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Re: Adamant Mod Discussion Thread
You liked that one huh? http://forum.shrapnelgames.com/image...es/biggrin.gif Well, I'm sure you like this one then. The Shock http://forum.shrapnelgames.com/images/smilies/cool.gif :
http://www.pacifier.com/~gladmill/adamant/Shock.png Quote:
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Re: Adamant Mod Discussion Thread
Now that's a great looking weapon. http://forum.shrapnelgames.com/images/smilies/eek.gif
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The AI_General file in each Race folder tells the game exactly what to select for each of the AI empires.
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Ahh... I looked around, but didn't see anything anywhere. Didn't look there. http://forum.shrapnelgames.com/images/smilies/smirk.gif Never really messed with the AI like I have with much of the rest of the stuff.
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AI General files are a huge pain in the arse... http://forum.shrapnelgames.com/images/smilies/Sick.gif
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Those are wonderful component pictures! http://forum.shrapnelgames.com/images/icons/icon7.gif
Those weapons look magical and at the same time, technological as well... excellent work! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Adamant Mod Discussion Thread
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Magical apparatus will take on a form similar to any device ever made, whether magical or technological. Energy must come from somewhere, in this case the crystals feed directly off of the Mana Shard Generators. The energy must then be converted and channeled into a useful form, this is done by the crystals and the "brass" tubing. And, Volia, instant lightning bolt or whatever else you need. [img]/threads/images/Graemlins/Lightning.gif[/img] |
Re: Adamant Mod Discussion Thread
Of course, magic spells usually channel energy from other planes, such as the elemental planes and negative energy planes. So, it appears that the energy does indeed come from nowhere. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Only from a scientist's point of view. http://forum.shrapnelgames.com/images/smilies/wink.gif
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And behold the Cone of Cold (Otherwise known as "The Snow Blower" http://forum.shrapnelgames.com/image...es/Penguin.gif ):
http://www.pacifier.com/~gladmill/ad...0of%20Cold.png |
Re: Adamant Mod Discussion Thread
Isn't that a cylinder, not a cone? http://forum.shrapnelgames.com/images/smilies/wink.gif
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Picky, Picky, Picky... Lets just say the snow will fan out as it travels.
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I have been fiddling around with nomads and pirates against the AI. I was playing a nomadic race and was trying to get a functional pirate AI working. The pirate AI isn't doing very well, but it will build pretty good boarding ships. The AI can capture ships right? I'm not mistaken am I? Never actually seen them do it yet. Anyways, I had some questions and suggestions regarding the nomads and pirates.
Nomads: --Why are the research teams limited to 10 per vessel? I would like to be able to build dedicated research bases and ships, but with only being able to put 100kt of research teams on the vessel hinders this somewhat. --Research teams should count as cargo on cargo vessels so that I can make dedicated research ships. --You need to make a decision concerning the research outPosts, they are useless currently. Either make them large enough to put a maintenance reducer on them or remove them entirely. Pirate: --Pirates can capture colony ships and then colonize planets with them. They have nothing really useful to build on those planets though. Would it be terrible to give the pirates access to the forced labor production facilities to put those enslaved populations to use. --Pirate are supposed to be hard to find right? I was wondering if it would be reasonable to give the pirates a system cloak component for their bases. It can be large (1000kt - 1500kt) and expensive. It would require a base just to house it. It doesn't need to be as high a level as the monster cloaks. A good set of sensors could see through it. This wouldn't be too powerful would it? Please forgive any false assumptions I may have made and feel free to correct me. |
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Remote miners count as cargo. Why is that? They are not related to cargo or supplies, infact they are closer related to the research teams as resource producers.
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To allow remote mining with transport hulls early in the game, I think. It's the only logic I can see here.
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lol, http://forum.shrapnelgames.com/image...ies/tongue.gif you have a point there.
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I have numbers this time. A 10 research team corvette (310kt) costs 3035, 5790, 3675 to build. It costs 103, 196, 124 to maintain. A 7 research team small transport (300kt) costs 3425, 4150, 3825 to build, but it only costs 23, 37, 24 to maintain. I can maintain at least 28 research labs using transports for a similar cost of maintaining 10 research labs with a combat hull. This is why I use transport hulls for research vessels. http://forum.shrapnelgames.com/images/smilies/cool.gif
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I have another suggestion for the nomads. They have no real access to training facilities. Would it be possible to get space-based training facilities to put in starbases. http://forum.shrapnelgames.com/images/smilies/cool.gif
P.S. I'm still working on the pics if you were wondeing. I am working on a memphit model and it is taking a while. http://forum.shrapnelgames.com/images/smilies/smirk.gif |
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Lovely Jubly! New piccys http://forum.shrapnelgames.com/images/smilies/cool.gif
Your & Fyrons 'upgrade' to the Magic Paradigm is much looked forward to! |
Re: Adamant Mod Discussion Thread
Both pirates and nomads need some serious support in intel area. Intel points from bridges are not enough to resist severe intel attack.
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A counter intel facility.
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For reference, here is the information stating why a counter-intel facility using the Fate Shrine ability(s) is more or less useless:
*thread link* |
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What about the space-based training facilities in my Last post, Fyron?
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Wouldn't component-based training be susceptible to sector stacking?
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He could also make this into a unique facility type. Say like System Lord or System General. (IE you make the facility with the said ability, but use a Race Portrait as the image instead of a facility image.)
You give this Facility a new class, say System Government. |
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Make it starbases only. And make it large and spendy, so you have to build a base designed solely to house the training facility. How would this be any different that if you gifted a tiny planet with training facilities to another player. Its not like the normal races couldn't build their own training facilities on a planet, planetside facilities would be cheaper to maintain as well. Also a base is more susceptible to attack than a planet. Sure the nomads aren't limited by the number of facility slots available but that's not going to break anything is it? If a normal race deals for a spacebased facility in order to save one facility slot on a planet somewhere he is not going to win the game automatically because he did. It will not make planetside facilities obsolete. You aren't going to trade with your enemies. They will still have to build planetside facilities. Beside if a spacebased facility is destroyed you would have to deal for another from a nomadic race rather than just rebuild, which may take two to four times longer if the nomads have to build it first.
Both will have pluses and minuses: Nomads: -Plus: --No facility slot required --Can be built anywhere -Minus: --Has maintenance cost --Would cost more to build --Would take longer to build --Cannot be defended with Weapons Platforms. Normal Races: -Plus: --No maintenance cost --Cheaper than a starbase --Builds quicker --Can be defended with planetary defenses -Minus: --Requires a planetside facility slot --Limited to planetary locations If you must penalize the nomads training facilities in some way make it require a higher tech level for the nomads rather than making them less effective. By the time the nomads were rolling them out the normal races could have already built their facilities and have no need for spacebased facilities. |
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Fyron, an idea that I just put into the STM that you might want to consider for Adamant.
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What does this do, exactly? Just add more powerful research facilities?
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It increase the research bonus for that race.
Mild would give that race a 25% boost to reseach Medium would give 50% Heavy 100%. Its a racial trait so it does not require any new facilities or technology. It is done like a characteristic or culture bonus but is an advanced trait. |
Re: Adamant Mod Discussion Thread
Ok I worked up an example using the STM.
For each setting I used the same race so there are no differances except in the Advanced Trait setting for each of the research traits. Mild 25% - 25100 Medium 50% - 25725 Heavy 100% - 26975 And for stm PBW advanced Research Trait 5x PBW AR - 26975 |
Re: Adamant Mod Discussion Thread
I plan to create a FAQ, and am looking to gather questions for it. *link to thread*
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Time for a new pic. http://forum.shrapnelgames.com/images/smilies/cool.gif
The Mephit: http://www.pacifier.com/~gladmill/adamant/Mephit.png And I thought the horse took a long time. http://forum.shrapnelgames.com/image...s/rolleyes.gif I've been working on this since Thanksgiving. At least the rest of the mephits should go pretty fast now that I have a model. http://forum.shrapnelgames.com/image...es/biggrin.gif So what do you think? |
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It looks like he's ready to go to the bathroom... http://forum.shrapnelgames.com/image...ies/tongue.gif
The model itself is nice though. |
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You people have your minds in the gutter, truely. http://forum.shrapnelgames.com/image...s/rolleyes.gif I got that response for the first golems I posted, as well. http://forum.shrapnelgames.com/images/smilies/fear.gif
Here is a new one, I hope you like this one better http://forum.shrapnelgames.com/images/smilies/smirk.gif : http://www.pacifier.com/~gladmill/ad...%20-%20New.png |
Re: Adamant Mod Discussion Thread
any chane of a new adamant verion before christmas?
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Re: Adamant Mod Discussion Thread
The 1st one was good http://forum.shrapnelgames.com/images/smilies/smile.gif
The 2nd one is much better http://forum.shrapnelgames.com/images/smilies/cool.gif keep up the good work! |
Re: Adamant Mod Discussion Thread
First Version of the FAQ is uploaded:
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Looks good, but..
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I've got more pics. http://forum.shrapnelgames.com/image...es/biggrin.gif
The Fire Mephit: http://www.pacifier.com/~gladmill/ad...e%20Mephit.png The Air Mephit: http://www.pacifier.com/~gladmill/ad...r%20Mephit.png The Shadow Mephit: http://www.pacifier.com/~gladmill/ad...w%20Mephit.png |
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