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Old August 4th, 2004, 01:10 AM
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Fyron Fyron is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I plan on revamping armor costs. At the moment, I am thinking of making light armors cost 1 resource per hit point, and heavy armors cost 2 resources per hit point. This essentially makes 10 kT of light armor cost the same as 10 kT of heavy armor... Heavy armor (10 kT comps) provides a stronger defense, as a higher percentage of hits will hit the armor instead of an internal. Light armor (1 kT comps) provides 2x as many hit points, however. What do you think of my cost scheme? Should I make one class of armor more expensive per kT than the other?

In other news, here is a tentative listing of the 0.14.08 history log:

Version 0.14.08 - UNRELEASED:
Files Altered: AI_Design_Creation.txt files, Components.txt, Facility.txt, TechArea.txt
1. Fixed - War Talismans and Death Talismans are now in general group Religious instead of War Ethos.
2. Fixed - Prismatic Spray I is now Prismatic Sphere I.
3. Fixed - AI empires no longer add 2 colony modules to colony ships.
4. Changed - AI empires no longer add quantum reactors to any vehicle designs.
5. Fixed - Somehow the old problem of AIs building homeworld facilities on colonies had resurfaced. It is fixed, again.
6. Fixed - Organic Seekers tech area now has max level 10 instead of 5.
7. Fixed - Decoy Missiles were incorrectly in family 2111 instead of 2112.
8. Fixed - Strike Parasite II now costs 275 organics instead of 2750.
9. Changed - Crystalline Armor with Shield Generation From Damage ability is now only available to Ships and Bases. The unit Crystalline Armor with no such ability is available to all units except mines.
10. Changed - Halved the hit points of unit Crystalline Armor to bring it in line with normal unit armor.
11. Changed - Unit Crystalline Armor is now in family 7214 so as to prevent unintended upgrades from ship Crystalline Armor.
12. Fixed - Crew Quarters had "jealously" used in their descriptions instead of "jealousy."
13. Changed - AP Mine Charges now state that they bypass hyper-dense armor, rather than all armor.
14. Fixed - Shipyard Expansion - Radioactives facilities now cost 6000 secondary resources, rather than 4000.
15. Changed - Clawed Appendages now have the damage type Quarter Damage To Shields.
16. Changed - Gaian Presence facilities now have roman numerals as part of their names.
17. Changed - Religious shrine facilities now have roman numerals as part of their names.
18. Fixed - Entertainment Networks and Temple Districts now have negative Planet - Change Population Happiness abilities instead of positive ones, so they no longer increase anger, but instead decrease it.
19. Fixed - Applied Political Science now has 5 levels instead of 3.
20. Changed - Resource Manipulation tech area now requires Biology in addition to Chemistry and Physics.
21. Added - Theoretical techs must be researched before higher than level 1 in basic resource harvesting technologies can be developed. The race paradigm's primary resource requires one level, whereas the other two resources require 2 levels.
22. Changed - Light armor now costs as many resources as it has hit points. Heavy armor costs two times as many resources as it has hit points. Organic armors cost 50% extra, due to regenerative properties.

[ August 04, 2004, 04:24: Message edited by: Imperator Fyron ]
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