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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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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:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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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 ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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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? |
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.
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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 ] |
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 |
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.
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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 |
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 |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Don't make me bump this incessantly. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
BUMP
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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. |
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
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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?
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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
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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. |
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
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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
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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
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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. |
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
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Atrocities and Fyron are the same person? http://forum.shrapnelgames.com/images/icons/shock.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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[ September 19, 2003, 01:06: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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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 ] |
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
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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 |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
just curious if the mod has AI support yet for single player))--
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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
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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
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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?
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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 |
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. |
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!
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The "new" Adamant Mod web site (on SE.net) is back up.
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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?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Guns. Lots of guns.
Oh, wait, this isn't the movie quotes thread... |
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 |
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. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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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. |
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. |
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? |
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 ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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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 ] |
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 ] |
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*)
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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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