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Re: Adamant Mod Discussion Thread (0.15.00 Release
*eyes glaze over* http://forum.shrapnelgames.com/images/smilies/eek.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Now Fyron will regard himself as Teh Modding God. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I have a question:
there are normal remote miners and nomadic remote miners (some strings skipped): <font class="small">Code:</font><hr /><pre> Name := Organics Harvester III Description := Digestive systems which can harvest organics from asteroids or empty planets remotely. Pic Num := 855 Tonnage Space Taken := 100 Tonnage Structure := 100 Cost Minerals := 0 Cost Organics := 1500 Cost Radioactives := 200 Vehicle Type := Ship\Base Supply Amount Used := 100 Restrictions := Four Per Vehicle Number of Tech Req := 2 Tech Area Req 1 := Organics Harvesting Tech Level Req 1 := 3 Tech Area Req 2 := Normal Race Tech Level Req 2 := 1 Number of Abilities := 2 Ability 1 Type := Remote Resource Generation - Organics Ability 1 Descr := Automatically harvests 800 organics from any asteroids ... Ability 1 Val 1 := 800 Ability 1 Val 2 := 0 </pre><hr /> and <font class="small">Code:</font><hr /><pre> Name := Organics Harvester III Description := Digestive systems which can harvest organics from asteroids or empty planets remotely. Pic Num := 855 Tonnage Space Taken := 100 Tonnage Structure := 100 Cost Minerals := 0 Cost Organics := 1500 Cost Radioactives := 200 Vehicle Type := Ship\Base Supply Amount Used := 100 Restrictions := Four Per Vehicle Number of Tech Req := 2 Tech Area Req 1 := Organics Harvesting Tech Level Req 1 := 3 Tech Area Req 2 := Nomadic Race Tech Level Req 2 := 1 Number of Abilities := 2 Ability 1 Type := Remote Resource Generation - Organics Ability 1 Descr := Automatically harvests 800 organics from any asteroids ... Ability 1 Val 1 := 800 Ability 1 Val 2 := 0 </pre><hr /> So what's the difference? And if there is no difference, what's the point of making 2 identical Groups of components? |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Pirates have special remote miners that are less productive. Hence, the normal remote miners must be unavailable to them. There is no OR for tech reqs, so Nomads must have a duplicate as well.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
You've just killed my Last hope, Fyron http://forum.shrapnelgames.com/images/smilies/frown.gif I thought it was a bug and nomadic miners will be fixed (read improved) in the future. Now it's all over and my great plans are broken. http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Huh? What do you mean? Nomadic remote mining ships are very productive, due to 1% maintenance rates... Remote Mining components even count as cargo...
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Re: Adamant Mod Discussion Thread (0.15.00 Release
I was kidding.
Psychoportation trait serves no purpose. Still. |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Nobody gives me any suggestions. Still.
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Strong answer http://forum.shrapnelgames.com/images/smilies/happy.gif
Then you can remove it for a while, or mark it as nonfunctional, because I was about to spend 450 points for this traithttp://forum.shrapnelgames.com/image...s/rolleyes.gif Thanks lord, I decided to look what it actually gives. |
Re: Adamant Mod Discussion Thread (0.15.00 Release
Perhaps we could brainstorm some ideas for it? I was thinking a +1 combat move afterburner type component for fighters. I think I can make it stack with regular afterburners...
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