.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

Aiken April 27th, 2004 11:03 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
A friend of mine also reported about crashes during empire adding and turn computations.
I'll ask him about details.

XenoTheMorph April 28th, 2004 01:40 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok Some more feedback! (Well a very small amount http://forum.shrapnelgames.com/images/icons/icon10.gif )

Well first does anyone know why whenever I try to start a game, if it is not a 'Quick Launch' one, the game hangs whenever I try to make a new (or add a emp file) race! http://forum.shrapnelgames.com/images/icons/icon9.gif Also occasionally it will not load up at all (Strangly it seems that if I load up and close another mod just before I start it it will always load!)and a similar thing happens when I try to load a game. http://forum.shrapnelgames.com/images/icons/icon8.gif
NOTE: I have reinstalled the mod many times (new downloads, with a dialup connection http://forum.shrapnelgames.com/images/icons/tongue.gif )

Well feedback -
Early game all the empires I've encountered don't really have enough supply storage, especially attack ships which don't seem to have any at all (therefore 1MP & no weapons fire!) http://forum.shrapnelgames.com/images/icons/icon9.gif
Though I do really like the tech(magic) tree so far http://forum.shrapnelgames.com/images/icons/icon7.gif

(I really must use less smilies!!!)

[ April 27, 2004, 12:43: Message edited by: XenoTheMorph ]

Fyron April 28th, 2004 06:27 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Most odd... what sorts of settings are you guys getting crashes with?

XenoTheMorph April 28th, 2004 02:32 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well Fyron,

The settings I use in the game are the standard quick start settings (whatever thoses are!) for Flora or (machinelike magic race http://forum.shrapnelgames.com/images/icons/icon10.gif ). With these settings I sometimes (when first loading only, 2nd onwards is fine) get a hang (whole system freezes http://forum.shrapnelgames.com/images/icons/icon8.gif ).

The rest of the time it hangs before I get a chance to set any settings http://forum.shrapnelgames.com/images/icons/icon9.gif . Either on the intro screen (always 20% strangely), or when opening anything that uses individual races stats (i.e. new race choosing or emp adding).

If this helps anyone I once had a similar (though much less severe) problem with Atrocites Star Trek Mod http://forum.shrapnelgames.com/images/icons/icon6.gif , that was caused by a single corrupt Bmp in the Tholians folder (found by a process of elimination). Though this only happened when loading games that had the Tholians in or Viewing the Tholians Emp files (sometimes).

Hmm now thats an idea what about using the Tholian race for an extra magical shipset??? Does look reasonably magical http://forum.shrapnelgames.com/images/icons/icon12.gif

I've even tried to reinstall SEIV to solve this but no luck! http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ April 28, 2004, 13:34: Message edited by: XenoTheMorph ]

Fyron April 29th, 2004 02:17 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
That solution to the AST mod problem sounds like a huge amount of work... :'S Perhaps I will just re-compress the mod and reupload instead. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron May 1st, 2004 07:38 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok, I could not replicate ANY crashing problems with the mod, using the file I had uploaded. Maybe you could try downloading the Lite file and extracting it overtop the install from the Full file, and see if that makes any difference?

XenoTheMorph May 1st, 2004 10:21 AM

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

Knowing my luck it is going to be an artifact of my whole system!!! http://forum.shrapnelgames.com/images/icons/icon12.gif

Thanks for checking for the likely suspects. Lets see if I can solve the problem (Hmm lets see if installing different copy of windows in another partition solves the prob, if so time to reinstall my system!!!! http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Fyron May 3rd, 2004 12:06 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
0.14.03 is now ready for download. The AI works much better than in previous Versions. There is no explicit patch file for this Version, as making that is a pain when there are so many AI files patched... so, you can use Adamant Lite as a patch, which contains no images whatsoever. It can patch any Adamant Version 0.14.00 or higher to 0.14.03. Check sig for links.

Note: Do NOT install this over your 0.13.34 Version if you are in an Adamant PBW game, as it will NOT be used for them.

Version 0.14.03 - 2 May 2004:
Files Altered: AI_Construction_Facilities.txt files, AI_Research.txt files, AI_Planet_Types.txt files, default AI_General.txt files
1. Changed - Completely revamped AI research paths.
2. Changed - Created new AI facility construction files that should hopefully work better. Loosely based off of Aquilaeian and United Floral files.
3. Changed - Created new AI planet type files, loosely based off of the United Floral file.
4. Fixed - Generic AI general files now have proper racial point balances.
5. Added - AI_File_Copy.bat to Pictures\Races folder, useful in adding generic AI files to all races at once. Created by Will^.
6. Added - Viewer2.2.html file to Pictures\Races folder, useful in viewing all of a race's vehicles at once. Created by Andrès Lescano.

[ May 02, 2004, 23:10: Message edited by: Imperator Fyron ]

Fyron May 5th, 2004 02:34 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.14.04 is released. This update features some AI fixes, new unit armor with 1/2 the hit points of Light Armor, and various cosmetic updates to the display of the tech tree in-game (through different Groups for many tech areas).

There is no explicit patch. However, you can use these two files as a patch:

Adamant Mod Lite 0.14.04
Adamant Mod Race Pack 0.14.04

Lite contains all of the data and AI updates. Race Pack contains new ship set images added since the 0.14.00 Version. So far, it only contains the Manai ship set. If you already have this ship set installed, you do not need to get the Race Pack.

Version 0.14.04 - 4 May 2004:
Files Altered: AI_Research.txt files, CompEnhancement.txt, Components.txt, TechArea.txt
1. Fixed - Krill now have an AI_General.txt file.
2. Fixed - Cellulose Reinforement is now Cellulose Reinforcement
3. Changed - Membrane Shells tech area is now Membrane Layers.
4. Changed - Chitin Shells tech area is now Chitin Exoskeleton.
5. Changed - Cellulose Shells tech area is now Cellulose Exoskeleton.
6. Changed - Psilocybe Appendage ability descriptions now mention viral spores instead of mines.
7. Removed - There was a second tech area entry for Contagion. The one in the wrong place is changed to Contagion REMOVED.
8. Fixed - Pyron and Manai AI_General.txt files had improper calls for Physical Race instead of Magical Race.
9. Changed - Adamantium Armor can now only be placed on Ships and Bases.
10. Changed - Units can no longer use regular light armor. Instead, they have new light armor with one half the amount of Tonnage Structure.
11. Changed - Weapon platform component mounts are now 1/2 cost, rather than 1/4 cost.
12. Changed - Vehicle technologies are now in Vehicle Engineering, Vehicle Adaptation or Vehicle Conjuration group, depending on race type.
13. Changed - Armor technologies are now in Armor Engineering, Armor Adaptation or Armorsmithing group, depending on race type.
14. Changed - Propulsion technologies are now in Propulsion Science, Propulsion Adaptation or Propulsion Magic group, depending on race type.
15. Changed - Sensor, Scanner and Combat Support technologies are now in Martial Technology, Martial Adaptation or Martial Magic group, depending on race type.
16. Changed - Resource, research and Space Yard technologies are now in Infrastructure Development group.
17. Added - Light Weapon Mount, which halves all stats of a weapon except damage, which is reduced to 40%. Can only be used on ship hulls up to level 6 in the ship construction tech areas (Heavy Frigate, Great Spawn, Heavy Longship).
18. Removed - Mines and Infestation Spores tech areas had extraneous tech reqs.
19. Changed - Mine Sweepers now require their own tech areas, separate from the basic Mines tech.
20. Fixed - Cooperative Development now has 10 levels instead of 1.
21. Added - Electromagnetic Screening tech areas, which provide Active and Passive EM cloaking of up to level 3 for mines with far less theoretical tech research.
22. Changed - Necromatic Weapons is now Necromantic Weapons.
23. Changed - Updated the Readme with better Installation information.

[ May 05, 2004, 01:38: Message edited by: Imperator Fyron ]

JLS May 5th, 2004 03:12 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fyron, I am downloading your most recent Adamant and all sounds fascinating. I do have some free time if you have any opportunities on your team.
I would like to lend a small hand if you have anything for me?


All times are GMT -4. The time now is 12:06 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.