|
|
|
|
|
May 10th, 2004, 07:10 PM
|
Corporal
|
|
Join Date: Sep 2003
Location: London, UK
Posts: 134
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
O.K. Guys
I no longer have any problems with Adamant when running Win98. I'm not sure if it was 'resaving' the intro.bmp or not but I can say it was an issue with the BMP's. I just did a batch conVersion of all Bmp's in Adamant to Bmp's (resaves them ! Just remember to turn overright on OR get them copied to another location and move them, a bit safer ) using Irfanview. The header it uses seems perfectly fine. (it only took 30-40 seconds, for ~1700 pics )
I thank you all for your tracking down of the issue. (esp Aiken!)
[ May 10, 2004, 18:19: Message edited by: XenoTheMorph ]
__________________
Xeno.
A Pessimist is just an Optimistic Realist.
|
May 11th, 2004, 02:29 AM
|
|
Major
|
|
Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Even for a lunk-head like me, resaving the BMPs through Paint corrected my problem.
Thanks everyone!
Wildcard
__________________
Caduceus
|
May 12th, 2004, 08:59 PM
|
|
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
se.net is down so I'm posting this here:
1. Same issue as with Assault Command (erroneous tech dependency) is also true for Combat Command and Infiltration Command (organic and magic Versions) - they depend of Troops tech, which is physicals only.
2. It's still possible to exploit 660 kt colony mount issue to create extrafast colonisers: compare 13 Engines Per Move for Destroyer/Greater Ravager against 24 Engines Per Move for Large Colony Ship/Large Seedling.
|
May 19th, 2004, 12:20 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.14.05 of Adamant Mod has been released! This Version features a new racial trait, Mobile Industrialists, as well as various bug fixes.
If you have a Version 0.14.xx installed, you can use the Race Pack and the Lite files as a patch. If you have crashes during loadup with the mod, you will need to get Full to fix the problem with image headers for some of the images.
Version 0.14.05 - 18 May 2004:
Files Altered: Components.txt. RacialTraits.txt, TechArea.txt, VehicleSize.txt
1. Added - Manuevering Thrusters for stations, which provide 1 combat movement.
2. Added - Magic races were missing an afterburner type component line for fighters. They now have them.
3. Changed - Mines charges are now twice as expensive as they were before.
4. Changed - Normal and AP mine charges now do one half the damage they did before.
5. Added - Mobile Industrialists racial trait, which gains access to ship-borne space yards that are one half the normal size.
6. Fixed - The graphics for Organic and Physical Repair Drones were swapped.
7. Changed - Code for Sailing Ship changed to SlS.
8. Changed - Satellite mounts are now restricted to the same set of weapon families as base mounts.
9. Changed - Small Sensory Input Nodes now use image 1596.
10. Fixed - Roman numeral of Gate Collapser III is now 3 instead of 2.
11. Fixed - All Laser Beams now use beam image 19.
12. Fixed - Rune of Free Astral Movement III now uses image 677 instead of 692.
13. Fixed - Space Yard facilities now upgrade correctly when the Hardy Industrialists trait is selected.
14. Fixed - Cargo facilities now upgrade correctly when the Advanced Storage Techniques trait is selected.
15. Fixed - Ship and Fleet Training Facilities now upgrade correctly when Master Tacticians or Master Strategists are selected, respectively.
16. Added - Organic and Magic Versions of the Ground Combat Doctrine tech area. Appropriate components require these new tech areas.
17. Fixed - The images for Shadow small fighters are now named correctly.
18. Fixed - Intro.bmp now has standard header, rather than Windows 9x-unfriendly one.
19. Fixed - Unit armor can now be mounted with 5x, 10x, 100x scale mounts.
20. Changed - Lasers, IR Lasers, PPBs, and Ethereal Lances now use different beam images.
21. Fixed - Organic and Magic robo miner satellite components now use the correct images.
22. Fixed - Second set of Psychic Combat Sensors for Magic races now require Magic Sensors tech area, rather than Sensors.
|
May 20th, 2004, 11:38 AM
|
|
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron, what's Psionic Discipline - Metacreation for? I can't find any reference of this trait with component or facility, or anything.
|
May 20th, 2004, 06:49 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
It is for looking pretty... No really, I could never figure out how to properly implement it in SE4... one of these days...
|
May 20th, 2004, 07:07 PM
|
Corporal
|
|
Join Date: Sep 2003
Location: London, UK
Posts: 134
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Hi Fyron,
I've just been looking through the normal armours for magical races and I think I've found a few typos/bugs
1)"Ironwood Structural Supports" are depedant on tech "Iron armour" Not "Ironwood Armour"
2)"Iron Structural Supports" Roman numeral is "II" not "III". Also "Flowsteel Structural Supports" Roman numeral is "III" not "IV".
3)"Light Flowsteel Armor III" (for units) has 2 x the damage resistance that it should (should be 1/2 Ship Version Not same)
4)"Light Wooden Armour" (for units) should have the costs for "I" & "II" And "III" & "IV" swapped, since these pairs are identicle except for organics cost (it is higher for higher armour, but more advanced armour should be better AND/OR cheaper not neither!)
Also for the other Psionic Disciplines (other than "Metacreation")
Name := Psychometabolism
Maximum Level := 6 (Should only be 2!)
Since only levels 1 & 2 are used.
And "Psychoportation" has no effects just like "Metacreation"
By the way Adamant is way cool!!! it's up there with the Star Trek Mod!
__________________
Xeno.
A Pessimist is just an Optimistic Realist.
|
May 22nd, 2004, 08:21 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
hey what mount works for weapons on the light mech troops ??? I cannot see any that work ( for adm010
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
May 22nd, 2004, 10:35 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by tesco samoa:
hey what mount works for weapons on the light mech troops ??? I cannot see any that work ( for adm010
|
You have to research Troop Weapons (assuming you are Physical).
|
May 25th, 2004, 07:39 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
So now that you have had a chance to play the mod in single player mode, what are your thoughts on it? Any bugs to report? Potential problems? Speak up!
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|