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

Asmala December 17th, 2003 04:24 PM

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

Originally posted by Imperator Fyron:
The best to hit value in the stack is used, just like all other unit stacks.
<font size="2" face="sans-serif, arial, verdana">How the presence of Abomination saps the morale of friendly forces then? If there are any friendly forces they have better attack and defence values which are used.

Fyron December 17th, 2003 07:15 PM

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

Originally posted by Asmala:
Great. http://forum.shrapnelgames.com/images/icons/icon6.gif More like that and it's much easier to start playing Adamant.
<font size="2" face="sans-serif, arial, verdana">Such as?

Asmala December 17th, 2003 09:29 PM

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

Originally posted by Imperator Fyron:
Such as?
<font size="2" face="sans-serif, arial, verdana">Tech tree for each race would be splendid. It would help a lot to make overall view of the mod.

If you're new to the mod you'd start a new game with full techs and check through the components to see what's available. Then you notice a nice armor you'd like to research. But how you now what to research? First open the components.txt, find the component and check the tech requirements. Open the techareas.txt search the tech, notice it has one prerequisite, search it, notice it has again one prerequisite, search it and then you know what to research. Not so handy.

Of course I use SE4Modder which makes that much easier but I think most players don't use that.

Suicide Junkie December 17th, 2003 10:23 PM

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

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Asmala:
Is there any reasonable use for Siege Fortifications? You get much more HPs using armor, and it's even cheaper.

<font size="2" face="sans-serif, arial, verdana">Hmm... guess I should have looked over the Bio-Psych mod a bit more carefully before implementing it. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">What if the fortification was a Defense-penalty combined with EA ability?

Fyron December 18th, 2003 10:28 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I don't think EA works on units? Especially not on WPs?

You can get a tech tree by starting a full tech game and exporting the tech list in the research window. It does not export everything that tech gives you, but it shows all tech reqs IIRC. And with technologies often named after what they are (I am very creative http://forum.shrapnelgames.com/images/icons/icon12.gif ), it works fairly well. I will probably make a real one at some point, but this will be good for now. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ December 18, 2003, 08:39: Message edited by: Imperator Fyron ]

Asmala December 19th, 2003 08:28 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
List of all components giving combat bonuses would be great addition to the help section.

Fyron December 19th, 2003 10:35 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
How's this for a combat bonus listing?

Fyron December 19th, 2003 10:51 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Additionally, I have exported both the tech areas and tech levels parts of the in-game tech tree and saved them as excel spreadsheet files. There are also comma separated text Versions in the zip. It is available here:

techtree.zip <-- 117 kB

Note that if a tech area has multiple requirements, it has multiple lines in the files.

Not entirely sure just how useful this will be, but there it is. http://forum.shrapnelgames.com/images/icons/icon12.gif Anyone want to figure out a way to make a program generate a graphical representation?

[ December 19, 2003, 20:57: Message edited by: Imperator Fyron ]

Asmala December 19th, 2003 11:19 PM

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

Originally posted by Imperator Fyron:
How's this for a combat bonus listing?
<font size="2" face="sans-serif, arial, verdana">Just what I had in mind (Actually better than that, I didn't think about Tech Reqs). http://forum.shrapnelgames.com/images/icons/icon6.gif

Asmala December 19th, 2003 11:33 PM

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

Originally posted by Imperator Fyron:
Anyone want to figure out a way to make a program generate a graphical representation?
<font size="2" face="sans-serif, arial, verdana">That would be a real challenge. I don't know a way you can make the tech tree clear even if you'd do it by hand. Let a program do it and I'd bet the result is messy, considering the amount of techs there are in Adamant.


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