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

XenoTheMorph June 1st, 2004 09:06 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Fyron,
A heads up about a little problem I noticed. I was just using the latest Version (0.14.06) and the 'Raiding Parties V' on one of my designs got upgraded to 'Metabolist Raiding Parties II' http://forum.shrapnelgames.com/images/icons/shock.gif . A slight problem since their not as good http://forum.shrapnelgames.com/images/icons/icon12.gif . But besides that small niggle I like them http://forum.shrapnelgames.com/images/icons/icon10.gif .


Hmm I've just got 'Psionic Raiding Parties I' and they have replaced MBP II's which are better http://forum.shrapnelgames.com/images/icons/tongue.gif . Also the description of the Organic construction ability of the 'Metacreationist Enclave I' has a duplication in it.

[ June 01, 2004, 20:20: Message edited by: XenoTheMorph ]

Fyron June 2nd, 2004 01:26 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I assume you have the Metacreationist and Psychometabolist traits? Otherwise there are some major bugs... http://forum.shrapnelgames.com/images/icons/shock.gif

Well that is what happens when all raiding parties are in the same family. In a future Version (0.15.00), I will be able to arrange them so that upgrades should not place worse parties in place of better ones by mixing the various levels around. I could not do this in this Version because inserting the new raiding parties in the middle of the file would break savegame compatibility.

XenoTheMorph June 3rd, 2004 01:53 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ahh now it all makes sense! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron June 26th, 2004 11:20 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Adamant 0.14.07 released!

This Version features a brand new missile system.

You can get the mod from the Adamant Mod Web Site. The Adamant Mod Lite file will suffice as a patch.

Version 0.14.07 - 26 June 2004:
Files Altered: Components.txt, Demeanors.txt, EmpireNames.txt, Facility.txt, RacialTraits.txt, Settings.txt, StellarAbilityTypes.txt, TechArea.txt, VehicleSize.txt, Empire_Setup.html, Settings_Changes.html
1. Added - Mass Animate Dead tech area for Necromancy Mastery racial trait. It allows the Animation Necropolis, which increases reproduction in the system by 2 to 10 percent.
2. Removed - Space Commissar is no longer available.
3. Changed - Political Indoctrination tech area now costs 30000 research instead of 15000.
4. Changed - Advanced Political Indoctrination tech area now costs 45000 research instead of 15000.
5. Removed - Bio-Morphic Science tech area is no longer available. Abominition troop components do not work as originally intended.
6. Changed - Temporal Technology, Crystalline Technology, and Mechanoid Technology are now in group Racial Applied.
7. Changed - Xentronium Armor (Magic) tech area now requires Mithral Armor instead of Wooden Armor.
8. Changed - Xentronium Armor (Organic) tech area now requires Fibroin Weave instead of Membrane Layers.
9. Changed - Ramming damage to both the attacker and the target reduced by 50%.
10. Changed - AI Human Mega Evil Empire Score Percent raised from 170 to 250.
11. Changed - AI Computer Mega Evil Empire Score Percent raised from 250 to 300.
12. Changed - Home System Percentage Value With No Spaceport raised from 25 to 50.
13. Changed - Created Storm Maximum Obscuration Level raised from 2 to 5.
14. Changed - Settings_Changes.html in the Help folder updated to reflect changes to Settings.txt.
15. Fixed - Typo in description of Organic Race trait.
16. Added - Empire_Setup.html in the Help folder now lists Mobile Industrialists and Aerial Race racial traits in the Racial Trait Index.
17. Added - Warrior Spirit Binding components and Spirit Binding tech area available to Necromancy Masters. These components function like Neural Combat Nets, allowing all ships in the fleet to function with the experience of the best ship in the fleet.
18. Changed - Soldier Gear and Metabolist Gear (Magic) now use image 1736 instead of 271.
19. Changed - Riot Gear and Metabolist Gear (Physical) now use image 925 instead of 271.
20. Fixed - Metabolist Nucleon now uses image 312 instead of 271.
21. Changed - Monster Collars now use image 1710 instead of 270 or 271.
22. Changed - Code for Soldiers vehicle is now SLD instead of BT.
23. Fixed - Some ability descriptions for Space Monster ships now make more sense.
24. Changed - Space Monster vehicles are now named "Space Monster" instead of "Monster" to prevent overlaps with Magic race fighters.
25. Changed - Friggen HUGE Beast is now Colossal Space Monster. Big Space Monster is now Large Space Monster. Giant Space Monster is now Huge Space Monster.
26. Added - Space Monster ships now have descriptions.
27. Changed - Huge Space Monster now requires Monster Tech 6 instead of 2.
28. Changed - Colossal Space Monster now requires Monster Tech 7 instead of 6.
29. Changed - Basic Bridge now uses image 1. Bridge now uses image 252. Flag Bridge now uses image 251.
30. Changed - Flag Bridge is now in family 7210 instead of 5.
31. Added - Flag Bridge components for Organic and Magic races.
32. Changed - Added and removed various entries in Demeanors.txt.
33. Added - Added various fantasy based names to EmpireNames.txt.
34. Added - Space-Time Flux Weapons tech area, which allows Focal - Implosion Arrays.
35. Added - Strike Missiles, Hardened Missiles, Decoy Missiles, Phased - Polaron Missiles, Graviton Missiles, Longhorn Missiles and Chaff Missiles. Also added Organic and Magic Versions of said missiles.
36. Changed - Capital Ship Missiles are now Thermonuclear Missiles.
37. Fixed - Satellite remote mining components are now in a different family so that upgrading a ship will not replace remote mining components with satellite Versions.
38. Fixed - Fighter Versions of Clawed Appendages are now in family 10023 instead of 8761.
39. Changed - Gravitational Weapons tech area now costs 10000 instead of 5000.
40. Added - Magic Weapons - Sonic tech area for Magical races.
41. Changed - All references to mephits being "demons" have been replaced with "creatures" instead.
42. Changed - Seeking Parasites now require 100 supplies to fire, rather than 25.
43. Changed - Descriptions of Hyper Optics tech areas are now more precise.
44. Changed - Descriptions of Neutron Weapons tech areas now reference killing crew rather than damaging boarding parties.
45. Fixed - Several warp point abilities of the turbulent type had extraneous 0s, leading to 10x the intended damage.
46. Changed - Warp Point - Turbulence ability of 650 reduced to 150.
47. Changed - Warp Point - Turbulence abilities are now labeled as minor, moderate, or major damage.
48. Removed - Warp Points with the ability Sector - Sight Obscuration are non-functional.

[ June 26, 2004, 22:29: Message edited by: Imperator Fyron ]

XenoTheMorph June 28th, 2004 01:27 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Wonderfull Fyron!! http://forum.shrapnelgames.com/images/icons/icon10.gif

I was getting worried when nothing was posted on this tread for such a long time. http://forum.shrapnelgames.com/images/icons/shock.gif

Aiken July 2nd, 2004 07:56 PM

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

35. Added - Strike Missiles, Hardened Missiles, Decoy Missiles, Phased - Polaron Missiles, Graviton Missiles, Longhorn Missiles and Chaff Missiles. Also added Organic and Magic Versions of said missiles.
<font size="2" face="sans-serif, arial, verdana">Just realized that I have to rewrite all the bits of AI ship design to include new missile system http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

Fyron July 2nd, 2004 08:10 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
http://forum.shrapnelgames.com/images/icons/icon9.gif Well at least they will be stronger now, eh? http://forum.shrapnelgames.com/images/icons/icon12.gif

Aiken July 2nd, 2004 08:16 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Probably. But my fingers will be stronger in typing for sure. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron July 30th, 2004 03:42 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I am looking for new ideas on how to make the 3 race paradigms even more different from each other, to provide very different styles of play. Ideas anyone?

Loser July 30th, 2004 04:13 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Take something significant away from one of them, or from two or them. Something like</font>
  • <font size="2" face="sans-serif, arial, verdana">Repair</font>
  • <font size="2" face="sans-serif, arial, verdana">Space Yard Components</font>
  • <font size="2" face="sans-serif, arial, verdana">Shields</font>
  • <font size="2" face="sans-serif, arial, verdana">Resupply Depots</font>
  • <font size="2" face="sans-serif, arial, verdana">Plats</font>
  • <font size="2" face="sans-serif, arial, verdana">Troops</font>
  • <font size="2" face="sans-serif, arial, verdana">Ship Capture</font>
  • <font size="2" face="sans-serif, arial, verdana">the ability to target planets</font>
  • <font size="2" face="sans-serif, arial, verdana">PDC</font>
  • <font size="2" face="sans-serif, arial, verdana">or something</font>
<font size="2" face="sans-serif, arial, verdana">You could also giveo nly one of them each of the following: Fighters, Seekers, Drones.

Whatever you do, the fun part will be making it balanced after you cripple their poor afts.


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