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

Fyron October 16th, 2004 01:44 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
*eyes glaze over* http://forum.shrapnelgames.com/images/smilies/eek.gif

Aiken October 16th, 2004 06:36 AM

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

Aiken October 18th, 2004 03:09 AM

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?

Fyron October 18th, 2004 03:20 AM

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.

Aiken October 18th, 2004 03:30 AM

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

Fyron October 18th, 2004 03:42 AM

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...

Aiken October 18th, 2004 12:05 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I was kidding.

Psychoportation trait serves no purpose. Still.

Fyron October 18th, 2004 01:21 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Nobody gives me any suggestions. Still.

Aiken October 18th, 2004 01:48 PM

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.

Fyron October 18th, 2004 02:33 PM

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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