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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Yes, help with the ship set would be greatly appreciated. I am not an artist. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.03.00 of the Adamant Mod has been released. The biggest change in this Version is that all research centers now produce 200 fewer research points. This will prolong the time it takes to research all technologies, thereby increasing the length of the tech tree.
Also, there are now some AI files, but they are not modded very extensively yet. They will not cause the AIs to generate errors when trying to research technologies. All AIs have the same research file right now. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron, I have started 7 different shipsets, well 8 counting the Merk's shipset(more if you count the 3 organic/bio shipsets I am doing for other people). These 7 shipsets are Magic or D&D type races. Don't know how long they will take. I will start with the Merk's shipset. Since it can be a mixture of ship styles, colors and textures.
<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron: I've been through your vehiclesize.txt and updated the html for the neo-standard site. I'll upload it somewhen this week.
I kept an eye out for any misnamed ships as you requested and didn't find any. However I did notice that you are calling for an "infantry" image - neostandard sets name it "troopinfantry". |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I_F Is this mod a "Human" player only? I have D/Led it and running now yet the IA is not working they are stuck and not building a thing and no points to do so now, I am still running it to work the tech out and see what is there, there are some COOL facility pics too http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Just a qustion. I noticed that there was no race folder in the Pictures folder. Do I need to put all of the races into a race folder in the pictures folder? (Meaning do I have to create a race folder within the pictures folder and move the races that are no just under the pictures folder to the new race folder?)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Thanks, It would make a good one for human players no AI, the tech tree is different http://forum.shrapnelgames.com/images/icons/icon7.gif
All in All a #1 mod looks good Do you have plans for AI? [ March 23, 2003, 23:37: Message edited by: mottlee ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Version 0.03.01 of the Adamant Mod has been released. Many new Intel Projects have been added. Many magic ship sizes have been renamed. A new mount system is in place. I am probably forgetting any other changes. http://forum.shrapnelgames.com/images/icons/icon12.gif [ March 24, 2003, 00:15: Message edited by: Imperator Fyron ] |
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