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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.
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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
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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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 ] |
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
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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.
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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!)
ships could be old sailors, with a magical protecting sphere around them. should be cool looking, a galleon in space :-)
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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 |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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I think that trait is way too costly, especially with the other (lower costs) traits that seems way more interesting ! My 2 cents ! RiTz21 |
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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