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

Ed Kolis August 12th, 2003 06:28 AM

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

Originally posted by Imperator Fyron:
[QB] </font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Note that it is Deeply Religious, not Religious. I see nothing wrong with a race that is not Deeply Religious being able to make temples. They are not at all like Shrines, just happiness facilities. Religion played a more prominent role in the medieval ages of Europe than it does today in the US, and that is where the Magic races are sort of set. At least, the historical aspects.
<font size="2" face="Verdana, Helvetica, sans-serif">Makes sense

Quote:

Frigates were massive ships in the Age of Sail, unlike the modern usage of frigate. As the magic races are set around there somewhere, it made sense to use Frigate (as well as a lot of other medieval and later sail ships). I don't think it will be too confusing, but if it ends up confusing people, I have no idea what else to call the ships. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, guess they were, since in the Age of Sail they were only at level 2 of Ship Construction http://forum.shrapnelgames.com/images/icons/icon12.gif

Seriously though, want other archaic sounding names? How about trireme? Are triremes big ships? (Are they even military ships or are they merchantmen? Why are they called merchantMEN when ships are referred to as "she", anyway?) Hmm, I'm not too good on marine history

Quote:

Yeah there is. It is available to Physical races, between the Escort and Light Frigate in size and tech req.
<font size="2" face="Verdana, Helvetica, sans-serif">Must have missed it... kinda odd by the way to have some hulls saying "defense bonus from small size, maintenance penalty from large size" - I know size is relative, but it is a bit weird http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

I wasn't quite sure what to put in them, and I have loaned my Psionics Handbook (D&D) to a friend, so can't really fill them all up. http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">So you DO play D&D! And you try to seem like you're above that! http://forum.shrapnelgames.com/images/icons/tongue.gif

Quote:

It makes it a little more likely that they will be selected to be damaged when the ship is hit, as most internals have 10 hit points. They have 11, and so are more likely to be hit than if they had only 10.
<font size="2" face="Verdana, Helvetica, sans-serif">Hmmm, how devious... give them just enough hitpoints so they're hit more often, but not enough to really make a difference when it comes to being destroyed... Maybe Aaron was up to something when he gave engines 20 hitpoints; I always thought he just figured they were too vulnerable so he beefed them up, but maybe he was making them easier to hit...

[quote]
Quote:

How about if the different crew quarters levels provided maintenance bonuses and penalties? You know, you're more likely to take care of the ship when you're taken care of yourself
<font size="2" face="Verdana, Helvetica, sans-serif">Hmm... what bonuses would you suggest?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well, since you seemed to go with the idea that only the luxury crew quarters is without penalties (as opposed to the standard being +0 combat, the luxury being +x, and the basic being -x), how about a 2% maintenance penalty for the standard quarters and a 4% for the basic? Nothing big or anything... well at least if you don't have any stellar manipulation ships!

Quote:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">How can the Religious Talisman be placed on satellites or drones?
<font size="2" face="Verdana, Helvetica, sans-serif">It can't at present. If only we could just make our own list of vehicle sizes allowed and such. </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Sorry, I wasn't so clear with that question; what I meant is that satellites and drones are in the allowable vehicle types, when it really only makes sense for ships, bases, and weapons platforms. (How are you supposed to have fanatical priests doing their thing on an unmanned vehicle? http://forum.shrapnelgames.com/images/icons/icon12.gif ) The War and Death talismans only go on ships and bases... if it's an issue of there's no Ship\Base\WeapPlat designator, you could have 2 copies of the Talisman, one for ships\bases and the other for WP's; maybe make the WP one bulkier/more expensive since it has the power to affect an entire planet full of weapon platforms, not just one like the ship Version can...

Quote:

They do have weaker armor. Their armors have 10% fewer hit points than equivalent levels of Physical race armor. You think I should make them even weaker?
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, I guess I didn't notice; I thought they were the same. Still, it seems kinda funny for them to even be in the same ballpark... wooden ships vs. what's the basic Physical armor? ROFL! Monitor vs. Merrimack anyone? http://forum.shrapnelgames.com/images/icons/icon10.gif Of course, then magical shields would have to be MUCH more powerful to balance magic races out...

Quote:

They don't get built in cloaks. Look closely: the number of abilities is set to 0, so they have no built in abilities in-game. I just did not want to delete the ability lines in case I later decided to give them built-in cloaking again. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">And the game actually loads those files, it doesn't choke on the extra lines?!

Quote:

True. They were useful before I added boarding defense to a lot of comps to make them susceptible to Mental Shredders and such. I will remove the Neutron Cannon (BP).
<font size="2" face="Verdana, Helvetica, sans-serif">Might as well remove the (SS) designation as well, since it does affect crew quarters and boarding parties...

Fyron August 12th, 2003 06:56 AM

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

Yeah, guess they were, since in the Age of Sail they were only at level 2 of Ship Construction ;)
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, if we were doing Age of Sail, the Frigate name would be used for a ship of about Ship Construction 8... it is not at all the same as the stock SE4 Frigate.

Quote:

Seriously though, want other archaic sounding names? How about trireme? Are triremes big ships? (Are they even military ships or are they merchantmen? Why are they called merchantMEN when ships are referred to as "she", anyway?) Hmm, I'm not too good on marine history
<font size="2" face="Verdana, Helvetica, sans-serif">Triremes were pretty much all warships. They were also smaller than most of the ships I have used, and oar-driven. All of the ships I used were capable of being driven by sails (and were), even Galleys.

Quote:

Must have missed it... kinda odd by the way to have some hulls saying "defense bonus from small size, maintenance penalty from large size" - I know size is relative, but it is a bit weird ;)
<font size="2" face="Verdana, Helvetica, sans-serif">Those would be typoes. :D

Quote:

So you DO play D&D! And you try to seem like you're above that! :p
<font size="2" face="Verdana, Helvetica, sans-serif">I have said countless times that D&D is the primary inspiration of the Magic races... :P

Quote:

Well, since you seemed to go with the idea that only the luxury crew quarters is without penalties (as opposed to the standard being +0 combat, the luxury being +x, and the basic being -x), how about a 2% maintenance penalty for the standard quarters and a 4% for the basic? Nothing big or anything... well at least if you don't have any stellar manipulation ships!
<font size="2" face="Verdana, Helvetica, sans-serif">That was to prevent someone from adding just one Luxurious CQ and the rest Standard CQ to get the bonus, but without giving up all the space. ;)

Quote:

Sorry, I wasn't so clear with that question; what I meant is that satellites and drones are in the allowable vehicle types, when it really only makes sense for ships, bases, and weapons platforms. (How are you supposed to have fanatical priests doing their thing on an unmanned vehicle? ;) ) The War and Death talismans only go on ships and bases... if it's an issue of there's no Ship\Base\WeapPlat designator, you could have 2 copies of the Talisman, one for ships\bases and the other for WP's; maybe make the WP one bulkier/more expensive since it has the power to affect an entire planet full of weapon platforms, not just one like the ship Version can...
<font size="2" face="Verdana, Helvetica, sans-serif">Oh... the sats could be blessed or something. :D

Quote:

Oh, I guess I didn't notice; I thought they were the same. Still, it seems kinda funny for them to even be in the same ballpark... wooden ships vs. what's the basic Physical armor? ROFL! Monitor vs. Merrimack anyone? :D Of course, then magical shields would have to be MUCH more powerful to balance magic races out...
<font size="2" face="Verdana, Helvetica, sans-serif">The armor is magically enchanted, of course.

Quote:

And the game actually loads those files, it doesn't choke on the extra lines?!
<font size="2" face="Verdana, Helvetica, sans-serif">They are not extra lines, they are expected lines. So no, it does not choke.

Quote:

Might as well remove the (SS) designation as well, since it does affect crew quarters and boarding parties...
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, I did that already. ;)

More Sneak Peak Goodness

Version 0.12.02:
1. Added - Added Star - Unstable and Palace ability description tag to the following weapons mentioning that their armor skipping ability does not trigger the extra shields from damage ability of leaky shields: Null - Space Projector, Temporal Shifter, Shard Cannon, Graviton Hellbore.
2. Fixed - Tower of Protection technology is now in Racial Area 60.
3. Fixed - Phased - Shield Generators now use the correct picture instead of the normal Shield Generator picture.
4. Added - Advanced Storage Techniques Version of the Drone Launcher.
5. Fixed - Contagion tech area is now in Racial Area 60.
6. Fixed - Invisibility tech area is now in Racial Area 60.
7. Fixed - Renamed Radioactive Resource Warehouse to Mana Resource Warehouse.
8. Changed - Hunter-Killer Drones are now in Family 2026 instead of 2025.
9. Fixed - Magic race fighters (Astral Monsters) were missing.
10. Changed - Added the Depleted Uranium Cannon back into the mod.
11. Changed - Colony Modules can now only be placed on Ships.
12. Added - Readded hybrid colony modules.
13. Changed - Increased research cost of Advanced Military Theory from 15000 to 25000.
14. Added - Magic and Organic themed alternate Main.bmp button graphics, by General Woundwort.
15. Added - Physical themed alternate Main.bmp button graphics, by David E. Gervais.
16. Added - Fibroin Weave for Organic Races, which is the high level armor component with the Armor ability.
17. Fixed - Cellulose Shells tech area now requires Chitin Shells instead of Armor.
18. Fixed - Spelling error in description of Inherent Regeneration racial trait.
19. Removed - Neutron Cannon (BP) is now pointless, as the Neutron Cannon (SS) can already destroy Boarding Parties. So, it has been removed. Neutron Cannon (SS) is now just Neutron Cannon.
20. Fixed - Point Defense Cannons and Flak Cannons now list their bonuses to hit in their ability tags.
21. Changed - PDC bonuses to hit now range from 20 to 70 instead of 70 at all levels.
22. Changed - Flak Cannon bonuses to hit now range from 10 to 40 instead of 70 at all levels.

[ August 12, 2003, 06:03: Message edited by: Imperator Fyron ]

FMMonty August 13th, 2003 03:00 AM

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

Originally posted by Imperator Fyron:
FMMonty:
Any progress or ideas you want to run by me or anything?

<font size="2" face="Verdana, Helvetica, sans-serif">Must say I decided not to worry about names until later in the process, until I hit a snag. I was cheerfully making up df weapons with no concept of what the rational behind why the weapon does the damage would be.

So, I am currently thinking of a number of seeking weapon types (think wasps), some very short range melee type attacks (claws, bite, tenticles).

The other things could be a spit type weapon, and maybe some spike shooter ideas.

I do wonder about making the ships primarily seeker armed with melee weapons, but that would require very careful balancing. Up to you, how do you see their weapon Groups progressing?

Fyron August 13th, 2003 03:36 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Primarily missiles and short range (melee) weapons doesn't really fit with Organic races. It might if they were actually wasps or something, but they are not. More of a general organicy type race. They would definitely need some weapons like the Organic Manipulation tech tree weapons. http://forum.shrapnelgames.com/images/icons/icon12.gif They should have some powerful melee type weapons, but also some longer ranged ones too.

Fyron August 25th, 2003 11:08 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I have decided to use a new Intro pic. You can get it here:

800x600 - 450 KB
1024x768 - 1.39 MB

They are self-extracing RAR archives (as ZIP sucks...), so you do not need any archive program to extract them. http://forum.shrapnelgames.com/images/icons/icon12.gif

Extract them into the Adamant\Pictures\Game\800x600 or the Adamant\Pictures\Game\1024x768 folder.

Edit:
Ok, SE4 is just stupid. On 1024x768 resolution, a 800x600 intro pic makes the text buttons have a white background. On 1280x1024, they have the normal black background.

This image comes from Birth of the Federation, copyright some time by Microprose.

[ August 25, 2003, 10:32: Message edited by: Imperator Fyron ]

Fyron August 26th, 2003 03:40 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok, I have decided to change the intro pic just a tad. http://forum.shrapnelgames.com/images/icons/icon10.gif You can get a preview here:

http://spaceempires.net/files/Intro.jpg

Atrocities August 27th, 2003 01:21 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I need to get the newest Version of your AI defualt files to I can avoid the errors at the start of the game. The file you sent me Last night did not fix it.

Fyron September 1st, 2003 08:23 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.13.00 has been released! Check out thie History file for the latest changes:

http://adamant.spaceempires.net/History.txt

Fyron September 13th, 2003 01:18 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I have been adding descriptions to the various vehicle sizes in the mod. Here is my work so far: VehicleSizes.txt

If you view this file, comments/suggestions are REQUIRED. http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron September 13th, 2003 06:17 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Don't make me bump this incessantly. http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron September 14th, 2003 10:05 PM

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

Atrocities September 17th, 2003 12:11 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Hey I have been playing your mod a bit lately, and I have to say Fyron, this is one well thought out, compreesive mod. I am enjoying it a lot.

Would you care if I tried to adapt my Ticon and Kiriath race Ai to use your mod? If I can get it to work, would you consider using it in the mod?

Again, great work on this mod.

Fyron September 17th, 2003 07:06 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Sure. I might have to make a separate "races" pack if I get too many races in the mod though. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities September 17th, 2003 07:53 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Dude this mod is as much fun to play as Proportions. How did you find the time to make it so indepth?

Fyron September 17th, 2003 07:55 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Umm... not that hard when it is spread out over a year. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

Atrocities September 17th, 2003 11:21 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
http://forum.shrapnelgames.com/images/icons/icon7.gif So you have focused more on the Multiplayer aspect of the game and less on the Single Player. I can see the logic behind this as this mod would be awsome in a PBW game.

The SP games are good as well. http://forum.shrapnelgames.com/images/icons/icon7.gif Very challenging at times.

Fyron September 18th, 2003 07:27 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I hope you didn't mean SP games of Adamant, as the AI can not even design any ships... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron September 18th, 2003 08:46 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Brand new screen shots available on http://adamant.spaceempires.net/ http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities September 18th, 2003 08:47 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fantastic. Even more proof that this is a kick *** mod. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities September 18th, 2003 09:19 AM

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

Like I said, this mod is a great play.

Fyron September 18th, 2003 09:30 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Hopefully, basic AI support will be available within a month! http://forum.shrapnelgames.com/images/icons/shock.gif

deccan September 18th, 2003 11:35 AM

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

Originally posted by Imperator Fyron:
I hope you didn't mean SP games of Adamant, as the AI can not even design any ships... http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">No offense, Atrocities, but you seem to be going out of your way to praise the Imperator. http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM September 18th, 2003 10:17 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Atrocities and Fyron are the same person? http://forum.shrapnelgames.com/images/icons/shock.gif

Fyron September 19th, 2003 02:06 AM

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

Originally posted by narf poit chez BOOM:
Atrocities and Fyron are the same person? http://forum.shrapnelgames.com/images/icons/shock.gif
<font size="2" face="Verdana, Helvetica, sans-serif">As funny as that would be, no. http://forum.shrapnelgames.com/images/icons/icon6.gif

[ September 19, 2003, 01:06: Message edited by: Imperator Fyron ]

JLS September 19th, 2003 02:17 AM

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

Originally posted by Imperator Fyron:
Brand new screen shots available on http://adamant.spaceempires.net/ http://forum.shrapnelgames.com/images/icons/icon10.gif
<font size="2" face="Verdana, Helvetica, sans-serif">The home page is as expected (near perfect) and your forums is always of interest
http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron October 15th, 2003 05:01 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Adamant Mod Patch 0.13.09.zip

Atrocities October 15th, 2003 05:34 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Thanks Fyron. Will those who are playing in your PBW Beta have to update as well?

[ October 15, 2003, 04:34: Message edited by: Atrocities ]

Fyron October 15th, 2003 05:36 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I sent out a news email with the link to this file. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities October 15th, 2003 07:39 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Hummm, I did not get it. Oh well. I read it in the game info at PBW so all is well and the game is progressing ok.

Great mod. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron October 16th, 2003 11:32 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Adamant Mod Patch 0.13.10.zip

Imperial October 17th, 2003 05:33 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
just curious if the mod has AI support yet for single player))--

Fyron October 17th, 2003 05:51 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Not yet. Hopefully JLS will finish up AIC 4.1 and release it, so that he can get to work on the Adamant AIs. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities October 17th, 2003 06:04 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
There is so much to the Adamant mod that one can play it for a long time and still not learn everything. Very nice job Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif

Saber Cherry October 20th, 2003 04:52 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
This mod SOUNDS awesome (homepage is down, so I don't know what it looks like). But if I'm reading this thread correctly, it is unusable for single player games (because the AI does not design ships, or something). Is that correct?

Fyron October 20th, 2003 05:04 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The new homepage is down, but the old is still up. http://forum.shrapnelgames.com/images/icons/icon12.gif

http://galileo.spaceports.com/~kazharii/

JLS is working on some AIs for the mod so that it will be useable in SP mode. It is still in alpha, afterall. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities October 20th, 2003 09:48 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Hey Fyron, I keep getting a 404 error on this latest patch link even when I am logged into PBW.

http://seiv.pbw.cc/Download/filelib/...ch+0.13.11.zip

I guess I need the file to play the latest turn, but I can not seem to get it.

Atrocities October 20th, 2003 09:50 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Never mind, I was able to get the file section of PBW to work this time. Odd, I tried for hours to get into the file library and could not. I kept getting a timed out error. Damn dial up!

Fyron October 21st, 2003 06:28 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The "new" Adamant Mod web site (on SE.net) is back up.

Fyron October 22nd, 2003 03:40 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The Psionic Disciplines of Metacreation (powers create objects, creatures, or some form of matter), Psychometabolism (powers change the physical properties of the psion) and Psychoportation (powers move the manifester, an object, or another creature through space and time) don't really have much in them. Anyone have suggestions on what to add to them?

Saber Cherry October 22nd, 2003 07:31 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Guns. Lots of guns.

Oh, wait, this isn't the movie quotes thread...

Ed Kolis October 22nd, 2003 08:59 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Off the top of my head...

Psychoportation:
Psionic Supply Transfer - Effectively a Quantum Reactor, it transfers supplies from an infinite pool on the homeworld.
Beam-the-enemy-leader-into-the-center-of-the-sun/beam-the-center-of-the-sun-into-whatever-you-want/a million other cheesy applications of psionic teleportation http://forum.shrapnelgames.com/images/icons/tongue.gif (Hey, if you allow teleporting of SOME stuff, why not ANYTHING? OK, I guess you could place a mass or heat limit on it or something, saying that it strains the mind to move really heavy or hot objects...)
PK Tractor - Long range tractor beam
PK Repulsor - Powerful repulsor beam
PK Fuya / PK Thunda - Mispronounced attacks from Super Smash Bros. http://forum.shrapnelgames.com/images/icons/icon10.gif

Psychometabolism:
Ultra-Spartan Crew Quarters - Crew quarters that are even smaller and cheaper than regular Spartan Crew Quarters, but don't provide any extra penalties beyond those of normal Spartan Crew Quarters (the crew can adapt to this environment)
Zero-G Troopers - Improved boarding parties who are disciplined to withstand zero gravity; an even more enhanced Version could be available with the Zero-G Engineers trait
Ultra-Spartan Colony Module - Smaller colony module due to reduced need for support equipment
I'd suggest something to reduce the food consumed by population, except that they don't consume any in the first place! http://forum.shrapnelgames.com/images/icons/icon12.gif (If I were to make a mod, I'd probably make all systems 1 star and give all facilities that require people to work a negative solar organics generation in order to simulate food consumption... OK, so it's based on facilities not population but it's the best I can do http://forum.shrapnelgames.com/images/icons/tongue.gif )

Metacreation:
Mental Construction Yard - sort of like Temporal Spaceyard
Mental Replicator - Mini spaceyard for building units onboard carriers and transports (though normal races could use something like this too), possibly with the "emergency supply pod" ability if you don't get rid of those things entirely http://forum.shrapnelgames.com/images/icons/icon12.gif
Psionic Matter Converter - generates resources from solar energy (like the crystalline facility) and also converts between resources
Psionic CT Engine - much cheaper Version of the Contra Terrene engine which relies on psionic conVersion of matter to antimatter by rotating it through the fourth dimension, instead of producing it the hard way http://forum.shrapnelgames.com/images/icons/icon7.gif


What is the difference between Psychoportation and Telekinesis anyway? They both move things with the power of the mind... Does Psychoportation make them "jump" places instantaneously without traversing the space in between while Telekinesis makes them "slide" like things normally move? http://forum.shrapnelgames.com/image...s/confused.gif

Fyron October 22nd, 2003 09:07 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Here are some powers from D&D, though I am not sure how to translate them to SE4 http://forum.shrapnelgames.com/images/icons/icon12.gif :

Psychometabolism:
Elfsight. You have low-light vision.
Lesser Natural Armor. You gain +1 natural armor bonus.
Talongs. Your unarmed attacks deal +1 damage.
Verve. You gain 1 temporary hit point.
Biofeedback. Self-control allows you to take some damage as subdual damage.
Compression. You shrink 10%/level (max 50%).
Empathic Transfer. You absorb others' hurts.
Feel Light. You use tactile sensation to see.
Feel Sound. You use tactile sensation to hear.
Hear Light. You use auditory sensation to see.
Lesser Body Adjustment. You heal1d8 hp, or gain a +1 bonus on your next Fortitude save to resist ability damage.
Animal Affinity. You possess one ability score of a chosen animal.
Body Equilibrium. You can walk on nonsolid surfaces.
Chameleon. You gain a +10 enhancement bonus on Hide checks.
Sustenance. You can go without food and water.
Ectoplasmic Form. Your amorphous form is hard to hurt.
Rejuvenation. You heal 1 point of temporary ability damage/hour.
Polymorph Self. You assume a new form.
Adapt Body. You adapt your body to hostile environments.
Energy Barrier. You convert energy attacks to harmless light.
Suspend Life. Your life functions slow to imperceptibility.
Energy ConVersion. You convert energy attacks to one ray energy attack of your own.
Fission. You briefly duplicate yourself.
Hypercognition. You can deduce almost anything.
Iron Body. Your body becomes living iron.
Affinity Field. Effects that affect you also affect others.


Psychoportation:
Burst. Subject speed improves by 10 ft. for 1 round.
Float. You buoy a subject in water or other liquid.
Call Weaponry. Never lack for a weapon.
Skate. Subject slides (skillfully) along the ground as if ice.
Spider climb. Grants ability to walk on walls and ceilings.
Knock. Opens locked or psionically locked doors.
Astral Steed. Astral steed appears for 1 hour/level.
Fly. Subject flies at speed of 90 ft.
Dimension Door. Teleports you and up to 500 lb. a short distance.
Dismissal. Forces a creature to return to a native plane.
Sending. Delivers short message anywhere instantly.
Teleport. Instantly transports you anywhere.
Retrieve. You teleport to your hand an item you can see.
Trace Teleport. Learn origin or goal of subject's teleport.
Phase Door. Invisible passage through wood or stone.
Plane Shift. Up to eight subjects navel to another plane.
Dream Travel. You travel to other places through dreams.
Temporal Acceleration. Your time frame accelerates for 2 rounds.
Temporal Velocity. Your time frame accelerates for 3d4 rounds.


Metacreation:
Astral Construct I. Creates astral construct to fight for you.
Grease. Makes 10-ft. square or one object slippery.
Psycholuminescence. Object sheds silvery light.
Ectoplasmic Cocoon. You encapsulate a foe so it can't move.
Burning Ray. Fiery ray deals 3d6 damage to foe.
Create Food and Water. Feed's three humans (or one horse)/level.
Metaphysical Weapon. Weapon gains a +3 bonus.
Fabricate. Transforms raw goods to finished items.
Wall of Ectoplasm. You create a protective barrier.
Ectoplasmic Armor. Subject gains a +10 armor bonus.
Flaming Shroud. Encased foe rakes 11d6 fire, damage.
Contingency. Sets trigger condition for another power.
Mind Store. Store your personality against future need.
Genesis. You instigate a new demiplane in the Astral Plane.

Fyron October 22nd, 2003 09:13 PM

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

What is the difference between Psychoportation and Telekinesis anyway? They both move things with the power of the mind... Does Psychoportation make them "jump" places instantaneously without traversing the space in between while Telekinesis makes them "slide" like things normally move?
<font size="2" face="sans-serif, arial, verdana">Psychoportation:
Psychoportation powers move the manifester, an object, or another creature through space and time. Representative powers include astral projection, dimension door, teleport, and teleport trigger.

True understanding of that reality allows the nomad to prize loose small fissures and cracks in existence, and then slip through them to new locations in space, and even in time.

Psychokinesis:
Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce interesting visual effects above and beyond the standard secondary display, such as moving, melting, transforming, or bLasting a target. Psychokinesis powers can deal large amounts of damage. Representative powers include concussion, matter agitation, and matter manipulation.

Telekinesis and its variants are the heart of the Psychokinesis discipline. It is the purest expression of the savant’s power: mind over matter, movement at a distance. The power allows the user's mind to grip the fabric of reality and move it as she wills. Telekinesis is the most obvious use of the power, but even powers such as matter agitation and concussion involve the movement and rearrangement of very tiny motes of reality. The particular new arrangement determines the specific effect. For instance, concussion creates an invisible bulge in the fabric of reality, and the psion uses that bulge to pummel the desired target.

Atrocities October 22nd, 2003 09:41 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I would love to get in to this discussion, but my will to do anything has been seriously depleted.

Sorry Fyron, I love your mod and all, but I am far to tired to drive into such a deep subject.

JLS October 26th, 2003 08:59 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fyron, I am downloading v0.13.00 now
AdamantFULL.exe

I need familiarize myself and then delve into the AI.

Which AI Player would you like to start with?

Fyron October 27th, 2003 02:38 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
You might want to snag the 0.13.13 patch next. http://forum.shrapnelgames.com/images/icons/icon12.gif

http://www.spaceempires.net/home/mod...ownload&cid=20

It does not really matter which you start with. Just pick any physical race. http://forum.shrapnelgames.com/images/icons/icon7.gif I have been given the green light to use TDM AIs as a base.

Could you please keep a log of the changes you have to make to the AI to get it to function in the mod? This would be a great aide to others that decide to make their AIs compatible. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, whatever dummy tags are necessary can be added in easily (well, not always easily... http://forum.shrapnelgames.com/images/icons/icon12.gif ). Consistency is crucial, ofc. And, making them not totally interfere with the stuff that the Space Monsters use would be a good idea.

[ October 27, 2003, 00:40: Message edited by: Imperator Fyron ]

JLS October 27th, 2003 02:59 AM

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

Originally posted by Imperator Fyron:
You might want to snag the 0.13.13 patch next. http://forum.shrapnelgames.com/images/icons/icon12.gif

http://www.spaceempires.net/home/mod...ownload&cid=20

It does not really matter which you start with. Just pick any physical race. http://forum.shrapnelgames.com/images/icons/icon7.gif I have been given the green light to use TDM AIs as a base.

Could you please keep a log of the changes you have to make to the AI to get it to function in the mod? This would be a great aide to others that decide to make their AIs compatible. http://forum.shrapnelgames.com/images/icons/icon7.gif

Also, whatever dummy tags are necessary can be added in easily (well, not always easily... http://forum.shrapnelgames.com/images/icons/icon12.gif ). Consistency is crucial, ofc. And, making them not totally interfere with the stuff that the Space Monsters use would be a good idea.

<font size="2" face="sans-serif, arial, verdana">OK, Abbi it is at 13.13 and with no Space Monsters conflicts, I think I can manage this http://forum.shrapnelgames.com/images/icons/icon10.gif

I will get it off to a start, but it is expected you will have many more data additions that will effect the first product.

I doubt TDM and/or AIC files will have much to offer as a foundation in regards to the Major AI Files. http://forum.shrapnelgames.com/images/icons/icon7.gif

- - -

However, there will be a few consultations you may have to make with some of the base data, but this can wait until I have more of the Ducks lined up http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 27, 2003, 01:14: Message edited by: JLS ]

Fyron October 27th, 2003 03:22 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well, just 3 basic sets of AI files (physical, magic and organic) would do great for now, so that people can start using the mod in SP. http://forum.shrapnelgames.com/images/icons/icon12.gif Most family numbers are identical for similar comps/facilities for the 3 race types. It is just the stuff unique to one type or the other that differs. So, just a bunch of name changes are what is needed to get Organic and Magic AI files off to a start, then lots of editing of the ship design files, due to different sized ships. http://forum.shrapnelgames.com/images/icons/icon12.gif

The TDM AI files are much better basis than the stock AI files...

[ October 27, 2003, 01:24: Message edited by: Imperator Fyron ]

Alneyan October 27th, 2003 09:53 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Good luck to you JLS with Adamant AIs , I am eager to see these as well. http://forum.shrapnelgames.com/images/icons/icon12.gif (Then I will be able to heavily complain about Adamant as well. *Evil chuckle*)

tesco samoa October 27th, 2003 01:20 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fyron perhaps the colony component could have 2000 supply points on it. This would greatly help with the colony ships not running out of fuel very quickly. As each engine starts with 20 supply points a turn and it takes about 18 or 20 engines to move two points. So you run out of supplies right away. And if your lucky enough to hit two empty systems your screwed.


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