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

Fyron December 25th, 2003 12:47 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Satellites can have CS and Long Range Scanners, which cancel out ECM, leaving a +20% to hit net in favor of the sats. They can benefit from the various command centers the same as a ship can, so that cancels out. Training brings it to +5%. Fanatical Command brings it to -1%. Engines bring it to -11%. Then the stealth shields and armor give -30%, so -41%. Hmm... might need a Satellite Coordination Center or something to give the whole stack a nice bonus.

[ December 24, 2003, 23:04: Message edited by: Imperator Fyron ]

Asmala December 25th, 2003 10:41 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Just make sure Satellite Coordination Center can't be researched very easily. It requires lots of researhing to get 10% bonus from engines and 30% from stealth shield and armor.

Fyron December 25th, 2003 09:31 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I could put it at the end of the Sensors and Scanners tech trees (require both techs).

Asmala December 25th, 2003 10:32 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I think that would be good. Then satellites would be useful throughout the game without being overpowering.

Fyron December 28th, 2003 07:09 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
*sigh* I am really getting annoyed with the target type options... why can there not be a simple Ships\Ftr\Sat\Drone option? http://forum.shrapnelgames.com/images/icons/icon8.gif I made it so most weapons can't target planets. Unfotrunately, I had to use the targetting type of Ships\Sat, which means that they can no longer fire at drones or fighters... http://forum.shrapnelgames.com/images/icons/icon9.gif Looks like it is back to Ships\Planets\Ftr\Sat\Drone. http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron January 19th, 2004 12:30 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
This new Version is going to be a doozey. http://forum.shrapnelgames.com/images/icons/icon10.gif

Version 0.13.26 - UNRELEASED:
Files Altered: Components.txt, Facility.txt, TechArea.txt
1. Fixed - Astral Panel wrongly mentioned "star" instead of "astral core."
2. Changed - Organic and Magic robo - miner components have new images.
3. Changed - Hybrid colony modules have new images.
4. Changed - Special damage mine charges have new images.
5. Fixed - Evolution Chamber now costs organics instead of minerals.
6. Fixed - Research Library now costs radioactives instead of minerals.
7. Changed - Removed "but it will decrease their value permanently" from the descriptions of robo - miners.
8. Changed - Anti-Matter Reactor and above now require tech levels in Resupply.
9. Changed - Solar Panels now generate 35 supplies per turn instead of 20.
10. Added - Dispel Evocation Magic, magic weapons which destroy other weapons.
11. Changed - Magic Ionic Disruptor is now Locomotion Disruption.
12. Fixed - Teleported Explosives now require level 1 of Teleportation, rather than level 2.
13. Changed - Magic Shield Depleter is now Thunder Lance and Magic Shield Disruptor is now Dispel Abjuration. Magic Shield Damaging Weapons is now Barrier Disruption.
14. Removed - Numerous temporary Magic weapon techs have been made unresearchable.
15. Fixed - Phased - Polaron Beams had only 1 tech area req instead of 2.
16. Added - Ethereal Lance, which skips normal shields for Magic races.
17. Added - Chaos Ripple, which skips armor and shields for Magic races.
18. Added - Mephit Summoning, which allows various seeking weapons for Magic Races.
19. Changed - Seeking Parasite now requires the new tech area Organic Seekers.
20. Added - Wildsphere Magic, the magic equivalent of the Wormhole Beam.
21. Added - Buffeting Winds and Ensnaring Winds, Magic equivalents of Tractor and Repulsor Beams.
22. Added - Disrupt Control, which can damage Master Computers for Magic races.
23. Updated - Updated SystemTypes.txt, QuadrantTypes.txt and StellarAbilityTypes.txt from FQM Deluxe 2.08.

[ January 18, 2004, 23:18: Message edited by: Imperator Fyron ]

Fyron January 19th, 2004 01:29 AM

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

Details Page

Fyron January 19th, 2004 03:01 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
At long Last, the Data, Lite, Full and Nebulae download files have been updated from 0.13.00 to 0.13.26. *sigh* I miss that T1 line... http://forum.shrapnelgames.com/images/icons/icon9.gif

Fyron January 20th, 2004 08:04 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Lets say I made it so that you can only stick 2 of each type of robo miner on any particular vehicle (so you can have up to 2 mining each resource on a ship or base, for 6 maximum possible, though not in the same resource type). Keep in mind that remote mining does not decrease asteroid values at all. How many racial points would you be willing to pay for a trait that allows you to put 4 of each type on a vehicle, thus potentially doubling your remote mining profits?

[ January 20, 2004, 06:05: Message edited by: Imperator Fyron ]

eorg January 20th, 2004 08:43 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
nothing :-) i never used remote mining http://forum.shrapnelgames.com/images/icons/icon7.gif this is why you should not ask me to answer :-P

Ed Kolis January 20th, 2004 11:33 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Not much... ships are practically useless for remote mining since they cost so much maintenance, so only bases and satellites are viable. The only advantage bases have is that you can get more out of each asteroid field, but with the plenitude of asteroid fields in Adamant, I doubt that will be much of a problem anyway. So satellites are probably the way to go... and you can only fit one miner on a satellite anyway! http://forum.shrapnelgames.com/images/icons/tongue.gif

Paul1980au January 20th, 2004 11:39 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Id say 300 racial points to implement the ability to fit more remote miners on satelites and ships. This offset might be enough for the gains - that said what about a rising maintence costs ie 10% after 20 miners, 20% after 40 miners to put a cap on the benefits gained from having the extra remote miners on board ?

Fyron January 20th, 2004 11:44 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I think you are misinterpreting the effects of plentiful asteroids... they mean that you can get 17 times as many resources from remote mining as you can in stock from mining the asteroids, and doing so does not decrease their value at all...

Fyron January 20th, 2004 11:47 PM

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

Originally posted by Paul1980au:
Id say 300 racial points to implement the ability to fit more remote miners on satelites and ships. This offset might be enough for the gains - that said what about a rising maintence costs ie 10% after 20 miners, 20% after 40 miners to put a cap on the benefits gained from having the extra remote miners on board ?
<font size="2" face="sans-serif, arial, verdana">That would require using several different families of each component, with a 10 per vehicle restriction each. Then, you need one of those families have no maint. incrase, the other families to have 10% maint. increase. Now, you can add 10 of the first family for no increase in maint., then up to 10 of the second family for 10% increase, then up to 10 of the third for 20% maint. increase, and so on. It would get rather complicated...

Paul1980au January 20th, 2004 11:58 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Ok point taken - just putting out some ideas ignore them if they are no good - would like to see something with the racial points though. Take away the rising maintence costs with each new unit.

Seperate them and then see if they can be worked with.

narf poit chez BOOM January 21st, 2004 08:15 AM

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

That would require using several different families of each component, with a 10 per vehicle restriction each. Then, you need one of those families have no maint. incrase, the other families to have 10% maint. increase. Now, you can add 10 of the first family for no increase in maint., then up to 10 of the second family for 10% increase, then up to 10 of the third for 20% maint. increase, and so on. It would get rather complicated...
<font size="2" face="sans-serif, arial, verdana">would take no more than an hour to set up and write out.

Combat Wombat January 21st, 2004 08:18 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Just finished playing my first PBW turn ever!

I took over the open space in Adamant 011 and I just finished my turn.

narf poit chez BOOM January 21st, 2004 08:32 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
it's nice, trying something new.

uh, unless you try to bang your head against the wall.

Fyron January 21st, 2004 06:14 PM

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

Originally posted by narf poit chez BOOM:
would take no more than an hour to set up and write out.
<font size="2" face="sans-serif, arial, verdana">I was refering to extreme complication of use... it would probably take about 10 minutes at most to set up...

narf poit chez BOOM January 21st, 2004 09:16 PM

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

I was refering to extreme complication of use... it would probably take about 10 minutes at most to set up...
<font size="2" face="sans-serif, arial, verdana">i don't have that usefull thing known as a 'sense of time'.

don't think it would be that complicated. only problem i can see is it would clutter up the list of comps.

BBegemott January 22nd, 2004 12:30 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Psionic Ship Traininig Facility I description:
"Ships in this system will improve by 2% each turn up to 2%(only one facility per planet effective)"
Question:
If I build one Psionic Ship Traininig Facility I per planet in all planets of a system, will the effect be added up? I mean will the ships be trained at the rate of 20% up to 20% each turn (I assume I build 10 such facilities on different planets)?

Captain Kwok January 22nd, 2004 05:40 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Besides bases and satellites, ships in FQM type maps can make decent enough returns on asteroids to make them practical - so I think Fyron's suggestion to limit to two of each type would be a good step especially considering that mining asteroids will not decrease their value.

I'd pay at least 500 racial points for double that, maybe more if I was aware of its full potential.

Fyron January 22nd, 2004 06:21 PM

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

Originally posted by BBegemott:
Psionic Ship Traininig Facility I description:
"Ships in this system will improve by 2% each turn up to 2%(only one facility per planet effective)"
Question:
If I build one Psionic Ship Traininig Facility I per planet in all planets of a system, will the effect be added up? I mean will the ships be trained at the rate of 20% up to 20% each turn (I assume I build 10 such facilities on different planets)?

<font size="2" face="sans-serif, arial, verdana">No. Only the best system facility is used in the entire system.

About remote miners, I think 2 per vehicle is not enough... there is no way to make a space station miner profitable or a ship profitable with just 2 of each type.

Captain Kwok January 22nd, 2004 09:03 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
I think you are right about the profitability of two. I keep think Atrocities STmod - but that's a bit different. What about 3 for normal races and 5 for the bonus trait?

Fyron January 22nd, 2004 09:59 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The cheapest possible base a Physical race can make, with the cheaper variety of C&C comps, comes out to 1650 min, 5200 org, 475 rad. This has maintenance costs of 165/520/47. Add 2 robo farmers, 2 robo miners and 2 robo rad ext. It now costs 5650/5400/1575, with maintenance of 565/540/157. At a 100% value asteroid, it produces 1200/1200/1200, which means it is still fairly profitable.

Now lets look at a ship. Take a Light Frigate, with enough engines to go speed 3. It has 12 fusion engine IIIs and only 6 fusion reactors, so can only go a range of 2700 / (12*16) = 14 sectors before it runs out of supplies. You can certainly tweak its engine / reactor ratio to get longer range, but it makes it take a lot longer to get some mining done, reducing profits. This leaves room for exactly 2 mining components. Robo mineral miners brings the cost to 3780/1970/2685, with maintenance of 1058/551/751. So it costs 2360 resources total in maintenance per turn, and makes at best 2400 resources from 200% value asteroids. Now certainly you can make use of planets with moons, but it is more profitable to colonize them if possible. This is about the cheapest miner you can get with 2 robo miners. Lets look at one with 6 miners at level 3. It is a cruiser with 19 engines and 12 reactors, so 2 movement per turn. Cost is at 10440/4960/5095, with maintenance at 3027/1438/1477. It can make 3200 of each resource per turn at a 200% value asteroid. No minerals profit, really, though decent rads and orgs profit. Clearly, ships are not very good for remote mining with 2 miners per ship. Now lets try 3 per ship. Same cruiser. It can only mine 2 types now, so lets pick 3 min and 3 rad. Cost is now 10940/4760/5345, with maint at 3172/1380/1550. It produces 4800 min and 4800 rad at a 200 value asteroid. Only 2400 min and 2400 rad at a 100 value asteroid. So at best, total resource profits are 3498. With 100 value asteroid, profits are -1302. Mining with ships requires high valued asteroids. Ship mining is still not a good option. http://forum.shrapnelgames.com/images/icons/icon9.gif

Captain Kwok January 22nd, 2004 10:39 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Perhaps you can increase the yield of the remote miners?

Fyron January 25th, 2004 03:03 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.13.28 of Adamant Mod has just been released! It features several new racial traits, as well as changes to the costs of Religious and Psionic traits. You can download it here: Adamant Patch 0.13.28. Remote Mining is still under consideration.

Version 0.13.28 - 24 January 2004:
Files Altered: Components.txt, EmpireNames.txt, Facility.txt, RacialTraits.txt
1. Changed - Basic Psionic Capacity now costs 300 points. All Psionic Discipline traits cost 50 fewer points.
2. Changed - Deeply Religious now costs 350 points. All Religious Ethos tratis cost 50 fewer points.
3. Added - Low Gravity Homeworld racial trait, which lowers ship movement by 1 point and gives back 1500 racial points.
4. Added - Metabolist Gear, an enhanced Version of Riot Gear available to races with the Psychometabolic trait, which has 10 hp and does 5 damage in combat.
5. Added - Disorganized resource storage traits.
6. Fixed - Mechanoid Labor Force incorrectly referenced planets instead of systems in the ability descriptions.
7. Added - Various new empire names.

Atrocities February 7th, 2004 10:15 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
You should post a link to all the new components your using. (Display page or something like that.)

Fyron February 8th, 2004 12:43 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Like these?

http://adamant.spaceempires.net/screenshots.html

Scroll to the bottom to the Ships section.

Atrocities February 20th, 2004 02:36 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Man this mod is a hell of a lot of fun Fyron. Even without good SP AI I am still enjoying it a lot. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities February 20th, 2004 07:47 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
So when can we expect a new Version? I am half way through one of my small games now, and kickin butt. No surprise, the AI has no clue on what to research. LOL.

Fyron February 20th, 2004 08:50 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
When I get enough free time to finish 0.13.31 and generate the next Adamant mod PBW game turns! http://forum.shrapnelgames.com/images/icons/icon8.gif

Fyron February 26th, 2004 09:43 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Version 0.13.32 has been released! This Version requires Gold Patch 4, Version 1.91.

This will be the final patch in the 0.13.xx line. I am freezing the mod into this state for the remainder of the PBW beta test games games. I will continue to work on the mod, but the updates will not be used for those games. There are things I wish to do that break savegame compatibility. Of course, if critical game-stopping bugs are discovered, I will release a new 0.13.xx patch for this game to use to fix it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Download

Version 0.13.32 - 25 February 2004:
Requires: SEIV Gold Patch 4, Version 1.91
Files Altered: Components.txt, Facility.txt, IntelProjects.txt, TechArea.txt
1. Fixed - Psychotropic Drugs III required Experimental Psychology 2 instead of 3.
2. Changed - Corrosive Clawed Appendage now has Roman Numeral of 0 instead of 1.
3. Added - Heavy reactors, which are 10x the size and power of regular reactors. They get 10% bonus to do economy of scale.
4. Changed - All Solar Collectors now produce 75 more supplies per turn than before.
5. Fixed - Xentronium Armor tech area had Num Tech Reqs set to 3 instead of 4.
6. Fixed - Energy Dampener tech area had Num Tech Reqs set to 2 instead of 3.
7. Changed - Nucleon was using the wrong image.
8. Changed - Components now only appear on the relevant vehicle types. No more engines appearing on mines!
9. Changed - Medical Bays now produce 50 research points.
10. Changed - Robo Miners are now limited to 4 per vehicle.
11. Changed - Siege Fortifications are now 30 kT in size and have 900, 1200, 1500 structure. Also, they now cost 400, 600, 800 resources.
12. Added - Customs Bureau facility, which uses new Generate Point resource abilities. Requires Imperial Adminstration 1-3 tech area.
13. Added - System Capital facility, which provides 5-20% increase in all resource, intel and research production in a system, and counts as a spaceport. Requires Imperial Adminstration 4-7 tech area.
14. Changed - Political Practices tech group is now Imperial Affairs.
15. Added - Monster Counter - Intelligence project for Space Monsters.

[ February 26, 2004, 07:45: Message edited by: Imperator Fyron ]

Imperial February 26th, 2004 06:34 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
How goes the AI for SP games?--

AMF February 26th, 2004 07:06 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
OK, so, if I wanted to jump in from a completely ignorant point of view, having never used/played Adamant before, is this the full Version I would use to start up a solitaire game? I think I'm at the point where I am unable to resist at least checking it out...

thanks,

Alarik

Quote:

Originally posted by Imperator Fyron:
Version 0.13.32 has been released! This Version requires Gold Patch 4, Version 1.91.

This will be the final patch in the 0.13.xx line. I am freezing the mod into this state for the remainder of the PBW beta test games games. I will continue to work on the mod, but the updates will not be used for those games. There are things I wish to do that break savegame compatibility. Of course, if critical game-stopping bugs are discovered, I will release a new 0.13.xx patch for this game to use to fix it. http://forum.shrapnelgames.com/images/icons/icon7.gif

Download

Version 0.13.32 - 25 February 2004:
Requires: SEIV Gold Patch 4, Version 1.91
Files Altered: Components.txt, Facility.txt, IntelProjects.txt, TechArea.txt
1. Fixed - Psychotropic Drugs III required Experimental Psychology 2 instead of 3.
2. Changed - Corrosive Clawed Appendage now has Roman Numeral of 0 instead of 1.
3. Added - Heavy reactors, which are 10x the size and power of regular reactors. They get 10% bonus to do economy of scale.
4. Changed - All Solar Collectors now produce 75 more supplies per turn than before.
5. Fixed - Xentronium Armor tech area had Num Tech Reqs set to 3 instead of 4.
6. Fixed - Energy Dampener tech area had Num Tech Reqs set to 2 instead of 3.
7. Changed - Nucleon was using the wrong image.
8. Changed - Components now only appear on the relevant vehicle types. No more engines appearing on mines!
9. Changed - Medical Bays now produce 50 research points.
10. Changed - Robo Miners are now limited to 4 per vehicle.
11. Changed - Siege Fortifications are now 30 kT in size and have 900, 1200, 1500 structure. Also, they now cost 400, 600, 800 resources.
12. Added - Customs Bureau facility, which uses new Generate Point resource abilities. Requires Imperial Adminstration 1-3 tech area.
13. Added - System Capital facility, which provides 5-20% increase in all resource, intel and research production in a system, and counts as a spaceport. Requires Imperial Adminstration 4-7 tech area.
14. Changed - Political Practices tech group is now Imperial Affairs.
15. Added - Monster Counter - Intelligence project for Space Monsters.

<font size="2" face="sans-serif, arial, verdana">

gregebowman February 26th, 2004 07:31 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Unfortunately, alarikf, I thought you could have a solo game also, but I think it was Fyron who reminded me that it's only for multi-play as of right now. I wish I could play this solo, but I guess we'll both have to be patient.

AMF February 26th, 2004 07:40 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
OOh. I think I'm having a Deja Vu. I think I asked this exact same question a few weeks ago and had the same answer. I totally forgot about that...sigh. I'll blame old age.

...I'm in just too many games to join another PBW one though, so I'll just have to wait until I finish one before trying Adamant multiplayer...

thanks,

Alarik

Quote:

Originally posted by gregebowman:
Unfortunately, alarikf, I thought you could have a solo game also, but I think it was Fyron who reminded me that it's only for multi-play as of right now. I wish I could play this solo, but I guess we'll both have to be patient.
<font size="2" face="sans-serif, arial, verdana">

Fyron February 26th, 2004 07:42 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
The Space Monsters are the only race that has working AI. So, you could play a single player game with yourself and a monster race. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF February 26th, 2004 07:52 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well, at least that way I could get a feel for the mod to see if I wanted to jump into a multiplayer PBW game...

thanks,

Alarik


Quote:

Originally posted by Imperator Fyron:
The Space Monsters are the only race that has working AI. So, you could play a single player game with yourself and a monster race. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">

Atrocities February 27th, 2004 09:22 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Well I managed to get two things done for the A Mod.

I was able to get a working prototype for the Ticon Research file done, and a general_Ai research file.

I have not tested the General AI file yet, but I hope it works.

Now onto the Design Creation file.

Fyron February 29th, 2004 04:57 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Keeping in line with your expectations, here is a tantalizing teaser:

Version 0.14.00 - UNRELEASED:
Files Altered: Components.txt, TechArea.txt, VehicleSize.txt
1. Removed - Most temporary components for Organic and Magic races deleted.
2. Removed - Removed Global Death Ray.
3. Changed - Reorganized Components.txt.
4. Added - Added Magic and Organic Versions of racial weapons for Crystalline, Psionic, and Temporal weapons.
5. Removed - Drone technology is no longer available.
6. Added - Organic and Magic Weapon Platforms.
7. Changed - Inherent Regeneration tech area is now in tech group Racial Trait instead of Applied Evolution.
8. Fixed - Temple District V now has Tech Level Req 2 set to 1 instead of 2 and Number of Abilities set to 2 instead of 1.
9. Changed - Mineral Purifiers now require Cooperative Development instead of Bioconstruction.
10. Changed - Reduced max levels of theoretical technologies to appropriate values.

Atrocities February 29th, 2004 05:05 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Hot damn! http://forum.shrapnelgames.com/images/icons/icon7.gif Nice update.

Captain Kwok February 29th, 2004 05:41 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Why remove drones?

Fyron February 29th, 2004 05:55 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Because Drones do not work very well in SE4. There are bugs where they all get launched in combat, wasting tons of them, as well as bugs in how they move, often not able to move as a fleet, so they go one by one.

Fyron February 29th, 2004 10:18 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
And another teaser:

Version 0.14.00 - UNRELEASED:
Files Altered: Components.txt, TechArea.txt, VehicleSize.txt
1. Removed - Most temporary components for Organic and Magic races deleted.
2. Removed - Removed Global Death Ray.
3. Changed - Reorganized Components.txt.
4. Added - Added Magic and Organic Versions of racial weapons for Crystalline, Psionic, and Temporal weapons.
5. Removed - Drone technology is no longer available.
6. Added - Organic and Magic Weapon Platforms.
7. Changed - Inherent Regeneration tech area is now in tech group Racial Trait instead of Applied Evolution.
8. Fixed - Temple District V now has Tech Level Req 2 set to 1 instead of 2 and Number of Abilities set to 2 instead of 1.
9. Changed - Mineral Purifiers now require Cooperative Development instead of Bioconstruction.
10. Changed - Reduced max levels of theoretical technologies to appropriate values.
11. Added - Shadow Monsters for Illusion Mastery racial trait, which are fighters with -10% offense, +20% defense.
12. Added - Mirage Arcana for Illusion Mastery racial trait, which provide more boarding defense than regular Glyphs of Contingency.
13. Added - Prismatic Sphere weapons, which increase reload time of the enemy ship. Requires Illusion 1.
14. Added - Commune With Dead tech area for Necromancy Mastery racial trait, which gives better Espionage projects.

Fyron March 7th, 2004 03:10 AM

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

Version 0.14.00 - UNRELEASED:
15. Changed - Bomber now uses image FighterHuge. Heavy Bomber now uses image FighterMassive.
16. Added - Leaky armor components now make use of AI Tag 01, AI Tag 02, and AI Tag 03 abilities. Check Abilities.txt.
17. Added - Satellite Coordination Nexus equivalent components for Organic and Magic races.
18. Fixed - Megafluxer family overlapped with colony modules. It is now in family 5008.
19. Added - Large colony ships, which are twice the size of the colony ship.
20. Added - Roleplay Elements racial trait, for use in roleplay games.
21. Changed - Mercenary Contracts now requires the Roleplay Elements racial trait.
22. Fixed - Iron Armor tech area had Num Tech Reqs set to 1 instead of 2.
23. Fixed - Steel Armor, Mithral Armor, Adamantite Armor tech areas had Num Tech Reqs set to 1 instead of 3.
24. Changed - The ability of many tech areas to be removed at game creation has been changed.

[ March 07, 2004, 01:52: Message edited by: Imperator Fyron ]

Fyron March 9th, 2004 02:45 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Check out the brand new intro pic spliced together by David Gervais:

New Intro

[ March 09, 2004, 01:23: Message edited by: Imperator Fyron ]

Paul1980au March 9th, 2004 02:49 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Why werent large colony ships standard in the normal game ? maybe fore Version 1.92 then !

Fyron March 9th, 2004 02:51 AM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Because it is too late too add new stuff like that to the stock game...

Asmala March 9th, 2004 04:42 PM

Re: Adamant Mod Discussion Thread (v0.14.07 released!)
 
Isn't Massive Planetary Shield Generator quite useless? At least I can't think any good use for it because you can build one large weapon platform which has same damage resistance and costs only a twenth of generator.


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