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  #1071  
Old May 29th, 2005, 02:28 AM
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Default Re: Adamant Mod Discussion Thread

You can't really set base reproduction to 0 for specific races, unfortunately.
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  #1072  
Old May 29th, 2005, 03:28 AM
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Default Re: Adamant Mod Discussion Thread

Machine ships would require no crew quarters or life support. Their bridge would most likely be a centeral control point or a MACHINE itself. (Like in BSG)

A Machine ship would require a power planet - on par with a Q reactor.

They would have no need for biologicals but would most likely use neutron bomb weapons to kill biological infestations while keeping the infastructure of a world intact.

They would most assuredly have a Machine World Ship (Death Star Type)
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  #1073  
Old May 29th, 2005, 07:04 AM
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Default Re: Adamant Mod Discussion Thread

I like the sounds of a research penalty and production and construction bonuses for the machines. I also like the idea of not requiring any kind of crew quarters or life support on their ships. Whether that is done with a master computer or simply by having no requirements on the hull is not really all that important.
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  #1074  
Old May 29th, 2005, 12:40 PM
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Default Re: Adamant Mod Discussion Thread

You could also just assume that a fraction of the population is purely dedicated to fabricating new robots...
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  #1075  
Old May 29th, 2005, 01:37 PM
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Default Re: Adamant Mod Discussion Thread

I like the idea of a facility that lets them spread quickly.
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  #1076  
Old May 29th, 2005, 07:07 PM
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Default Re: Adamant Mod Discussion Thread

I have uploaded a new dev snapshot.

Energy race weapons are mostly present. I am trying to think of a few more to round out their selection. Currently, all of their weapons use 1 supply and are 2 to 4 times as expensive as normal weapons. I am still deciding if I want some of them to use 0 supplies, so they will continue firing once supply stores are gone.

I have not yet decided how to make machine race weapons different from physical races, so they are currently identical.

I also have not made the troop weapons race-specific yet, so all of the races use the same weapons for troops.

Other than these things, and some sort of patchwork to get basic compatibility for machine and energy race AIs, it is about ready for release.

Download location:
http://adamant.spaceempires.net/dev.php

History file:
http://adamant.spaceempires.net/files/dev/History.txt
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  #1077  
Old May 30th, 2005, 04:31 AM
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Default Re: Adamant Mod Discussion Thread

For machine ideas, try reading the 'Berserker' series by Fred Saberhagen.

Some ideas: Weapons that only work on biological species (Anti-crew/pop has been suggested), more research required for intelligence (To mimic biologicals), faster ships, faster missiles, better accuracy. Not as good training facilities, slower research (Biologicals are more creative).
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  #1078  
Old May 30th, 2005, 07:05 PM
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Default Re: Adamant Mod Discussion Thread

I think Narf's suggestions would go a long way to making the machines play very different from a physical race.

Throw in some better production and construction facilities and then while the machines would not have as advanced of tech as a physical race, their many ships may acquire a kind of disposable aspect.

I would recommend giving them better initial accuracy and poor or non-existent training facilities to enhance the cheep throw away aspect of their ships.

You may also consider giving their fighters a boost over the other races or even better yet make that a paradigm specific racial trait like Organic's inherent regeneration trait.
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  #1079  
Old August 22nd, 2005, 12:37 AM
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Default Re: Adamant Mod Discussion Thread

Contrary to popular belief, the mod is not dead. There is in fact some discussion over the practicality of researching large ship hulls:

http://www.spaceempires.net/home/ftopict-853.html

Also, there is a new dev snapshot available.

Cue Atrocities posting "cool."
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  #1080  
Old August 22nd, 2005, 08:09 AM
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Default Re: Adamant Mod Discussion Thread

Cool
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