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May 6th, 2003, 12:19 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
LOL! Great, now we have familial rivalry going on...
Don't expect too much from the AIs. I'm not very knowledgable about AI modding at this point, and I have not done much work on them. They all use the default files for each race, except I modded the default AI research file so it would stop spitting errors at me (several Versions ago, so its out of date now) and put it in all the race folders, and I modded Psychic to be Psionic in the General AI files to remove some other error Messages. I think I added Physical Race to all general AI files too. If perchance you wanted to do a little AI modding, I would not object...
Also... the Projectile Weapons are not meant to be balanced with the normal weapons, so that could cause balance issues in your LAN game.
[ May 05, 2003, 23:23: Message edited by: Imperator Fyron ]
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May 6th, 2003, 12:22 AM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I thought you would never ask
Absolutely, thanks
Pat can follow up on my spelling
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May 6th, 2003, 12:23 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You posted while I was editing my post. So... make sure to read it again.
I never asked before because I was not sure if I was going to keep the basics as they are now, or change them. A few minor changes to engines drastically obseletes all AI design files and all.
[ May 05, 2003, 23:24: Message edited by: Imperator Fyron ]
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May 6th, 2003, 12:31 AM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I am looking forward to it, just say when
I REALLY like where you are going with Adamant.
[ May 05, 2003, 23:33: Message edited by: JLS ]
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May 6th, 2003, 12:34 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
When.
Take the base AI files from unmodded 1.84 and work from their. I am not entirely sure what is in the mod...
[EDIT]
Or maybe I should get permission to start off with TDM AIs... hmm...
[/EDIT]
If you have suggestions on how much to make the Religious and Psionic subtraits cost, they would be appreciated. I have them all set to 500 points right now, but they are not all worth the same.
[ May 05, 2003, 23:49: Message edited by: Imperator Fyron ]
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May 6th, 2003, 01:03 AM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You Got it, I will get started before Wednesday.
[ May 06, 2003, 00:04: Message edited by: JLS ]
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May 7th, 2003, 01:23 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
To all of the graphically-inclined... I am looking for someone that would be interested in making an intro screen for Adamant mod.
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May 7th, 2003, 03:05 PM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fryon, would something like the one used in AIC be what you had in mind, however it is not that fancy. If so, please let me know what wording and type set you would like and I will be more then happy to make it happen, for you.
[ May 07, 2003, 14:11: Message edited by: JLS ]
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May 7th, 2003, 07:40 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Thanks, but Hugh already volunteered. And, I was thinking of something more graphical (which is why I'm not up to making it myself ).
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May 7th, 2003, 08:35 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.10.00 of Adamant Mod has been released. Added History.txt and Readme.txt. Added Zero Gravity Engineers racial trait, which makes ship and base Space Yards 30% more productive. Base Space Yards are now 50% more productive than Ship Space Yards. Fixed Growth Chambers and Summoning Circles techs to have had 5 max levels, not 3. Fixed costs of Growth Chambers and Summoning Circles.
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