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Adamant Mod Discussion Thread
Ever heard of something called the Adamant Mod? Well, I am sure you haven't (unless you frequent #se4 on gamesnet IRC http://forum.shrapnelgames.com/images/icons/icon12.gif ). Anyways, I have created a web site for it, located here:
http://adamant.spaceempires.net/ So, go visit it! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Oh, and by the way, the site is far from complete. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Does nobody have any comments on it? http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I haven't had a chance to go over every part of the site. But what I've seen is good. I'll have to download the mod now. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Technologies page has been updated.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron, this mod of yours looks like its going to be one of the more ambitious ones yet. I look forward to it. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
It has been in the works since September or something. I just got lazy. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
interesting but without ai to look at, it is a bit difficult to speak about it.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
How so? Just look at the data files, or load up the game and see what you can build.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Hmm... guess I need to breach net-etiquette and bump this thread without adding any comment. Such a pity...
[ January 24, 2003, 00:46: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Just tried it out and it looks pretty cool. Although I gave up cause I just don't have the patience to play when my colony ships can only move at a speed on 1. Uggg.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Well... AIs don't work, so playing it is kinda hard SP. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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I just uploaded a new Version, check it out! I lowered the cost of Nuclear Propulsion from 5000 to 3000, to make it easier to get Nuclear Propulsion 4, which gives Fusion Engines. They have 2 MPs instead of 1. http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 24, 2003, 03:12: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Ok... I think I have satisfactorily fixed the problem. I lowered the LS req. of colony ships from 5 to 1. I increased the size of Fission Engines to 15, and increased standard movement to 2. Now, a colony ship with full Fission Engines will move 2 per turn. One with Fusion Engines can move 3 per turn. Ion Engines can get the ship moving 4 per turn, with 30 extra space, for supply storage, cargo bays, whatever. Check it out! http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Are ships for magical races still a work in progress? I couldn't see a way to build them.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
ships could be old sailors, with a magical protecting sphere around them. should be cool looking, a galleon in space :-)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
DavidG, I still need to come up with enough ship sizes to work. http://forum.shrapnelgames.com/images/icons/icon7.gif
Preacherman, that is kind of what they are going to have. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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I think that trait is way too costly, especially with the other (lower costs) traits that seems way more interesting ! My 2 cents ! RiTz21 |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Actually, that was a good price for Natural Merchants when I made the trait. But, I rebalanced the racial traits, and apparently forgot that one. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
A new Version of Adamant Mod is available for your viewing pleasure. Go to the Adamant Mod web site, linked in my sig.
[ March 10, 2003, 00:42: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I downloaded this Last month Fryon, my 13 year old son and I play it and we both loved it. http://forum.shrapnelgames.com/images/icons/icon7.gif
It has allot of neat innovations, and we strongly recommend this mod! http://forum.shrapnelgames.com/images/icons/icon12.gif keep with it, Fryon!!~Great mod!!! [ March 10, 2003, 22:11: Message edited by: JLS ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Believe me, that's one of the first mods I plan to download now that I see my game is finally on its way. http://forum.shrapnelgames.com/images/icons/icon7.gif
I absolutely love the idea of the Organic races even more so than the magical ones. Possibly because I thought the Vorlons in Babylon 5 were cool for having true living vessels. I kind of wanted to try the idea of being a race like them. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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If you guys are intersted in helping out with the mod in any way, it would be appreciated. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.02.02 has been uploaded. It includes changes to Combat Sensors, Master Computers, ECM, and other stuff.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Just noticed something about the adamant mod Fyron: You have given it its own dsgnname folder and filled it with files, many of which player will already have in their "master" dsgnname.
If you omit the folder entirely from your mod and instead dump the text files into the master folder, the game should default back to that folder and gain access to any other name files the player might have collected. It will also reduce the size of your download by a few bytes=-) |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron, are all SEIV ships of the line replaced by the Bio-ships? Or are the Bio-ships added to the regular SEIV ships. Do they had some special ability. Like Bio sensors or bio weapons. Or do they use standard SEIV weapons, etc.? Maybe these are all really dumb questions.
<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Dogscoff: I suppose I could have it place them in the default game folder. The only reason I included my Dsgnname folder was to add much more variety to the game. Same as with the EmpireNames files and such. http://forum.shrapnelgames.com/images/icons/icon12.gif I know there are dsgnname files I don't have, but I do have most of the ones that have been released. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I just had a great idea:
I will add some "mercenary" ship classes that no race has pics for. They will all look like default pics. This will allow you to build and sell mercenary ships that will not be traceable back to you by their pictures. http://forum.shrapnelgames.com/images/icons/icon12.gif And, maybe they can have some special properties too. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron, being associated with a empire who were merk's, I think that is a great idea. It would seem to give your mod great latitude. You don't even need an entire shipset of images. They also proably shouldn't match, each other! Just afew to start with Then add to the shipset, as the need or want accures! Really is a great idea! If you want any help with the merk shipset, just let me know! http://forum.shrapnelgames.com/images/icons/icon7.gif
In fact I think I will start a Merk Shipset! http://forum.shrapnelgames.com/images/icons/icon10.gif <font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Yes, help with the ship set would be greatly appreciated. I am not an artist. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.03.00 of the Adamant Mod has been released. The biggest change in this Version is that all research centers now produce 200 fewer research points. This will prolong the time it takes to research all technologies, thereby increasing the length of the tech tree.
Also, there are now some AI files, but they are not modded very extensively yet. They will not cause the AIs to generate errors when trying to research technologies. All AIs have the same research file right now. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron, I have started 7 different shipsets, well 8 counting the Merk's shipset(more if you count the 3 organic/bio shipsets I am doing for other people). These 7 shipsets are Magic or D&D type races. Don't know how long they will take. I will start with the Merk's shipset. Since it can be a mixture of ship styles, colors and textures.
<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font> |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron: I've been through your vehiclesize.txt and updated the html for the neo-standard site. I'll upload it somewhen this week.
I kept an eye out for any misnamed ships as you requested and didn't find any. However I did notice that you are calling for an "infantry" image - neostandard sets name it "troopinfantry". |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I_F Is this mod a "Human" player only? I have D/Led it and running now yet the IA is not working they are stuck and not building a thing and no points to do so now, I am still running it to work the tech out and see what is there, there are some COOL facility pics too http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Just a qustion. I noticed that there was no race folder in the Pictures folder. Do I need to put all of the races into a race folder in the pictures folder? (Meaning do I have to create a race folder within the pictures folder and move the races that are no just under the pictures folder to the new race folder?)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Thanks, It would make a good one for human players no AI, the tech tree is different http://forum.shrapnelgames.com/images/icons/icon7.gif
All in All a #1 mod looks good Do you have plans for AI? [ March 23, 2003, 23:37: Message edited by: mottlee ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Version 0.03.01 of the Adamant Mod has been released. Many new Intel Projects have been added. Many magic ship sizes have been renamed. A new mount system is in place. I am probably forgetting any other changes. http://forum.shrapnelgames.com/images/icons/icon12.gif [ March 24, 2003, 00:15: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Is it ready to D/L? and you could use it as a PBW type W/O AI
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Yes, it can be used as PBW without AI. Such a game would give useful feedback. http://forum.shrapnelgames.com/images/icons/icon12.gif You won't have much in the way of modded weapons yet though, as I haven't done much with weapons.
I had a thought: What if I did this: make engines 5 kT, and remove their supply capacity. Replace Supply Bays with various types of "reactors" that store the supplies the engines used to store (also 5 kT components). Then, you have a choice between faster ships, and longer ranged ships (much more so than in the current system). |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.04.00 of the Adamant Mod has been released. Shields are now leaky. Only physcial race shields have been made leaky so far because balance needs to be found. Neutronium Armor now comes in 1 kT chunks instead of 5 kT.
Suggestions on balance issues with the new leaky shields are welcome. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have been running the first release, found some of the research goes no where (unless I set up wrong, there are lots of "New" tech) I have not been able to research more eng. start with med tech and the "magic" tech
cool Mod tho keep it up |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
At this point, most of the theoretical techs have 5 levels, but only the first few levels actually do anything. When I get to the weapons, this will change. http://forum.shrapnelgames.com/images/icons/icon7.gif
[ March 30, 2003, 22:24: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
OK I'll be cool http://forum.shrapnelgames.com/images/icons/icon6.gif I think I can wait a week http://forum.shrapnelgames.com/images/icons/icon12.gif (just kiddin')
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have a request for anyone that has a few minutes to spare. Please download the Adamant Mod (from the site linked in my sig) and look at the racial traits and charactertics (specifically the characteristics). I want to get them balanced. I have made lots of changes (mostly based off of ideas proposed by Spoon, PvK and others in the racial traits threads a few months back), and I would like other opinions on them. There is a data file only Version of the mod available for download, which is about 1/3 the size.
If you want to look at other parts of the mod too, I won't stop you. http://forum.shrapnelgames.com/images/icons/icon6.gif Just keep in mind that magic and organic shield comps and the megafluxers have not been converted to leaky shields yet, so please don't tell me they are unbalanced. http://forum.shrapnelgames.com/images/icons/icon12.gif The physical shields are in need of balance suggestions though. [ April 10, 2003, 09:06: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Nobody wants to take like 5-10 minutes to take a look?
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fine, fine, you've nagged me enough. I'm going to your site right now to download it. http://forum.shrapnelgames.com/images/icons/tongue.gif
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