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

mottlee March 24th, 2003 08:17 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Is it ready to D/L? and you could use it as a PBW type W/O AI

Fyron March 24th, 2003 09:46 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Yes, it can be used as PBW without AI. Such a game would give useful feedback. http://forum.shrapnelgames.com/images/icons/icon12.gif You won't have much in the way of modded weapons yet though, as I haven't done much with weapons.

I had a thought:
What if I did this: make engines 5 kT, and remove their supply capacity. Replace Supply Bays with various types of "reactors" that store the supplies the engines used to store (also 5 kT components). Then, you have a choice between faster ships, and longer ranged ships (much more so than in the current system).

spoon March 24th, 2003 09:51 PM

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

Originally posted by Imperator Fyron:


I had a thought:
What if I did this: make engines 5 kT, and remove their supply capacity. Replace Supply Bays with various types of "reactors" that store the supplies the engines used to store (also 5 kT components). Then, you have a choice between faster ships, and longer ranged ships (much more so than in the current system).

<font size="2" face="Verdana, Helvetica, sans-serif">That's what I've done in my mod. The good thing is what you describe -- more variation of ship design. The bad thing is, when your ship-design circuits are running on autopilot, you often forget to put any supply components on your ships. I'm considering giving all the hull types a built in supply storage of like 250, so when this does happen, you won't get quite as screwed.

Fyron March 30th, 2003 10:49 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.04.00 of the Adamant Mod has been released. Shields are now leaky. Only physcial race shields have been made leaky so far because balance needs to be found. Neutronium Armor now comes in 1 kT chunks instead of 5 kT.

Suggestions on balance issues with the new leaky shields are welcome.

mottlee March 31st, 2003 12:18 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I have been running the first release, found some of the research goes no where (unless I set up wrong, there are lots of "New" tech) I have not been able to research more eng. start with med tech and the "magic" tech
cool Mod tho keep it up

Fyron March 31st, 2003 12:20 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
At this point, most of the theoretical techs have 5 levels, but only the first few levels actually do anything. When I get to the weapons, this will change. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ March 30, 2003, 22:24: Message edited by: Imperator Fyron ]

mottlee April 1st, 2003 02:16 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
OK I'll be cool http://forum.shrapnelgames.com/images/icons/icon6.gif I think I can wait a week http://forum.shrapnelgames.com/images/icons/icon12.gif (just kiddin')

Fyron April 10th, 2003 10:04 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I have a request for anyone that has a few minutes to spare. Please download the Adamant Mod (from the site linked in my sig) and look at the racial traits and charactertics (specifically the characteristics). I want to get them balanced. I have made lots of changes (mostly based off of ideas proposed by Spoon, PvK and others in the racial traits threads a few months back), and I would like other opinions on them. There is a data file only Version of the mod available for download, which is about 1/3 the size.

If you want to look at other parts of the mod too, I won't stop you. http://forum.shrapnelgames.com/images/icons/icon6.gif Just keep in mind that magic and organic shield comps and the megafluxers have not been converted to leaky shields yet, so please don't tell me they are unbalanced. http://forum.shrapnelgames.com/images/icons/icon12.gif The physical shields are in need of balance suggestions though.

[ April 10, 2003, 09:06: Message edited by: Imperator Fyron ]

Fyron April 12th, 2003 02:57 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Nobody wants to take like 5-10 minutes to take a look?

Krsqk April 12th, 2003 03:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fine, fine, you've nagged me enough. I'm going to your site right now to download it. http://forum.shrapnelgames.com/images/icons/tongue.gif


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