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

Fyron July 2nd, 2003 11:18 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I have started an Empire Setup guide for Adamant Mod. It can be viewed here:

http://galileo.spaceports.com/~kazha...ire_Setup.html

What do you think? Is more stuff needed? Could it be organized more effeciently? Other comments/suggestions?

Fyron July 3rd, 2003 04:56 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.12.00 of Adamant Mod has been released. And boy, is it a whopper! Check out the History file for a list of the latest updates!

Fyron July 21st, 2003 07:24 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Might as well post some recent mod history:

Version 0.12.01:
1. Added - Improbability Drive, Intergalactic Expressway events.
2. Fixed - Healing Temple II and III are now in the Religious facility group instead of Population Support.
3. Fixed - Radioactives Alchemy Labs are now Mana Crystal Alchemy Labs.
4. Changed - A lot of facilities use new graphics from Planet Pack 1.10 of the Image Mod.
5. Changed - Reworked Psionic Ship/Fleet Training Facilities to fit with the new Adamant training model. They train at +1% per turn over the non-Psionic equivalent.
6. Changed - Magic race Entertainment Network is now Temple District.
7. Changed - Magic race Theatre Complex is now Theatre District.
8. Fixed - Crop Rotation I and II now require Organics Farming instead of Organics Extraction.
9. Changed - Remote Miners can now be placed on Small Satellites.
10. Changed - Energy Dampeners now have 5 levels instead of 3, and they range from Crystalline Weapons 2-6 instead of 6-8.
11. Changed - Mental Flailers now have high organic costs and have 5 levels instead of 3, ranging from Psionic Weapons 2-6 instead of 1-3.
12. Changed - Repulsor Beams now have some range attenuation, and have 5 levels instead of 3.
13. Changed - Tractor beams now have range equal to the square of the "damage" (distance pulled), and have 4 levels instead of 3. They now get 5, 10, 20, 40 bonus to hit.
14. Fixed - Corrected description of Xentronium Armor tech area.
15. Added - Ancient Energy Dampener tech area and components, which are weakened ancient ruins Versions of the Crystalline Energy Dampeners.
16. Added - Hints about what techs are needed for useful results from ancient ruins technologies.
17. Changed - Massive Ionic Disperser and Massive Shield Depleter now require Xenoarchaeology 1.

Fyron July 26th, 2003 09:07 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I added a new Sneak Peak page on the mod web site.

The Canuck August 1st, 2003 01:15 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
just wanted to ask a q, and dont hurt me if this has been asked but, is this mod purely for PBW or can it be played in singleplayer

DeadZone August 1st, 2003 01:29 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Its for both, but the AI isnt all that good yet if I remember correctly

Fyron August 1st, 2003 03:14 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Currently, the AI is incapable of doing simple things like design colony ships. http://forum.shrapnelgames.com/images/icons/icon12.gif If someone wants to volunteer to help with the AI, there will be AI support. I currently have no desire to touch the AI files.

Captain Kwok August 2nd, 2003 06:46 PM

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

Originally posted by Imperator Fyron:
I added a new Sneak Peak page on the mod web site.
<font size="2" face="Verdana, Helvetica, sans-serif">I cannot find this page! Where have you stuck it?

Fyron August 2nd, 2003 10:04 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Minor technical glitch. All fixed up now.

grumbler August 4th, 2003 04:10 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
IF: mind sharing what the problem was? I have had problems with some of the races building colony ships in my B5 varient mods and would love to hear what you have done to solve that. In return, I will share my own limited AI expertise with your mod (which I will download when I get to work tomorrow).


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