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

Fyron March 11th, 2004 07:21 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Because Physical ships are large, compared to Magic and Organic ships. http://forum.shrapnelgames.com/images/icons/icon12.gif If you notice, they are the biggest ships, and Organic ships are the smallest. Physical ships get a 12% maintenance penalty compared to Magic ships, and Organic ships get an 8% maintenance bonus compared to Magic ships.

[ March 11, 2004, 17:28: Message edited by: Imperator Fyron ]

Ragnarok-X March 11th, 2004 08:37 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
i downloaded your mod and the fixed AI files and just creates a new organic race. I just take a look at the first turn, and it looks amazing. I really like the research tree, it must have taken LONG time to build that one up.

Anyway i discovered that AI research error after the first turn, too

Is there any way i can play WITHOUT AI errors ? Is it possible to set the AIs to default scripts or something ?! I would really like to play your mod http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron March 11th, 2004 08:55 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Not without modding the AIs to be compatible... want to get into AI modding? http://forum.shrapnelgames.com/images/icons/icon10.gif The Space Monsters have working AI, though they might pose a bit of a challenge. You could manually add one Space Monster race on AI, and use a large galaxy, to hopefully give you time to build up before you meet them... http://forum.shrapnelgames.com/images/icons/icon12.gif

So about Massive Planetary Shield Generators, what is the consensus guys?

Also, I have been considering adding a repair facility. How much repair do you think would be good for it to have?

[ March 11, 2004, 19:00: Message edited by: Imperator Fyron ]

Ragnarok-X March 13th, 2004 12:47 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
me again. I recently played with each race (magical, organic, physical) race for a few douzen turns.
I have to admit this mod is GREAT, just plain great.

I really enjoy playinng organic, since im playing versus AI i didnt had a good combat yet.
Once a planet rebelled and formed a new empire. I tried to invade it several times.
Invasions are really hard in this mod imho. I had like 300 troops (size 15kt - 20 kt) armed with tritanium 3 armor and lvl 5 laser guns and wasnt able to capture the planet, i had to combat 300-1000 militas though (the population was growing QUICK).

Anyway i discovered a few minor bugs, at least thats what i think, i.e. Organic race can build a drone from the beginning, which is called "inter contential ballistic missile" ?
Huh ? I think its drone thingy itself is okay, but you should consider changing the name. Organic races which have larvaes and queens wont build ballistic missles http://forum.shrapnelgames.com/images/icons/icon12.gif

Anyway, GO ON! I really like your mod, its the best i have played so far. I have to admit im waiting for the b5 mod since 2 or 3 years ...

I hope you will add more picks later, i really like the idea of certain "themes" -> ie. organic race pick with a "subpick" to give them regeneration modules and the like !

Asmala March 13th, 2004 03:28 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I don't know about consensus but IMO 40k would be good, though I think I wouldn't built them anyway.

About repair facility, I'm not sure about exact numbers but it should repair a lot because repair bays are very cheap. Perhaps 80 components so it would be equal to 10 repair bays.

Fyron March 17th, 2004 11:07 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ragnarok-X, glad you like the mod! ICBMs were thrown in there as a test idea. If they were to stay, I would add copies for Organic and Magic races. But I think I am going to just remove drones from the mod altogether, as they do not work all that well... :-\

Fyron March 17th, 2004 11:08 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Crappy POS Dell... please delete this duplicate post!

[ March 17, 2004, 21:09: Message edited by: Imperator Fyron ]

Ed Kolis March 18th, 2004 08:08 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I say leave the massive planetary shields as they are; you get them for free when you colonize a planet (you don't even have to research Xenoarcheaology or Shields), so you could (and I have) get them when you have level 1 shields, making them much more powerful than your current shields (though also much more expensive!)

spoon March 18th, 2004 08:17 PM

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

Originally posted by Asmala:
About repair facility, I'm not sure about exact numbers but it should repair a lot because repair bays are very cheap. Perhaps 80 components so it would be equal to 10 repair bays.
<font size="2" face="sans-serif, arial, verdana">I think though the advantage of being able to build this facility without a Spaceyard is a significant advantage to Repair Bays on ships. If you can build the repair facility in 1 turn, I'd give it maybe 10 comps. If it takes 3 turns, then 40 or so. If it costs as much as a spaceyard, then, yeah, 80 seems good...

Ed Kolis March 18th, 2004 10:35 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Remember you can put multiple repair facilities on a planet, unlike with spaceyards http://forum.shrapnelgames.com/images/icons/icon12.gif


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