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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? |
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!
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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. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I added a new Sneak Peak page on the mod web site.
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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
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Its for both, but the AI isnt all that good yet if I remember correctly
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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.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Minor technical glitch. All fixed up now.
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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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