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

Fyron March 15th, 2003 11:30 PM

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

Fyron March 16th, 2003 11:59 AM

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.

mlmbd March 16th, 2003 06:07 PM

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>

Fyron March 17th, 2003 06:15 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Cool! http://forum.shrapnelgames.com/images/icons/icon10.gif

dogscoff March 18th, 2003 02:54 AM

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".

mottlee March 23rd, 2003 06:37 PM

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

Atrocities March 23rd, 2003 07:34 PM

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?)

Fyron March 23rd, 2003 09:56 PM

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

Originally posted by dogscoff:
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".
<font size="2" face="Verdana, Helvetica, sans-serif">Thats the type of error I was talking about. http://forum.shrapnelgames.com/images/icons/icon12.gif Although, "troopinfantry" does seem a bit redundant. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Originally posted by mottlee:
I_F Is this mod a "Human" player only?
<font size="2" face="Verdana, Helvetica, sans-serif">The mod is still in alpha Version. There is no AI support at present.

Quote:

Originally posted by Atrocities:
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?
<font size="2" face="Verdana, Helvetica, sans-serif">I had started some preliminary work on making the stock AIs compatible with the mod. But, I ran out of server space, so I could not include the Races folder. It would not have made much of a difference yet though. http://forum.shrapnelgames.com/images/icons/icon7.gif Making a Races folder in the mod would not accomplish anything but reduce the number of ship sets available.

mottlee March 24th, 2003 01:36 AM

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 ]

Fyron March 24th, 2003 01:59 AM

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

Do you have plans for AI?
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, but not quite yet. I need to get the mod more complete first. http://forum.shrapnelgames.com/images/icons/icon7.gif

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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