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

DavidG January 24th, 2003 04:22 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Just tried it out and it looks pretty cool. Although I gave up cause I just don't have the patience to play when my colony ships can only move at a speed on 1. Uggg.

Fyron January 24th, 2003 04:34 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well... AIs don't work, so playing it is kinda hard SP. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 24th, 2003 05:08 AM

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

Originally posted by DavidG:
Just tried it out and it looks pretty cool. Although I gave up cause I just don't have the patience to play when my colony ships can only move at a speed on 1. Uggg.
<font size="2" face="Verdana, Helvetica, sans-serif">Fission engines aren't very fast, after all. You can always start on Medium Tech, which gives you up to Ion Engines 3. http://forum.shrapnelgames.com/images/icons/icon12.gif

I just uploaded a new Version, check it out! I lowered the cost of Nuclear Propulsion from 5000 to 3000, to make it easier to get Nuclear Propulsion 4, which gives Fusion Engines. They have 2 MPs instead of 1. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ January 24, 2003, 03:12: Message edited by: Imperator Fyron ]

Fyron January 27th, 2003 01:41 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok... I think I have satisfactorily fixed the problem. I lowered the LS req. of colony ships from 5 to 1. I increased the size of Fission Engines to 15, and increased standard movement to 2. Now, a colony ship with full Fission Engines will move 2 per turn. One with Fusion Engines can move 3 per turn. Ion Engines can get the ship moving 4 per turn, with 30 extra space, for supply storage, cargo bays, whatever. Check it out! http://forum.shrapnelgames.com/images/icons/icon12.gif

DavidG January 27th, 2003 03:27 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Are ships for magical races still a work in progress? I couldn't see a way to build them.

Captain Kwok January 27th, 2003 07:44 AM

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

Originally posted by DavidG:
Are ships for magical races still a work in progress? I couldn't see a way to build them.
<font size="2" face="Verdana, Helvetica, sans-serif">Of course not, it's magic!

Preacherman January 27th, 2003 09:19 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
ships could be old sailors, with a magical protecting sphere around them. should be cool looking, a galleon in space :-)

Fyron January 28th, 2003 07:33 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
DavidG, I still need to come up with enough ship sizes to work. http://forum.shrapnelgames.com/images/icons/icon7.gif

Preacherman, that is kind of what they are going to have. http://forum.shrapnelgames.com/images/icons/icon7.gif

RiTz21 January 28th, 2003 09:14 AM

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

Originally posted by Imperator Fyron:
Does nobody have any comments on it? http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Sure -> <<Natural Engineers: Repairs are made at 150% of their normal rate. Costs 1000 points. >>

I think that trait is way too costly, especially with the other (lower costs) traits that seems way more interesting !

My 2 cents !

RiTz21

Fyron January 28th, 2003 09:52 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Actually, that was a good price for Natural Merchants when I made the trait. But, I rebalanced the racial traits, and apparently forgot that one. http://forum.shrapnelgames.com/images/icons/icon7.gif


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