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

Fyron April 6th, 2004 09:26 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
All you need to know special to host a game can be derived from the Empire Setup help file. As long as you force people to comply with those guidelines, hosting is the same as using any other mods. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF April 7th, 2004 02:13 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
well, I know that I *could* host an adamant game, but still, I'd rather not...it just seems like asking for trouble (I can just imagine someone asking me: "Hey? Why doesn't this component do X?!?!" "Ugh...I have NO idea")

Good idea though, thanks...

Alarik

Quote:

Originally posted by Imperator Fyron:
All you need to know special to host a game can be derived from the Empire Setup help file. As long as you force people to comply with those guidelines, hosting is the same as using any other mods. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">

Fyron April 7th, 2004 06:04 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well just forward them to me... http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron April 9th, 2004 06:19 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Announcing the long anticipated release of Adamant Mod 0.14.00.

Major features of this update include:
- Major reordering of components with removal of temporary weapons.
- Shiney new interface, thanks to Kevin Arisa.
- Working AI!

That is right, the mod now has AI, so it can be played in single player! The AI is sort of kludged together, but it works. http://forum.shrapnelgames.com/images/icons/icon10.gif Thanks to Atrocities for creating a set of AI files for the Ticon race for Adamant mod. 7 hours of beaten it with several sticks until it fit into shape for all the races in the mod. It is not pretty, but yeah... http://forum.shrapnelgames.com/images/icons/icon12.gif The AI is not necessarily going to be extremely challenging or anything, but it is quite functional, making the mod quite playable in single player. So get playing!

It is recommended that you do NOT update a 0.13.xx or earlier Version to 0.14.00. This is because there are fewer races in 0.14.00 than in previous Versions. You should move all files in the Adamant\Pictures\System folders (save Starmap.bmp) into the stock Pictures\System folders, then delete your Adamant Mod (unless you need it for PBW games). Then, download Adamant Full.exe and do a fresh install.

Remember, the files are self-extracting RAR archives. Just point them to your SE4 folder, and they will be installed into an Adamant subfolder.

Mod Files:

Adamant Mod FQM 0.14.00 - Full mod + FQM Deluxe systems, 45 MBs. Do not download if you already have the FQM Deluxe system images! Download Full instead.

Adamant Mod Full 0.14.00 - All pictures save Image Mod and FQM Deluxe systems

Adamant Mod Lite 0.14.00 - No pictures

Adamant Mod Data 0.14.00 - Data and Credits folders only.

Version 0.14.00 - 8 April 2004:
Files Altered: Abilities.txt, Compenhancement.txt, Components.txt, Events.txt, RacialTraits.txt, Settings.txt, TechArea.txt, VehicleSize.txt
1. Removed - Most temporary components for Organic and Magic races deleted.
2. Removed - Removed Global Death Ray.
3. Changed - Reorganized Components.txt.
4. Added - Added Magic and Organic Versions of racial weapons for Crystalline, Psionic, and Temporal weapons.
5. Removed - Drone technology is no longer available.
6. Added - Organic and Magic Weapon Platforms.
7. Changed - Inherent Regeneration tech area is now in tech group Racial Trait instead of Applied Evolution.
8. Fixed - Temple District V now has Tech Level Req 2 set to 1 instead of 2 and Number of Abilities set to 2 instead of 1.
9. Changed - Mineral Purifiers now require Cooperative Development instead of Bioconstruction.
10. Changed - Reduced max levels of theoretical technologies to appropriate values.
11. Added - Shadow Monsters for Illusion Mastery racial trait, which are fighters with -10% offense, +20% defense.
12. Added - Mirage Arcana for Illusion Mastery racial trait, which provide more boarding defense than regular Glyphs of Contingency.
13. Added - Prismatic Sphere weapons, which increase reload time of the enemy ship. Requires Illusion 1.
14. Added - Commune With Dead tech area for Necromancy Mastery racial trait, which gives better Espionage projects.
15. Changed - Bomber now uses image FighterHuge. Heavy Bomber now uses image FighterMassive.
16. Added - Leaky armor components now make use of AI Tag 01, AI Tag 02, and AI Tag 03 abilities. Check Abilities.txt.
17. Added - Satellite Coordination Nexus equivalent components for Organic and Magic races.
18. Fixed - Megafluxer family overlapped with colony modules. It is now in family 5008.
19. Added - Large colony ships, which are twice the size of the colony ship.
20. Added - Roleplay Elements racial trait, for use in roleplay games.
21. Changed - Mercenary Contracts now requires the Roleplay Elements racial trait.
22. Changed - The ability of many tech areas to be removed at game creation has been changed.
23. Added - Organic Version of Repair Drone.
24. Changed - Mine Cloaking Devices now provide one higher level of Psychic Cloaking, due to the fact that they do not have any sort of mental signature to detect. The highest level of mine Cloaking Device leaves them undetectable to psychic scans, though still detectable to other forms of scanning.
25. Added - Reactors now have AI Tag 04. Cargo Bays now have AI tag 05.
26. Changed - Paradigm techs now have 15 levels, to function as a workaround for some AI issues.
27. Changed - Magic Mechanoid Bridge is now Mechanoid Spelljammer Helm, and is positioned after the Major Spelljammer Helm.
28. Changed - The first class of engines (Fission, Basic Astral Projection) are now 5 kT and provide 1 standard movement instead of 2.
29. Changed - Bridges now require 15 levels in the appropriate paradigm tech, so that they will be used over components such as Doomship Modules and Flag Bridges.
30. Changed - Solar Sails are now 12 kT instead of 60 kT. They generate between 2 and 4 movement points.
31. Changed - Lightning Bolts now use beam image 190 instead of the non-existant 43.
32. Changed - Pop modifiers have been smoothed out, so that increments for both Construction and Space Yard rate bonuses are in single percents, rather than 2 or 3. The threshholds for bonuses in the old system should still be present (eg: 8000 M population gives +34% Production, +51% SY Rate).
33. Added - Adamant Mod now has a new customized interface, courtesy of Kevin Arisa.
34. Added - Functional AIs for all races based off of Ticon AI by Atrocities.

Ragnarok-X April 9th, 2004 12:35 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
do i have to upgrade to latest Version in order to continue playing adamant11 on PBW ?

AMF April 9th, 2004 02:28 PM

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

Originally posted by aiken:
Thank you Fyron, and what about new Adamant 14 pbw game? Any plans?
<font size="2" face="sans-serif, arial, verdana">Yes, please! Someone start a new Adamant Game! I've got dibs on one of the physical race slots...

Thanks,

Alarik

Imperial April 9th, 2004 03:53 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
very exciting news-- glad that there are people on this forum that work together to help each other out. Will be playing soon))

Fyron April 9th, 2004 07:34 PM

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

Originally posted by Ragnarok-X:
do i have to upgrade to latest Version in order to continue playing adamant11 on PBW ?
<font size="2" face="sans-serif, arial, verdana">No. The PBW games will never use any Version of Adamant that is not 0.13.xx. It is impossible to load a savegame from 0.13.33 in 0.14.00 (for simultaneous move, sequential you can do it, but it will be horribly broken).

Quote:

Originally posted by Imperial:
very exciting news-- glad that there are people on this forum that work together to help each other out. Will be playing soon))
<font size="2" face="sans-serif, arial, verdana">People on this forum do nothing but help each other out. It is a very rare Online community.

As for a new PBW game, what settings would you like to see?

[ April 09, 2004, 18:39: Message edited by: Imperator Fyron ]

Aiken April 10th, 2004 01:48 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
That's really splendid news Fyron!
Downloading it right now. And since STM is freezed at pbw-ready stage, I hope to make something usefull for Adamant now.

Thank you Fyron, and what about new Adamant 14 pbw game? Any plans?

Fyron April 10th, 2004 07:15 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
*sigh* I miss SE3 modding... no frickin' AI to deal with. http://forum.shrapnelgames.com/images/icons/icon8.gif There are apparently a few issues with the AI, so a patch is in order...


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