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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Say, how about if Magic races got Kobold Warheads http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You really like those Kobold warheads, don't you? http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Too bad you can't create warheads with boarding party or crew conVersion type damage... or can you? Just imagine an explosive warhead which propels hundreds of rabid half-starved Kobolds into an enemy ship, ready to tear apart the enemy crew and take charge of the ship!
god and I've never even played Dungeon Keeper and I come up with these evil schemes http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Dungeon Keeper...I love that game, still have it both part one and two. They where working on a part III but when Peter left Bullfrog to make Lionhead I think the project was abandoned...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.11.00 of Adamant Mod has been released.
1. Added - Chameleon Armor and Active Chameleon Armor, which are the Organic equivalents of Stealth Armor and Stealth Shields. 2. Fixed - Tech reqs of Stealth Armor and Stealth Shielding. 3. Added - Darklight Armor and Illusiary Armor, which are Magic equivalents of Stealth Armor and Stealth Shields. 4. Changed - Mines no longer have built in cloaking abilities. 5. Added - Cloaking devices for mines. 6. Fixed - Family numbers of mine warheads used to all be 2026, which caused them all to be obselete. 7. Added - Inter-Continental Ballistic Missiles, which are essentially tiny drones with no strategic movement. 8. Added - Computer cores for organic and magic satellites. 9. Fixed - Tech reqs of several Magical engine and armor types. 10. Fixed - Set start level of Gauss Gun Engineering back to 0. 11. Added - Taera, Puntherraian, and Zanar'ri races to the mod. 12. Added - Drone engine mount that makes engines cost 50% less. 13. Added - Reinforced weapon mounts for ships that give weapons 50% more hitpoints. 14. Changed - Reorganized TechArea.txt 15. Added - Organic long range scanners. [ May 10, 2003, 08:30: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sneak peak at what's coming. http://forum.shrapnelgames.com/images/icons/icon6.gif
Version 0.11.01: 1. Changed - Physical ships now increase by 70 kT per level, get -5% to defense and have 12% maintenance penalties. Magic ships increase by 50 kT per level and have minor speed bonuses. Organic ships increase by 40 kT per level, get +5% to defense and have 8% maintenance bonus. 2. Changed - Ships from Crusier size and larger get increasing 4% maintenance penalties per level. 3. Changed - Increased size of Physical bases. 4. Changed - Colony ships are now 3300 kT, and Colony Modules are now 3000 kT. 5. Changed - Physical LS and CQ are now 15 kT. Organic LS and CQ are 8 kT. Command and control comps take a base of about 22.5% space on Physical ships, 20% space on Magic ships and 19% space on Organic ships (based off of Corvette class ships). 6. Changed - Ship Construction now has a base research cost of 14000, compared to 10000 for Organic Ship Growth. Spelljammer Construction now has a base research cost of 11000. 7. Changed - Renamed some Magic ships. [ May 10, 2003, 06:49: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.11.01 of Adamant Mod has been released.
1. Changed - Physical ships now increase by 70 kT per level, get -5% to defense and have 12% maintenance penalties. Magic ships increase by 50 kT per level and have minor speed bonuses. Organic ships increase by 40 kT per level, get +5% to defense and have 8% maintenance bonus. 2. Changed - Ships from Crusier size and larger get increasing 4% maintenance penalties per level. 3. Changed - Increased size of Physical bases. 4. Changed - Colony ships are now 3300 kT, and Colony Modules are now 3000 kT. 5. Changed - Physical LS and CQ are now 15 kT. Organic LS and CQ are 8 kT. Command and control comps take a base of about 22.5% space on Physical ships, 20% space on Magic ships and 19% space on Organic ships (based off of Corvette class ships). 6. Changed - Ship Construction now has a base research cost of 14000, compared to 10000 for Organic Ship Growth. Spelljammer Construction now has a base research cost of 11000. 7. Changed - Renamed some Magic ships. 8. Fixed - AI research files no longer generate errors about colony techs and such. 9. Fixed - All AIs will now have a racial colony type trait. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The change to ship sizes is a massive change, and feedback on it is necessary. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
A new page detailing the Magic view on the nature of the universe has been uploaded to the Adamant mod web site (in the Outline section).
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Imperator Fyron, I check your website and your mod, but I am not sure to understand the following:
- You describe the leaky shiel as "taking half of the damage, instead of all or 0". But to my understanding your shield still take 100% of the damage, until depleted. What am I misunderstanding? EDIT: I describe more in "emissive shield" thread. - About leaky armor, are you sure that the small armor has a lower chance to be hit? I agree that each individual small armor has a smaller chance to be hit than a bigger one, but if you put 10 small armor (size=1kt) there is the same change than an armor will be hit as if you put 1 big armor (size=10kt), isn't it? The only difference is the total cost and the total structure, and the easiness to repair (the smaller number the better). From what you say it seems to be better to have many small armor for higher structure. Sorry if I just misunderstand things. Also about colonization tech, why don't you use restricted trait for ICe/Rock/Gaz colonixation, the same way you use it for race type? Hope it helps. [ May 13, 2003, 07:29: Message edited by: StarBaseSweeper ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Small armor: size,struct = 1kt,2kt Big armor: size,struct = 10kt,7kt Then for a size of 10kt you can have: 10 small => struct of armor=10*2=20 1 big => struct of armor=1*7=7 So the small armore have 3 time more chances to be hit that if using big armor. Am I still wrong? Quote:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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[ May 13, 2003, 09:11: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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If it works...I just gonna try it then Wonder if SJ has time to answer newbees http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You won't find a guy more willing to spend his time answering newbies than SJ! http://forum.shrapnelgames.com/images/icons/icon12.gif
It is possible that I do not have the numbers exactly right to create the optimal effect I was planning on, but it is certainly close. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I remember reading SJ first Posts about P&N, full of ideas.
When I see what it became... quite impressive. I was wondering, would, by any magic, the emissive ability have the same property as Create damage from shield, meaning that if an internal component would have emissive value, then the whole ship would have? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Components with Armor ability: Smallest structure values tend to be hit first.
Components without Armor ability (leaky armor): Larger structure values tend to be hit first. These don't seem to be influenced too much by numbers of components. In P&N, for instance, a space yard (~200 structure) will still most often be hit first, even if the ship has 10 Buckytube Gel comps (~30 structure). |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I don't have exact statistics available, but when you compare a small number of large-hitpoint components and a large number of small-hitpoint components, with the same total hitpoints, the larger-hitpoint components get hit more often than randomly by component, and even more often than the 50% by hitpoints.
The example I used for testing was the B5 light, medium and heavy "Inert Armor". I don't recall exactly what they were, but take it as: 10 hp/1 kt for light armor 50 hp/10 kt for heavy armor I designed identical ships, except for armor... 6 guns, and 6 engines from standard SE4, minimum requirements for equipment. The light armor ship ended up with 6K hitpoints, while the Heavy armor ship ended up with 4K hitpoints. Guess who wins? 60-70% of the time, it was the heavy armor ship. Even though it had fewer armor components and only 2/3rds the number of hitpoints, it usually won the battles. Tactical combat, and watching each hit showed that the heavy ship would win because its heavier armor got hit more often, and less damage leaked through to destroy weapons. The light armored ship would lose firepower, and become unable to fight back. On the occasions of the light armor ship winning, the heavy ship would suffer bad luck on its own shots; failing to damage enough weapons on the light ship. Trading blow for blow, the 4k heavy armor hitpoints simply ran out first. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The abilities that various armor types have are not directly tied to the armor ability. Emissive ability works on all armor components when it is on a component that has armor, and it works on all components when it is on a component without the armor ability (just like shields from damage).
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fryon.... can you mod restrictions or are they hardcoded ?????
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
No you can't mod the restrictions (assuming I understood you correctly).
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Some restrictions, such as the "one spaceyard per vehicle" are hardcoded.
On individual components, you are free to change the restrictions. The ones I know are available now: - None - One Per Vehicle - Two Per Vehicle ... - Ten Per Vehicle |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I think he meant, "can you mod what the restrictions are?", which you can't do. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I'm thinking of getting rid of the tech grid idea and going with open-ended tech levels instead. Projectile Weapons alone has 21 tech areas and 10 x 10 x 10 components (well, actually, more like 5 times that amount)! http://forum.shrapnelgames.com/images/icons/shock.gif
I could then easily add a few areas like "miniaturization" and "ship hardening" or whatever, and not worry about conflicts. And, less math involved! http://forum.shrapnelgames.com/images/icons/icon12.gif Thoughts/opinions? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
As long as you don't go insane with them, tech grids are fine.
Missiles might work well with that- one tech area for the launcher/projectile, another for the warhead. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Yes, well, not going insane with things isn't gonna happen. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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very interesting, I was thinking wrong all along. Would that happen also for Regenerate Armor? Like if Regenerate armor put on armor component, regenerate all armor component with regenerate armor ability (even if 0), and if put on a non-armor component, regenerate all component with regenerate armor ability (evebn non armor) ? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Regeneration doesn't care whether it is armor or not. I think a comp might need a regen ability of one to be able to regenerate though, but I am not sure. You could always test it in a jiffy! http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Thanks for all your clarification, I'm gonna heavy test now. http://forum.shrapnelgames.com/images/icons/icon6.gif
But I got many new concept. Maybe I can go something original/different that make everything worth it. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sneak peak to wet your appetites:
Version 0.11.03 - : 1. Added - Fate Talismans, which are 50 kT components that give +5-20 ECM bonus and require Fate Ethos 3-6. 2. Added - Organic and Magic SDDs. 3. Added - Pandoran, 8472, NuWam races to the mod. 4. Changed - Attempted to make AIs be able to design and use Colony Ships. 5. Added - Space monsters, from Devnull Mod, with Rollo's permission. 6. Added - Endemic Wastefulness, Naturalists, Unlucky, Trans-dimensional racial traits. 7. Added - Basic Bridges, Basic Life Support. Added Spartan and Luxurious Crew Quarters. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
8. Added - Mecenary Contracts technology for use with mercenary ships. Used a recolored Version of Terran ship set found on PBW as a temporary mercenary set.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Ok, it's out!
Version 0.11.03: 1. Added - Fate Talismans, which are 50 kT components that give +5-20 ECM bonus and require Fate Ethos 3-6. 2. Added - Organic and Magic SDDs. 3. Added - Pandoran, 8472, NuWam races to the mod. 4. Changed - Attempted to make AIs be able to design and use Colony Ships. 5. Added - Space monsters, from Devnull Mod, with Rollo's permission. 6. Added - Endemic Wastefulness, Naturalists, Unlucky, Trans-dimensional racial traits. 7. Added - Basic Bridges, Basic Life Support. Added Spartan and Luxurious Crew Quarters. 8. Added - Mecenary Contracts technology for use with mercenary ships. Used a recolored Version of Terran ship set found on PBW as a temporary mercenary set. 9. Added - Stoic Race racial trait, which allows crews to live in Spartan Crew Quarters without any combat penalties. 10. Added - Dozens of Expansion Slots to Racialtraits.txt for ease of empire file updating in the future. 11. Added - Neo-Expansion pack. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Do you think it could be for the following reason. 2 ships: Ship A: 150kt total struct, including 10*5kt "armor" (not defined as armor, just as decoy). Ship B: 150kt total struct, including 1*50kt "armor" (decoy as well, no armor ability). On the first hit, let's say 5Kt damage, we have for each ship: Ship A: each "armor" has 5/150 chance to be hit. As there is 10 such components, the chance that armor is hit is 10*5/150=1/3. If the armor is hit, then it loose one armor (9 armor left). Ship B: 1 armor, has probability to be hit 50/150=1/3. It will loose 5kt struct, but then it will draw fire until destroyed! Second shot: let's say the first shot damaged armor. 5kt damage for second shoot. Ship A: each armor has 5/150 chance to be hit. 9 armor left, so 9*5/150 chance to be hit. If hit, one armor destroyed (8left). We can see the probability of armor being hit is decreasing. Moreover, it will redo the random targeting everytime an armor is destroyed, making it more likely to hit other components. Ship B: 5kt to armor. No other componant can be hit as armor is already damaged. Would that be the explanation for the test you did? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Just so you know, if the damage to the ship is not enough to destroy the randomly targetted component, then that damage is stored up and added to the next shot's damage, which is randomly assigned to a component. There is no partial damage for components.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
And the damage is sometimes lost completely, if shields regenerate (crystal armor, shield regenerators)- if the next shot doesn't penetrate the shields, the partial damage is IIRC lost. Either that or it goes into the shields.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I believe it goes to the shields. It is converted to the damage type of whatever the next weapon is. So if the next shot is from a Tachyon Projection Cannon, it does all the damage to weapons. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
another trick for micromanagers. is all the hassle worth it?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Huh? It has nothing to do with micromanagement, just a note on how the damage model works.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
well, you could have major damage stored from a big weapon and put it all in weapon damage. i'm not sure how, but someone might figure it out.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
That only works if all components have more hit points than your weapons do damage (a lot more). Otherwise, it is such a rare occurance that it does not matter.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have noticed that noone has as yet said anything bad about my mod or anything in it. Is it because everything I have done is perfect and there are no problems (esp. balance issues and such; is that comp way too powerful?) at all? I doubt it! I am sure there are some dumb things I have done. http://forum.shrapnelgames.com/images/icons/icon7.gif Point them out! Don't worry: egos are fictictious, so there is no possibility of crushing mine (or inflating it either).
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
About the Adamant mod:
I haven't tried it but I like the name http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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I like the idea of leaky armor. I may one day ask you for permission of using the idea http://forum.shrapnelgames.com/images/icons/icon12.gif To say something bad: It seems from the file that there isn't such big difference between the 3 races. I means that you could imagine that the organic would not have big ships, only fighters and carrier. Or thing like this to make them really very different. Currently it seems you can "basically" do the same with all of them, just the name change and the caracteristic are a bit different, but no really big change (to take bad example, like in starcraft, when the 3 races seem a bit similar to your idea but are very different in strategy). But of course as I currently cannot play, my opinion is not worth much... I will trty as soon as I can play again... |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Ah, finally a real response! http://forum.shrapnelgames.com/images/icons/icon12.gif
My goal was to work up a basis for each race, and then differentiate them from there. Weaponry is going to be one area where they are quite different, though I have not gotten around to it yet. http://forum.shrapnelgames.com/images/icons/icon12.gif A lot of things have to be looking like just duplicates of each other because that is necessary for the basics. How many ways can you make a ship bridge, after all? Have you looked at the latest Versions? The races now have vastly differing ship sizes, so that is going to make a difference right there. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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A "Central Nest" for some kind of insectous creatures. And perhaps some race wouldn't need a bridge, only "crew quarters" and "life support", a telepatic race that can oerate it's machinery from anywhere on the ship. A race that doesn't need life support, I mean thake the Thermolians, they are dead, isn't life support wasted on them? Small creatures could have many small bridges and crew quarters. Making it easy to take out some but then some might survive, is it possible to make a ship have half movement points if half the bridge components are taken out? (Not directly Adamant oriented but some ideas perhaps..) [ May 15, 2003, 14:26: Message edited by: Ruatha ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You can only ever have 1 bridge on a ship. You can have as many "auxiliary control" components as you want though. You can not mod the effects of losing C&C components; they are hard-coded.
I have indeed given them very different names. But the complaint was that they still accomplish the same things. http://forum.shrapnelgames.com/images/icons/icon12.gif How about sensors? ECM? There is really only one way to implement them. Sure, I could give the different kinds different rates, but they still boil down to the same thing with different names. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Mephisto has given the go-ahead on using the TDM AIs as the base for the AI in the mod. So JLS, go ahead and start from the TDM AIs instead of the unmodded AIs. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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If the hits were chosen as you said, then the light-armored ship should have had a tougher armor, and have lost weapons slower than the heavy armored ship. Rather, in this case, the ship with much FEWER armor hitpoints, but larger hitpoints per armor component had its armor hit MORE often. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Wasn't that Fyron's intent - the heavier armor provides fewer hitpoints of protection but still manages to absorb a higher percentage of hits? It does say so right in the component description http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Yes it was. SJ was supporting my components against the concerns raised that they might not work as intended. http://forum.shrapnelgames.com/images/icons/icon12.gif
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