Quote:

brianeyci said:
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

PBW can not use race styles that do not exist in the mod files on PBW... A new AI folder would need adding...

Aiken November 21st, 2004 06:16 PM

Re: Adamant Mod Discussion Thread
 
Quote:

brianeyci said:
Well I took another look. You need monster level 3 to build tiny space monster, and they can't make them yet.
Brian

Nope.
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?

Fyron November 21st, 2004 06:24 PM

Re: Adamant Mod Discussion Thread
 
Quote:

aiken said:
So does it mean that AI is ok? Probably they were lacking good monster designs because of absence of suitable ship sizes? Smallest monster design is Attack Base (290 kt), demanding Tiny Space Monster hull, which is not available from start, since it requires Monster tech lvl 2.
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.

Unless an illegal Paradigm trait was assigned to the Space Monsters, they only have access to monster hulls. No escorts, scouts, battlestations, etc.

Quote:

make Tiny Space Monster ship size available from start.

No. This was done to cause a delay before the monsters start building ships to eat you with in low tech start games. They can not and will not design bizarre ships when set up properly (ie: actually using Space Monster AI files and the proper racial traits).

Fyron November 21st, 2004 06:25 PM

Re: Adamant Mod Discussion Thread
 
Quote:

brianeyci said:
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

The problem here seems to be that you assigned Physical Race to the Monsters, which you should not have done...

Fyron November 21st, 2004 06:29 PM

Re: Adamant Mod Discussion Thread
 
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...

brianeyci November 21st, 2004 07:09 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Imperator Fyron said:
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...

Thanks Fyron. Appreciate your help.

Is physical race selected by default?

Unfortunately another small nitpick -- the folder is called "monsters" not "monster", with a capital M.

Brian

Fyron November 21st, 2004 07:11 PM

Re: Adamant Mod Discussion Thread
 
Quote:

brianeyci said:
Is physical race selected by default?

No. It is wrong for Monsters to have any of the paradigm traits.

Quote:

brianeyci said:
Unfortunately another small nitpick -- the folder is called "monsters" not "monster", with a capital M.

I just went by what you had posted...

Fyron November 21st, 2004 08:02 PM

Re: Adamant Mod Discussion Thread
 
Quote:

brianeyci said:
Unfortunately another small nitpick -- the folder is called "monsters" not "monster", with a capital M.

This is now corrected.

XenoTheMorph November 22nd, 2004 05:05 PM

Re: Adamant Mod Discussion Thread
 
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

CovertJaguar November 23rd, 2004 08:59 PM

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

Mylon November 23rd, 2004 09:18 PM

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.

narf poit chez BOOM November 23rd, 2004 11:12 PM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
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

http://forum.shrapnelgames.com/images/smilies/shock.gif [img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img] [img]/threads/images/Graemlins/icon09.gif[/img]/5


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