
February 26th, 2004, 07:06 PM
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Lieutenant Colonel
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Join Date: Dec 2000
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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.
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.
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