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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
It allows you to research advanced ancient techs. IE: you've found ancient ruin with Massive Ionic Disperser, and it gives you the comp itself and tech area with the same name (only 1 level). But if you have Xenoarcheology 1 you'll also get additional tech - Massive Engine Destroying Weapons with 5 levels to research and more comps.
Some high grade unique techs (like Adamantium armor) require higher levels of Xenoarcheology. [ April 13, 2004, 21:37: Message edited by: aiken ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
sweet--sounds like fun--thanks for the answer
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Still looking for AI modders to help improve the AI...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I'm not a modder by any stretch of the imagination but I intend to start a solitaire game with this mod perhaps over the weekend...do you want me to let you know how it goes, if the AIs do anything weird, etc...?
Thanks, Alarik Quote:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sure. It is a public beta, afterall. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Adamant Mod has been upgraded to 0.14.02. You can get the patch here:
Adamant Mod Patch 0.14.02 Version 0.14.02 - 18 April 2004: Note: Requires Facility Pack 12 and Component Pack 23 of Image Mod. Files Altered: AI_Construction_Facilities.txt files, Components.txt, Facility.txt 1. Fixed - Fungal Torpedos now display the correct to hit bonus in their ability tags. 2. Fixed - Resupply Depots now have correct roman numerals. 3. Fixed - Level VIII radioactives facilies now require tech level 8 instead of 7. 4. Fixed - Radioactives Harvesting II is now Radioactives Harvester II. 5. Fixed - Long range scanning facilities now have correct roman numerals. 6. Changed - Concatenated descriptions of Corrosive Fungal Torpedos to get around SE4 ability tag text display once again. 7. Changed - Homeworld facilities now list the shields that they generate. 8. Added - Normal resource production facilities now use AI Tag abilities, so that the AI can build them instead of homeworld facilities. 9. Changed - Growth Chamber facilities now use image 481. 10. Changed - Many components use new images. 11. Changed - Viral Spore (the plague bomb for organic races) is now Plague Spore. 12. Changed - Spore Filter description now references Viral Spores instead of Mines. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
So has anyone actually downloaded and played Adamant with its new working AI? Feedback has been rather sparse...
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Ok, some feedback:
AI still wants to build at least one Homeworld cultural center per colonized system. Possible reason: Change Population Happiness - System call in Mining, Farming, Refing Colony sections of AI_CF file. Cultural center is the only type of facilities with such ability availiable from the start. I don't think it's critical, though it can be fixed. The really big problem is large ships with unsufficient amount of engines, so they have only 1 MP (if drans-dimensional, then 2 MP). Solution is very easy - make separate designs for every hull size (since each hull size require its own amount of engines per move) with different Minimum Speed values. Btw, Fyron, I guess right that all AI races (at least of the same type) use the same scripts as a base or not? Edit: one more - AI doesn't build Spaceports in the colonized system. Where is no call for such ability in AI_CF files (all races), though it should be, since very few AIs have Natural Merchants trait in EMPs. [ April 27, 2004, 09:36: Message edited by: aiken ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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[ April 27, 2004, 20:36: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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