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

Krsqk April 12th, 2003 03:43 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Just a few questions/comments from looking at your site (haven't gotten around to d/ling yet):

1) You added the Boarding Defense ability to Boarding Parties. Does this add to the attack amount for defense, or does it replace it? (In standard SE4, the attack amount is the defense amount for BPs).

2) I'm assuming that Combat Sensors, Temporal CSs, and Psychic CSs all are the same family number? That could lead to some major abuse, given how you've changed sensor/ECM values.

3) It looks like you've switched the descriptions of Security Stations and Keepers of the Faith.

4) I see you've included Hyperdrives with the Extra Movement ability, although you've limited them by minimum ship size. Are you doing that via mount, and is it worth considering just making them scalable over the entire spectrum of ship sizes (again with mounts)?

5) Have you not gotten around to adding the cloaking components yet? I see tons of sensors, but nothing to compete. Also, the Cloaking tech area says it only cloaks EM Passive. Does that mean that only Psionic races, for example, can use or detect Psychic cloak?

6) Which armors have the Armor ability? The Adamantium, Neutronium, and Xentronium? Should the Xentronium also require Advanced Armor tech, since it seems to be a variation of the Neutronium armor?

7) In the Automation tech area, "miniaturization" is misspelled.

Looking forward to seeing what some of the unfilled tech areas give.

Okay, I'll stop picking and start d/ling now. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 12th, 2003 04:06 AM

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

Fine, fine, you've nagged me enough. I'm going to your site right now to download it.
<font size="2" face="Verdana, Helvetica, sans-serif">I knew youd cave sooner or later! Muahahahahha! http://forum.shrapnelgames.com/images/icons/icon12.gif j/k

Quote:

1) You added the Boarding Defense ability to Boarding Parties. Does this add to the attack amount for defense, or does it replace it? (In standard SE4, the attack amount is the defense amount for BPs).
<font size="2" face="Verdana, Helvetica, sans-serif">They add together. There are Mental Shredder and Neural Toxin weapons that target anything with Security Station type, so crew quarters, boarding parties, etc. have the Boarding Defense ability added to them, so they can be targeted. There are Hunter-Killer Drones that only have boarding attack, so they are unaffected by such weapons. Idea shamelessly borrowed from P&N. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

2) I'm assuming that Combat Sensors, Temporal CSs, and Psychic CSs all are the same family number? That could lead to some major abuse, given how you've changed sensor/ECM values.
<font size="2" face="Verdana, Helvetica, sans-serif">I think they are the same family. If they are, then they won't stack. If they aren't, I will have to make them the same family. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

3) It looks like you've switched the descriptions of Security Stations and Keepers of the Faith.
<font size="2" face="Verdana, Helvetica, sans-serif">Well that was stupid. It will be fixed shortly!

Quote:

4) I see you've included Hyperdrives with the Extra Movement ability, although you've limited them by minimum ship size. Are you doing that via mount, and is it worth considering just making them scalable over the entire spectrum of ship sizes (again with mounts)?
<font size="2" face="Verdana, Helvetica, sans-serif">No actual restrictions are on them. The description simply includes the hull size where they will be less effective than Spatial Compressors (although that might need adjusting now with the changes to engines in the recent Versions of the mod (half size, supply storage moved to separate components)).

Quote:

5) Have you not gotten around to adding the cloaking components yet? I see tons of sensors, but nothing to compete. Also, the Cloaking tech area says it only cloaks EM Passive. Does that mean that only Psionic races, for example, can use or detect Psychic cloak?
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, the components page is nowhere near finished. I need to finish it at some point. http://forum.shrapnelgames.com/images/icons/icon12.gif

Master Computers give Psychic Cloaking. I am not sure if I will have a scanner for non-Psionics that can do Psychic scans or not at this point. That is one area that still needs fleshing-out. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

6) Which armors have the Armor ability? The Adamantium, Neutronium, and Xentronium? Should the Xentronium also require Advanced Armor tech, since it seems to be a variation of the Neutronium armor?
<font size="2" face="Verdana, Helvetica, sans-serif">The Xentronium Armor technology requires these techs:
Xenoarchaeology 8
Xentronium 1 (a unique Ruins tech)
Physics 3
Advanced Armor 4

So, you have to have Neutronium Armor available before you can research any Xentronium Armor.

Quote:

7) In the Automation tech area, "miniaturization" is misspelled.
<font size="2" face="Verdana, Helvetica, sans-serif">Umm... umm... its a feature! http://forum.shrapnelgames.com/images/icons/icon10.gif Fixed now! http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd April 12th, 2003 03:12 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I just started play testing. I will get back to you. Of course not with 'errors'. Just to check in! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

Fyron April 13th, 2003 02:56 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.04.03 of the Adamant Mod has been released. Engines have been separeted into 2 component Groups, engines that make movement and reactors that store supplies. Magic races now have engines. Small engines removed, and fighter engine mounts reinstated. Other various changes made.

Krsqk April 13th, 2003 05:09 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Quit posting updates right after I download the Last Version, will you? http://forum.shrapnelgames.com/images/icons/tongue.gif I haven't even gotten a chance to look at the Last one!

Fyron April 13th, 2003 05:17 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
So don't look at it, and look at the new one! Each update is relatively minor anyways. It's not like a make tons of major changes with each Version. http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM April 13th, 2003 07:40 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
but if he looks at the new one, it'll be the Last one!

Fyron April 13th, 2003 08:02 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
There will never be a Last one, cause I am never gonna get this thing finished! http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd April 13th, 2003 04:58 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Do you want me to continue with the previous Version play test, and start the new one? Or just the new Version?

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

Fyron April 13th, 2003 09:14 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I would suggest just the new one, cause some things might be irrelevant from testing the old one. http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd April 15th, 2003 01:44 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
OK! The new Version it is!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

mlmbd April 16th, 2003 05:44 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fyron, I will have a sampling of ships for your mod sometime over the weekend! 8 different sets. Just in case you thought I forgot! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

Fyron April 16th, 2003 07:56 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Wow... 8 different sets! http://forum.shrapnelgames.com/images/icons/shock.gif And here I thought Atrocities was the ship-set machine, when it was you all along! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Hmm... maybe you both are... http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron April 17th, 2003 07:20 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Yeah, it should install over it with no problems. They all point to the same folders.

The mod has basic AI support in that the AI research files are modded to not give any errors when loading the game. The AIs can function, though just barely. They all use Physical race though. http://forum.shrapnelgames.com/images/icons/icon12.gif More AI support is going to wait until I get the weapons modded.

mottlee April 17th, 2003 08:05 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Cool running a "Magic" one now and there are dead ends Soooo I'll wait longer http://forum.shrapnelgames.com/images/icons/icon7.gif

mlmbd April 17th, 2003 08:07 PM

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

Originally posted by Imperator Fyron:
Wow... 8 different sets! http://forum.shrapnelgames.com/images/icons/shock.gif And here I thought Atrocities was the ship-set machine, when it was you all along! http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Hmm... maybe you both are... http://forum.shrapnelgames.com/images/icons/icon6.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Oh no! You had it right. I am not even in the same league as Atrocities. I wish! Anyway, I did say sampling, from 8 sets. None of the 8 are finished. Not even the Merks. But I thought you might like a look at some images. Most will fit into the Windjammer theme you posted from another thread. Magic, but not exclusive to a Magic Race. Elves, Gnomes, Dragon Fly and and nice mix of others. If I do say so myself! http://forum.shrapnelgames.com/images/icons/icon10.gif And I do!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

Fyron April 17th, 2003 08:18 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Elves and Gnomes would be a magic race... not sure about dragonflies though, I'd have to see them first. http://forum.shrapnelgames.com/images/icons/icon7.gif

mottlee April 18th, 2003 01:11 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Will the new one install over the old without problems?

(edit)AI in it?

[ April 17, 2003, 12:11: Message edited by: mottlee ]

narf poit chez BOOM April 18th, 2003 04:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
i see dragonflies all the time:)

Fyron April 18th, 2003 08:18 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.05.00 of the Adamant Mod has been released. Advanced Storage Techniques has been replaced with Subterranean Race. A new racial tech trait called Advanced Storage Techniques added, which increases the storage of all cargo holding components and facilities by 25%. Added Organic and Magic Versions of unit launchers and more units.

Fyron April 18th, 2003 07:56 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Oh... ok. As I said, I would have needed to see them first to know what you were talking about... http://forum.shrapnelgames.com/images/icons/icon12.gif

mlmbd April 19th, 2003 01:17 AM

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

Originally posted by Imperator Fyron:
Elves and Gnomes would be a magic race... not sure about dragonflies though, I'd have to see them first. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Dragonflies are from Spelljammer. Human race. They could be organic/magic/physical.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

mlmbd April 19th, 2003 05:13 PM

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

Originally posted by Imperator Fyron:
Oh... ok. As I said, I would have needed to see them first to know what you were talking about... http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Oh you will! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

mlmbd April 21st, 2003 10:35 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Here you go. See what you think of these ships!

Adamant Ships

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

Fyron April 21st, 2003 07:15 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
You sure like those dreadnoughts, don't you? http://forum.shrapnelgames.com/images/icons/icon12.gif

They could use some better textures. But otherwise, looking good! http://forum.shrapnelgames.com/images/icons/icon7.gif

mlmbd April 22nd, 2003 02:55 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Needed to start somewhere. Dreadnaughts seemed like a good place.

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font

Fyron April 23rd, 2003 02:14 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.06.00 of the Adamant Mod has been released. The leaky Physical Race armors have been made into a tech grid. The other race's armors will follow later.

tesco samoa April 23rd, 2003 06:09 PM

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

Hey I have the same thing...

D'oh

Actually all the stuff is taken from Moo2 , IG 2 , Stars and Mac's suggestions....

Fyron I really like the unique resource gathers.... That is a great idea....

Fyron April 23rd, 2003 07:55 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
"Fyron I really like the unique resource gathers.... "

Eh?

Fyron April 23rd, 2003 09:03 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I had an idea: what if Tachyon-esque scanners could only be placed on satellites? And possibly bases, but not sure of that one. That would force you to deploy scanners in new systems instead of just fly in a scanning ship.

Fyron April 24th, 2003 02:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.07.00 of Adamant Mod has been released. Colony Tech mod ideas from Ekolis have been added to the mod. Now, you must select the appropriate racial trait based off of your homeworld type. Taking an extra is considered cheating.

tesco samoa April 30th, 2003 06:12 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
how you have personalized the resource gathering facilities based on what your advanced traits are very cool

I was wondering if this might be a cool idea for your mod...

Based on the Evolutionary Development...

Organic Fighter Bays, and Fighters,
And Organic Drone Launchers and Organic Drones

You could do the same with the Paradigm ( Good speakers ) and the other areas....

Would be cool...

But just an idea.

And this thread fell to the second page..

Fyron April 30th, 2003 08:44 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
There are already Organic fighters and fighter bays (and Magic ones too). Organic drones and such will follow later when I work on the mod again. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron May 1st, 2003 08:14 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.08.00 of Adamant Mod has been released. Added mounts for other vehicle types. Increased cost of Resupply Depot to 18000/9000/9000, and then added 10 levels available with Industry with decreasing costs. Changed names of various facilities.

Fyron May 3rd, 2003 06:32 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.09.00 of Adamant Mod has been released. Created Projectile Weapons technology field. There are 10 different weapons, each with a 2 dimensional tech grid of 10 levels each dimension. ~5 MB comps file! http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron May 4th, 2003 01:05 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
If anyone wants to test out the new Projectile Weapons (not in comparison to other weapons, but compared to the armor, shields, etc. and to each other), that would be most appreciated.

mottlee May 4th, 2003 01:34 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
gee I just D/L .008 http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron May 5th, 2003 09:16 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
That's why I have the data only zip file. http://forum.shrapnelgames.com/images/icons/icon12.gif

JLS May 5th, 2003 11:50 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fryon, fantastic work.

I like your Vehicle and Component Progressions… And I am learning from them.

Actually I/we like everything.

Storm n Pat (my son) and I are going to start another multiplayer LAN game with this Mod in a few weeks. He has been taunting me now since you Posted v.08 for a LAN game.

EDIT: Actually I just stood corrected, "v.07"

[ May 05, 2003, 23:06: Message edited by: JLS ]

Strom n Pat May 6th, 2003 12:01 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I think my Dads mod is good.

Yours is much more fun http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ May 05, 2003, 23:05: Message edited by: Strom n Pat ]

Fyron May 6th, 2003 12:19 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
LOL! Great, now we have familial rivalry going on... http://forum.shrapnelgames.com/images/icons/icon12.gif

Don't expect too much from the AIs. I'm not very knowledgable about AI modding at this point, and I have not done much work on them. They all use the default files for each race, except I modded the default AI research file so it would stop spitting errors at me (several Versions ago, so its out of date now) and put it in all the race folders, and I modded Psychic to be Psionic in the General AI files to remove some other error Messages. I think I added Physical Race to all general AI files too. If perchance you wanted to do a little AI modding, I would not object... http://forum.shrapnelgames.com/images/icons/icon6.gif

Also... the Projectile Weapons are not meant to be balanced with the normal weapons, so that could cause balance issues in your LAN game. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 05, 2003, 23:23: Message edited by: Imperator Fyron ]

JLS May 6th, 2003 12:22 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I thought you would never ask http://forum.shrapnelgames.com/images/icons/icon12.gif

Absolutely, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

Pat can follow up on my spelling http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron May 6th, 2003 12:23 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
http://forum.shrapnelgames.com/images/icons/shock.gif You posted while I was editing my post. So... make sure to read it again. http://forum.shrapnelgames.com/images/icons/icon12.gif

I never asked before because I was not sure if I was going to keep the basics as they are now, or change them. A few minor changes to engines drastically obseletes all AI design files and all. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 05, 2003, 23:24: Message edited by: Imperator Fyron ]

JLS May 6th, 2003 12:31 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I am looking forward to it, just say when http://forum.shrapnelgames.com/images/icons/icon7.gif

I REALLY like where you are going with Adamant.

[ May 05, 2003, 23:33: Message edited by: JLS ]

Fyron May 6th, 2003 12:34 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
When. http://forum.shrapnelgames.com/images/icons/icon12.gif

Take the base AI files from unmodded 1.84 and work from their. I am not entirely sure what is in the mod... http://forum.shrapnelgames.com/images/icons/icon12.gif

[EDIT]
Or maybe I should get permission to start off with TDM AIs... hmm...
[/EDIT]

If you have suggestions on how much to make the Religious and Psionic subtraits cost, they would be appreciated. I have them all set to 500 points right now, but they are not all worth the same.

[ May 05, 2003, 23:49: Message edited by: Imperator Fyron ]

JLS May 6th, 2003 01:03 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
You Got it, I will get started before Wednesday.

[ May 06, 2003, 00:04: Message edited by: JLS ]

Fyron May 7th, 2003 01:23 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
To all of the graphically-inclined... I am looking for someone that would be interested in making an intro screen for Adamant mod.

JLS May 7th, 2003 03:05 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fryon, would something like the one used in AIC be what you had in mind, however it is not that fancy. If so, please let me know what wording and type set you would like and I will be more then happy to make it happen, for you.

[ May 07, 2003, 14:11: Message edited by: JLS ]

Fyron May 7th, 2003 07:40 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Thanks, but Hugh already volunteered. And, I was thinking of something more graphical (which is why I'm not up to making it myself http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Fyron May 7th, 2003 08:35 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.10.00 of Adamant Mod has been released. Added History.txt and Readme.txt. Added Zero Gravity Engineers racial trait, which makes ship and base Space Yards 30% more productive. Base Space Yards are now 50% more productive than Ship Space Yards. Fixed Growth Chambers and Summoning Circles techs to have had 5 max levels, not 3. Fixed costs of Growth Chambers and Summoning Circles.


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