.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)

Atrocities May 5th, 2004 07:24 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I have to say that this is a very enjoyable mod to play now that the AI can actually play. http://forum.shrapnelgames.com/images/icons/icon7.gif Nice update and I look forward to more. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron May 5th, 2004 07:48 PM

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

Originally posted by aiken:
The main problem I can see, is not maintanence but investments into the construction of such bases: 20000 resources x 5 comp per base = 100000 resourses (asuming 10:1 scale). That is quite expensive and takes long time for non-HW planets to build. To workaround this you can add positive Modified Maintenance Cost ability to this component and make them cheaper. Will the positive and negative values substract from each other, or not?
<font size="2" face="sans-serif, arial, verdana">Yeah, build times are an issue... The maintenance values will stack. I am not positive if they just add linearly, or if they multiply, with one increasing maintenenace first, then the other decreasing it. Anyone want to test it? http://forum.shrapnelgames.com/images/icons/icon12.gif

Aiken May 6th, 2004 05:39 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
It seems to work this way:
Final_maint_cost = Empire_Start_Maint_Cost + Initial_hull_maint_reduct + N*Mod_maint_cost_from_comp1 + M*Mod_maint_cost_from_comp2 +...

IE, Comp1 has Modified Maintenance Cost=20; Comp2 has Modified Maintenance Cost=-5; Comp3 has Modified Maintenance Cost=10. Hull has Modified Maintenance Cost=-90.
In Adamant, final maintanence for this hull with 4 Comp1, 2 Comp2 and 3 Comp3 will be 110%: (100-90+4*20+2*[-5]+3*10=110).

[ May 06, 2004, 04:50: Message edited by: aiken ]

Fyron May 7th, 2004 05:54 AM

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

Empire_Start_Maint_Cost + Initial_hull_maint_reduct
<font size="2" face="sans-serif, arial, verdana">This can't be true... if it were, stock game bases would have 25 - 50 = - 25% maintenance, which they do not... it is 12.5%.

Aiken May 7th, 2004 06:33 AM

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

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Empire_Start_Maint_Cost + Initial_hull_maint_reduct
<font size="2" face="sans-serif, arial, verdana">This can't be true... if it were, stock game bases would have 25 - 50 = - 25% maintenance, which they do not... it is 12.5%. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/shock.gif Sorry, I see my mistake now. This formula should be correct:
Final_maint_cost = Empire_start_maint_cost * (1+ [Initial_hull_maint_reduct + N*Mod_maint_cost_from_comp1 + M*Mod_maint_cost_from_comp2 +...]/100)

edit: fixed the error again.

[ May 07, 2004, 06:58: Message edited by: aiken ]

Atrocities May 7th, 2004 11:10 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
No wonder I can never win a PBW game. I am playing against rocket scientists and number loving uber geeks. http://forum.shrapnelgames.com/images/icons/icon10.gif

tesco samoa May 7th, 2004 05:36 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
AT why does Women and food come in Last for your interests..... ? Do I smell Geek http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron May 7th, 2004 09:59 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok I do not know why, but for some reason Parabolize was able to get the mod to work by installing an old 0.13.xx Version, then applying the 0.14.04 Lite and Race Pack files as a patch... most bizarre. This leades me to supsect that some people's systems have problems with the intro pics... if the mod causes SE4 to lock up or crash on you, try deleting the Intro.bmp pics. Tell me if this does not work...

parabolize May 7th, 2004 10:28 PM

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

Originally posted by Imperator Fyron:
Ok I do not know why, but for some reason Parabolize was able to get the mod to work by installing an old 0.13.xx Version, then applying the 0.14.04 Lite and Race Pack files as a patch... most bizarre. This leades me to supsect that some people's systems have problems with the intro pics... if the mod causes SE4 to lock up or crash on you, try deleting the Intro.bmp pics. Tell me if this does not work...
<font size="2" face="sans-serif, arial, verdana">It has become more bizarre. I unpacked Adamant FQM.exe in windows gave it a differnt name and moved the Space Empires IV Gold/Adamant0.14.04/Pictures/Game folder into My Documents folder. Then I put in the 0.13.xx Pictures/Game folder and it loaded without crashing. Next I added the 0.14.04 files one by one back into the 0.14.04 and it never crashed. Dont ask me why this would change anything but it did. http://forum.shrapnelgames.com/image...s/confused.gif

Fyron May 8th, 2004 12:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Very, very strange...


All times are GMT -4. The time now is 01:19 PM.

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