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Re: New Adamant Mod Game with RPG required.
We should probably move this to the Adamant Mod Discussion Thread so as to stop cluttering up this game thread... http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: New Adamant Mod Game with RPG required.
A small bump and two questions:
Since Fyron has released a new Version of adamant mod (.1) should we go with that Version instead ? Secondly, i would like if every planet only started with ONE homeworld. Just my preference though ! |
Re: New Adamant Mod Game with RPG required.
0.15.01 would be a very good idea, as Organic Nomads (ie: Aiken) get the shaft in 0.15.00, due to lack of Research Teams and Covert Ops Teams. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: New Adamant Mod Game with RPG required.
Quote:
And did you mean 1 homeworld planet per race, instead of current 3 per race? Well, I cast my vote for 3 planets to speed up game slightly, cause 1 planet start is too slow. Second reason is subjective completely: due to inability to colonise planets I need more resource storage from start. 1 planet is too little, 3 planets is ok. But actually I'm ready to play even without any homeworld. I'm a nomad, mind you http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: New Adamant Mod Game with RPG required.
1 planet or 3 planets doesn't really matter to me, but 1 planet does slow the game down.
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Re: New Adamant Mod Game with RPG required.
My preference is to go with 3 planets, and a VERY large custom map so that everybody has time to get about thirty-forty planets before meeting the space monsters!
Don't nomads get a homeworld? 15.01 it is then, can you upgrade the Version Fyron? Brian |
Re: New Adamant Mod Game with RPG required.
Actually, you will want Adamant 0.15.02, as I apparently forgot to add transports that lacked maintenance reduction (above and beyond the standard -75) for Organic and Magic races for Nomads. They were able to get negative maintenance transports... I have asked the PBW admins to update the mod on PBW. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: New Adamant Mod Game with RPG required.
Thanks the game is updated.
Peeps, make sure you get the 15.02 patch before we start. And, do as monkey says not as monkey does. I haven't uploaded my empire yet so everybody gets a couple more days lol. Brian |
Re: New Adamant Mod Game with RPG required.
Oct 28, 2004 12:41:24 AM EDT (Posted by brianeyci): Let the game begin.
Make sure to download the ships sets and extract to the Adamant 15.00/Pictures/Races directory, and make sure to get the Adamant 15.02 patch. The link to the patch isn't up on Fyron's website yet, only on the Shrapnel Games forum thread. The thread's url is in the description of the game. First thing you'll notice is that you have three starting planets. I chose three because I didn't want too slow of a start because of the space monsters, and ten planets seemed too much. As well, you are able to view the scores of all other space monster races. The house rule for this game is that at least for the first 80 turns, any encounter with a human player should result in a Trade + Research alliance. Partnerships are your choice. That should be enough time to eliminate the monsters, and we'll see if we want to continue after that. Also, a house rule is no peace with monsters. I have heard of errors where the monsters offer partnership treaties. None of that please. You have to be either in a state of War, or none treaty with the monsters. They are invading the galaxy after all. Roleplay is in game. If you need to contact other races, you can do it through the forum, because you maintain contact through your plantir. Brian |
Re: New Adamant Mod Game with RPG required.
I haven't been playing a few of my turns recently in my games, I apologize to whoever was affected.
"Turn Processing Failed"... I added three AI's to the end manually, could that have affected the turn processing? It looks like we need a restart... Brian |
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