![]() |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
BTW, I like the "blind spot" idea, but since there's no way to get the combat AI to engage at a specific range, I'm not sure how it would work with "optimal firing range" - would it actually try to get in the right range to fire, or would it just close to point blank and not be able to hit anything? Quote:
[ August 05, 2003, 04:47: Message edited by: Ed Kolis ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Anyway I need a template for a "standard" weapon to base it off, and also some idea on how the AI will manage battles between ships with melee range weapons and ships with short range blindspots (that could be a potential problem). The main thing will be a standard weapon idea, so we can see how to balance damage per ton, range, damage per turn (especially important with leaky armour since big rare hits work better) and such like. I would like to create a whole range of weapons that are actually useful, rather than have a couple of lines which are great and all the rest being worthless which is so often the case. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
For damage/kT, keep them at similar levels to the weapons already in the mod in relation to location on the tech tree.
Leaky Armor does not require big hits. Small hits that do not destroy any armor just combine their damage with the next hit, so you get the same effect. It is Leaky Shields where the big hits are more effective than lots of small ones. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
For very small damage hits, (on the order of half the hitpoints of a single armor/internal component) leaky shields will absorb more than their intended percentage of the damage.
For high damage hits (greater than the crystalline ability or total shield generation amount), then the shields will absorb less than thier intended percentage of the damage. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Submitted for your consideration, two sets of buttons for the Adamant Mod's specialty races...
Magic Main Buttons Organic Main Buttons |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Those are very cool. http://forum.shrapnelgames.com/images/icons/icon7.gif Consider them included.
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
FMMonty:
Any progress or ideas you want to run by me or anything? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Since the PBEM test is getting into gear, I thought I'd take a look at the latest Version of Adamant... well looky here, another long list of issues! http://forum.shrapnelgames.com/images/icons/icon10.gif
Why do magic races get a Temple District? Isn't that religious? Perhaps the facility should be renamed... Also see Altars of Healing, Keepers of the Faith... Fyron, how did you ever manage to find out all those new racial trait abilities? I've never seen a mod with a racial trait that increases repair rate or minerals storage before... Isn't it confusing for Magic races to call their Cruisers Frigates when there's a smaller Physical ship size called a Frigate? Shouldn't ICBM's built-in standard movement ability be displayed in-game? The organic mercenary ships still have the old names (Bio Destroyer, etc.) and there is a Mercenary Corvette even though there is no hull called a Corvette The psionic disciplines don't seem to be implemented... I was wondering what Metacreation was but I couldn't find it anywhere except in TechArea.txt and RacialTraits.txt; could you tell us which racial traits aren't implemented so we don't pick them and wonder where stuff is? http://forum.shrapnelgames.com/images/icons/icon12.gif "Regeneration" is misspelled in the description of the Inherent Regeneration trait What's the difference between Riot Gear and Troop Cockpit, other than the fact that Riot Gear can't go on mechanized troops? Why does the Basic Bridge have 11 hitpoints while the standard bridge only has 10? It's not just a typo, it appears with the Neural Cores and Spelljammer Helms too... How about if the different crew quarters levels provided maintenance bonuses and penalties? You know, you're more likely to take care of the ship when you're taken care of yourself http://forum.shrapnelgames.com/images/icons/icon10.gif How can the Religious Talisman be placed on satellites or drones? Iron armor is as strong as titanium? What ever happened to magical races getting weak armor and strong shields? Now everything's pretty much the same only you have 3 copies of everything http://forum.shrapnelgames.com/images/icons/icon9.gif Emissive Armor III is in the general group Advanced Armor Engineering while the other Emissive Armors are in just plain Armor... and what's with those absurd tech requirements?!? level 60 of Advanced Armor?!? Why are there cloaking devices for mines if mines get built-in level 10 cloaks? Point defense weapons don't list their to-hit bonuses (and weren't you one of the ones saying those bonuses were too high? http://forum.shrapnelgames.com/images/icons/icon12.gif ) The Neutron Cannon (BP) is kind of useless since the Neutron Cannon (SS) will already take out Boarding Parties - since the Boarding Parties have the boarding Defense ability as well as attack! I have an idea for plague bombs... give them a huge minus to hit, representing the chance of the plague spreading! Maybe even multiple levels of plague bombs with different chances of infection... |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Quote:
http://www.shrapnelgames.com/cgi-bin...=003414#000004 Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
The group thing is a typo, probably resulting from hasty find-replace methods. http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
Quote:
Quote:
Quote:
|
All times are GMT -4. The time now is 12:53 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.