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

Fyron April 10th, 2004 09:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Due to several blunders in the AI files, a 0.14.01 patch of Adamant Mod is necessary. Install this over an install of Adamant Mod 0.14.00. It is recommended that you move EEE_AI_Strategies.txt (in Adamant\Pictures\Races\Eee\) to their backup folder, so as to avoid errors every turn from them.

Adamant Patch 0.14.01

This AI is really, really pissing me off... Unless any more critical blunders crop up, this will probably be the final AI from me... If anyone wants to volunteer to make the AI better, it would be appreciated. I am sick of it.

Atrocities April 10th, 2004 10:12 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Thanks Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron April 10th, 2004 10:27 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
What existing ship sets do you think would make good sets to use as Magic races?

Atrocities April 10th, 2004 10:33 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
You want Neo-Standard sets?

I would recommend the Pyron, Kaelon, Oxmal and 8472 but with a differnt Port and name.

Fyron April 10th, 2004 10:38 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Pyron and Oxmal are already used as Magic races. 8472 is more of an organic race than a magic race. And they are used already. http://forum.shrapnelgames.com/images/icons/icon12.gif Kaelon don't look very magical to me.

Atrocities April 10th, 2004 10:50 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I guess we could go through the SOTASY and Tesco's site and look at all the races to see if any match up.

You could also use the Gamilon. I could recolor the ships and find a different race portrait.

When the Robotech set is done they too would make a nice magic or orgainic set.

Fyron April 11th, 2004 10:18 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
There is at least one opening in each of the following PBW games (all of which use 0.13.33): Adamant 010, Adamant 011, Adamant 012. Join up!

AMF April 12th, 2004 04:40 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well...are any of them physical races, in decent shape, not involved in wars at the moment? Those are my opnly criteria, and if those are met, I'll join up!

thanks,

Alarik

Quote:

Originally posted by Imperator Fyron:
There is at least one opening in each of the following PBW games (all of which use 0.13.33): Adamant 010, Adamant 011, Adamant 012. Join up!
<font size="2" face="sans-serif, arial, verdana">

Fyron April 12th, 2004 10:20 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The player that was playing them dropped out due to RL reasons, so I think the empires should still be in a viable position. I am not sure what race type they are though. Some of them sound Organic from their names.

Imperial April 13th, 2004 10:03 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
This is my first go at the mod--and i have a question--The Xenoarcheology research area--how does it work??-- does each level researched allow for a higher tech to be discovered?--sorry if its been asked before)

[ April 13, 2004, 21:04: Message edited by: Imperial ]


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