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

Fyron December 25th, 2003 12:47 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Satellites can have CS and Long Range Scanners, which cancel out ECM, leaving a +20% to hit net in favor of the sats. They can benefit from the various command centers the same as a ship can, so that cancels out. Training brings it to +5%. Fanatical Command brings it to -1%. Engines bring it to -11%. Then the stealth shields and armor give -30%, so -41%. Hmm... might need a Satellite Coordination Center or something to give the whole stack a nice bonus.

[ December 24, 2003, 23:04: Message edited by: Imperator Fyron ]

Asmala December 25th, 2003 10:41 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Just make sure Satellite Coordination Center can't be researched very easily. It requires lots of researhing to get 10% bonus from engines and 30% from stealth shield and armor.

Fyron December 25th, 2003 09:31 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I could put it at the end of the Sensors and Scanners tech trees (require both techs).

Asmala December 25th, 2003 10:32 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I think that would be good. Then satellites would be useful throughout the game without being overpowering.

Fyron December 28th, 2003 07:09 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
*sigh* I am really getting annoyed with the target type options... why can there not be a simple Ships\Ftr\Sat\Drone option? http://forum.shrapnelgames.com/images/icons/icon8.gif I made it so most weapons can't target planets. Unfotrunately, I had to use the targetting type of Ships\Sat, which means that they can no longer fire at drones or fighters... http://forum.shrapnelgames.com/images/icons/icon9.gif Looks like it is back to Ships\Planets\Ftr\Sat\Drone. http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron January 19th, 2004 12:30 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
This new Version is going to be a doozey. http://forum.shrapnelgames.com/images/icons/icon10.gif

Version 0.13.26 - UNRELEASED:
Files Altered: Components.txt, Facility.txt, TechArea.txt
1. Fixed - Astral Panel wrongly mentioned "star" instead of "astral core."
2. Changed - Organic and Magic robo - miner components have new images.
3. Changed - Hybrid colony modules have new images.
4. Changed - Special damage mine charges have new images.
5. Fixed - Evolution Chamber now costs organics instead of minerals.
6. Fixed - Research Library now costs radioactives instead of minerals.
7. Changed - Removed "but it will decrease their value permanently" from the descriptions of robo - miners.
8. Changed - Anti-Matter Reactor and above now require tech levels in Resupply.
9. Changed - Solar Panels now generate 35 supplies per turn instead of 20.
10. Added - Dispel Evocation Magic, magic weapons which destroy other weapons.
11. Changed - Magic Ionic Disruptor is now Locomotion Disruption.
12. Fixed - Teleported Explosives now require level 1 of Teleportation, rather than level 2.
13. Changed - Magic Shield Depleter is now Thunder Lance and Magic Shield Disruptor is now Dispel Abjuration. Magic Shield Damaging Weapons is now Barrier Disruption.
14. Removed - Numerous temporary Magic weapon techs have been made unresearchable.
15. Fixed - Phased - Polaron Beams had only 1 tech area req instead of 2.
16. Added - Ethereal Lance, which skips normal shields for Magic races.
17. Added - Chaos Ripple, which skips armor and shields for Magic races.
18. Added - Mephit Summoning, which allows various seeking weapons for Magic Races.
19. Changed - Seeking Parasite now requires the new tech area Organic Seekers.
20. Added - Wildsphere Magic, the magic equivalent of the Wormhole Beam.
21. Added - Buffeting Winds and Ensnaring Winds, Magic equivalents of Tractor and Repulsor Beams.
22. Added - Disrupt Control, which can damage Master Computers for Magic races.
23. Updated - Updated SystemTypes.txt, QuadrantTypes.txt and StellarAbilityTypes.txt from FQM Deluxe 2.08.

[ January 18, 2004, 23:18: Message edited by: Imperator Fyron ]

Fyron January 19th, 2004 01:29 AM

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

Details Page

Fyron January 19th, 2004 03:01 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
At long Last, the Data, Lite, Full and Nebulae download files have been updated from 0.13.00 to 0.13.26. *sigh* I miss that T1 line... http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron January 20th, 2004 08:04 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Lets say I made it so that you can only stick 2 of each type of robo miner on any particular vehicle (so you can have up to 2 mining each resource on a ship or base, for 6 maximum possible, though not in the same resource type). Keep in mind that remote mining does not decrease asteroid values at all. How many racial points would you be willing to pay for a trait that allows you to put 4 of each type on a vehicle, thus potentially doubling your remote mining profits?

[ January 20, 2004, 06:05: Message edited by: Imperator Fyron ]

eorg January 20th, 2004 08:43 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
nothing :-) i never used remote mining http://forum.shrapnelgames.com/images/icons/icon7.gif this is why you should not ask me to answer :-P


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