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

AMF March 21st, 2004 06:25 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I have decided to take the plunge and try and get into a Adamant Game to not only have fun but see what the mod is all about. However, I really only want to play a technological ("standard") race - organics and magiks are not for me (at the moment at least). Is there such an opening in the adamant game at the moment?

thanks,

Alarik

Fyron March 21st, 2004 06:53 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The only open slots are both the Ticon Consortium, in Adamant 011 (which Ragnarok-X is going to take) and in Adamant 010. The empires are both Organic races. It is, of course, entirely possible for you to create a new game. http://forum.shrapnelgames.com/images/icons/icon12.gif Once Geo gets 0.13.33 set up on PBW, the mod on PBW should remain constant, unless critical, game breaking bugs are found.

AMF March 21st, 2004 08:47 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well, I'll just bide my time until another game starts up. Haven't yet downloaded or played the mod at all, so I would want to get much more familiar with it before starting a game. And I'm pretty maxed out on running games at the moment..

thanks though. If an technological race opens up, I'll jump in...

Alarik

Quote:

Originally posted by Imperator Fyron:
The only open slots are both the Ticon Consortium, in Adamant 011 (which Ragnarok-X is going to take) and in Adamant 010. The empires are both Organic races. It is, of course, entirely possible for you to create a new game. http://forum.shrapnelgames.com/images/icons/icon12.gif Once Geo gets 0.13.33 set up on PBW, the mod on PBW should remain constant, unless critical, game breaking bugs are found.
<font size="2" face="sans-serif, arial, verdana">

Atrocities March 21st, 2004 09:15 PM

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

Originally posted by Imperator Fyron:
Why did you post this here, when you were saying this to me on MSN? I believe we worked this out. http://forum.shrapnelgames.com/images/icons/tongue.gif
<font size="2" face="sans-serif, arial, verdana">I posted this I believe before we started chatting on MSN. If you like I can delete it.

Moonsword March 22nd, 2004 03:49 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I'm looking at the single-player AI for the Adamant mod. I have a workable fix for the multiple-colony components, but I'm running into other problems.

I can see your problems, though. Is there anywhere that gives any sort of tutorial for working with the AI files? I'm not entirely sure about some of the stuff I'm looking at in this file specifically, though the other files are pretty understandable.

[ March 22, 2004, 01:52: Message edited by: Moonsword ]

BBegemott March 25th, 2004 04:23 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
How many remote sat miners per sector are effective in Adamant?

Fyron March 25th, 2004 06:56 PM

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

Originally posted by BBegemott:
How many remote sat miners per sector are effective in Adamant?
<font size="2" face="sans-serif, arial, verdana">As in all SE4, you can have 3 satellites, one mining each resource. You can not have more than one satellite mining any particular resource.

Moonsword, as I linked on SE.net:

http://www.astmod.com/BasicModdingTutorial_1.txt

[ March 25, 2004, 16:58: Message edited by: Imperator Fyron ]

Captain Kwok March 25th, 2004 11:22 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
What were the steps taken to avoid multiple additions of multiple-colony modules?

Fyron March 26th, 2004 04:05 AM

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

Atrocities March 26th, 2004 04:12 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I had to set the Majority Component amount to 0 and it only adds two now. http://forum.shrapnelgames.com/images/icons/icon9.gif


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