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December 17th, 2003, 04:24 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Imperator Fyron:
The best to hit value in the stack is used, just like all other unit stacks.
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How the presence of Abomination saps the morale of friendly forces then? If there are any friendly forces they have better attack and defence values which are used.
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December 17th, 2003, 07:15 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Asmala:
Great. More like that and it's much easier to start playing Adamant.
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Such as?
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December 17th, 2003, 09:29 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Imperator Fyron:
Such as?
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Tech tree for each race would be splendid. It would help a lot to make overall view of the mod.
If you're new to the mod you'd start a new game with full techs and check through the components to see what's available. Then you notice a nice armor you'd like to research. But how you now what to research? First open the components.txt, find the component and check the tech requirements. Open the techareas.txt search the tech, notice it has one prerequisite, search it, notice it has again one prerequisite, search it and then you know what to research. Not so handy.
Of course I use SE4Modder which makes that much easier but I think most players don't use that.
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December 17th, 2003, 10:23 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Imperator Fyron:
quote: Originally posted by Asmala:
Is there any reasonable use for Siege Fortifications? You get much more HPs using armor, and it's even cheaper.
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Hmm... guess I should have looked over the Bio-Psych mod a bit more carefully before implementing it. What if the fortification was a Defense-penalty combined with EA ability?
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December 18th, 2003, 10:28 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I don't think EA works on units? Especially not on WPs?
You can get a tech tree by starting a full tech game and exporting the tech list in the research window. It does not export everything that tech gives you, but it shows all tech reqs IIRC. And with technologies often named after what they are (I am very creative ), it works fairly well. I will probably make a real one at some point, but this will be good for now.
[ December 18, 2003, 08:39: Message edited by: Imperator Fyron ]
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December 19th, 2003, 08:28 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
List of all components giving combat bonuses would be great addition to the help section.
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December 19th, 2003, 10:35 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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December 19th, 2003, 10:51 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Additionally, I have exported both the tech areas and tech levels parts of the in-game tech tree and saved them as excel spreadsheet files. There are also comma separated text Versions in the zip. It is available here:
techtree.zip <-- 117 kB
Note that if a tech area has multiple requirements, it has multiple lines in the files.
Not entirely sure just how useful this will be, but there it is. Anyone want to figure out a way to make a program generate a graphical representation?
[ December 19, 2003, 20:57: Message edited by: Imperator Fyron ]
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December 19th, 2003, 11:19 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Just what I had in mind (Actually better than that, I didn't think about Tech Reqs).
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December 19th, 2003, 11:33 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Imperator Fyron:
Anyone want to figure out a way to make a program generate a graphical representation?
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That would be a real challenge. I don't know a way you can make the tech tree clear even if you'd do it by hand. Let a program do it and I'd bet the result is messy, considering the amount of techs there are in Adamant.
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'The surest sign that there is intelligent life elsewhere in the universe is that none of it has tried to contact us.' Calvin and Hobbes
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