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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Seriously though, want other archaic sounding names? How about trireme? Are triremes big ships? (Are they even military ships or are they merchantmen? Why are they called merchantMEN when ships are referred to as "she", anyway?) Hmm, I'm not too good on marine history Quote:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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More Sneak Peak Goodness Version 0.12.02: 1. Added - Added Star - Unstable and Palace ability description tag to the following weapons mentioning that their armor skipping ability does not trigger the extra shields from damage ability of leaky shields: Null - Space Projector, Temporal Shifter, Shard Cannon, Graviton Hellbore. 2. Fixed - Tower of Protection technology is now in Racial Area 60. 3. Fixed - Phased - Shield Generators now use the correct picture instead of the normal Shield Generator picture. 4. Added - Advanced Storage Techniques Version of the Drone Launcher. 5. Fixed - Contagion tech area is now in Racial Area 60. 6. Fixed - Invisibility tech area is now in Racial Area 60. 7. Fixed - Renamed Radioactive Resource Warehouse to Mana Resource Warehouse. 8. Changed - Hunter-Killer Drones are now in Family 2026 instead of 2025. 9. Fixed - Magic race fighters (Astral Monsters) were missing. 10. Changed - Added the Depleted Uranium Cannon back into the mod. 11. Changed - Colony Modules can now only be placed on Ships. 12. Added - Readded hybrid colony modules. 13. Changed - Increased research cost of Advanced Military Theory from 15000 to 25000. 14. Added - Magic and Organic themed alternate Main.bmp button graphics, by General Woundwort. 15. Added - Physical themed alternate Main.bmp button graphics, by David E. Gervais. 16. Added - Fibroin Weave for Organic Races, which is the high level armor component with the Armor ability. 17. Fixed - Cellulose Shells tech area now requires Chitin Shells instead of Armor. 18. Fixed - Spelling error in description of Inherent Regeneration racial trait. 19. Removed - Neutron Cannon (BP) is now pointless, as the Neutron Cannon (SS) can already destroy Boarding Parties. So, it has been removed. Neutron Cannon (SS) is now just Neutron Cannon. 20. Fixed - Point Defense Cannons and Flak Cannons now list their bonuses to hit in their ability tags. 21. Changed - PDC bonuses to hit now range from 20 to 70 instead of 70 at all levels. 22. Changed - Flak Cannon bonuses to hit now range from 10 to 40 instead of 70 at all levels. [ August 12, 2003, 06:03: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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So, I am currently thinking of a number of seeking weapon types (think wasps), some very short range melee type attacks (claws, bite, tenticles). The other things could be a spit type weapon, and maybe some spike shooter ideas. I do wonder about making the ships primarily seeker armed with melee weapons, but that would require very careful balancing. Up to you, how do you see their weapon Groups progressing? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Primarily missiles and short range (melee) weapons doesn't really fit with Organic races. It might if they were actually wasps or something, but they are not. More of a general organicy type race. They would definitely need some weapons like the Organic Manipulation tech tree weapons. http://forum.shrapnelgames.com/images/icons/icon12.gif They should have some powerful melee type weapons, but also some longer ranged ones too.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have decided to use a new Intro pic. You can get it here:
800x600 - 450 KB 1024x768 - 1.39 MB They are self-extracing RAR archives (as ZIP sucks...), so you do not need any archive program to extract them. http://forum.shrapnelgames.com/images/icons/icon12.gif Extract them into the Adamant\Pictures\Game\800x600 or the Adamant\Pictures\Game\1024x768 folder. Edit: Ok, SE4 is just stupid. On 1024x768 resolution, a 800x600 intro pic makes the text buttons have a white background. On 1280x1024, they have the normal black background. This image comes from Birth of the Federation, copyright some time by Microprose. [ August 25, 2003, 10:32: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Ok, I have decided to change the intro pic just a tad. http://forum.shrapnelgames.com/images/icons/icon10.gif You can get a preview here:
http://spaceempires.net/files/Intro.jpg |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I need to get the newest Version of your AI defualt files to I can avoid the errors at the start of the game. The file you sent me Last night did not fix it.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.13.00 has been released! Check out thie History file for the latest changes:
http://adamant.spaceempires.net/History.txt |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have been adding descriptions to the various vehicle sizes in the mod. Here is my work so far: VehicleSizes.txt
If you view this file, comments/suggestions are REQUIRED. http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Don't make me bump this incessantly. http://forum.shrapnelgames.com/images/icons/tongue.gif
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