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May 9th, 2003, 03:05 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Say, how about if Magic races got Kobold Warheads
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May 9th, 2003, 07:38 PM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You really like those Kobold warheads, don't you?
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May 9th, 2003, 11:30 PM
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General
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Too bad you can't create warheads with boarding party or crew conVersion type damage... or can you? Just imagine an explosive warhead which propels hundreds of rabid half-starved Kobolds into an enemy ship, ready to tear apart the enemy crew and take charge of the ship!
god and I've never even played Dungeon Keeper and I come up with these evil schemes
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May 10th, 2003, 12:00 AM
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First Lieutenant
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Location: NY
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Dungeon Keeper...I love that game, still have it both part one and two. They where working on a part III but when Peter left Bullfrog to make Lionhead I think the project was abandoned...
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May 10th, 2003, 12:41 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.11.00 of Adamant Mod has been released.
1. Added - Chameleon Armor and Active Chameleon Armor, which are the Organic equivalents of Stealth Armor and Stealth Shields.
2. Fixed - Tech reqs of Stealth Armor and Stealth Shielding.
3. Added - Darklight Armor and Illusiary Armor, which are Magic equivalents of Stealth Armor and Stealth Shields.
4. Changed - Mines no longer have built in cloaking abilities.
5. Added - Cloaking devices for mines.
6. Fixed - Family numbers of mine warheads used to all be 2026, which caused them all to be obselete.
7. Added - Inter-Continental Ballistic Missiles, which are essentially tiny drones with no strategic movement.
8. Added - Computer cores for organic and magic satellites.
9. Fixed - Tech reqs of several Magical engine and armor types.
10. Fixed - Set start level of Gauss Gun Engineering back to 0.
11. Added - Taera, Puntherraian, and Zanar'ri races to the mod.
12. Added - Drone engine mount that makes engines cost 50% less.
13. Added - Reinforced weapon mounts for ships that give weapons 50% more hitpoints.
14. Changed - Reorganized TechArea.txt
15. Added - Organic long range scanners.
[ May 10, 2003, 08:30: Message edited by: Imperator Fyron ]
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May 10th, 2003, 06:55 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sneak peak at what's coming.
Version 0.11.01:
1. Changed - Physical ships now increase by 70 kT per level, get -5% to defense and have 12% maintenance penalties. Magic ships increase by 50 kT per level and have minor speed bonuses. Organic ships increase by 40 kT per level, get +5% to defense and have 8% maintenance bonus.
2. Changed - Ships from Crusier size and larger get increasing 4% maintenance penalties per level.
3. Changed - Increased size of Physical bases.
4. Changed - Colony ships are now 3300 kT, and Colony Modules are now 3000 kT.
5. Changed - Physical LS and CQ are now 15 kT. Organic LS and CQ are 8 kT. Command and control comps take a base of about 22.5% space on Physical ships, 20% space on Magic ships and 19% space on Organic ships (based off of Corvette class ships).
6. Changed - Ship Construction now has a base research cost of 14000, compared to 10000 for Organic Ship Growth. Spelljammer Construction now has a base research cost of 11000.
7. Changed - Renamed some Magic ships.
[ May 10, 2003, 06:49: Message edited by: Imperator Fyron ]
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May 10th, 2003, 09:29 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.11.01 of Adamant Mod has been released.
1. Changed - Physical ships now increase by 70 kT per level, get -5% to defense and have 12% maintenance penalties. Magic ships increase by 50 kT per level and have minor speed bonuses. Organic ships increase by 40 kT per level, get +5% to defense and have 8% maintenance bonus.
2. Changed - Ships from Crusier size and larger get increasing 4% maintenance penalties per level.
3. Changed - Increased size of Physical bases.
4. Changed - Colony ships are now 3300 kT, and Colony Modules are now 3000 kT.
5. Changed - Physical LS and CQ are now 15 kT. Organic LS and CQ are 8 kT. Command and control comps take a base of about 22.5% space on Physical ships, 20% space on Magic ships and 19% space on Organic ships (based off of Corvette class ships).
6. Changed - Ship Construction now has a base research cost of 14000, compared to 10000 for Organic Ship Growth. Spelljammer Construction now has a base research cost of 11000.
7. Changed - Renamed some Magic ships.
8. Fixed - AI research files no longer generate errors about colony techs and such.
9. Fixed - All AIs will now have a racial colony type trait.
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May 10th, 2003, 10:41 PM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The change to ship sizes is a massive change, and feedback on it is necessary.
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May 11th, 2003, 12:38 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
A new page detailing the Magic view on the nature of the universe has been uploaded to the Adamant mod web site (in the Outline section).
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May 13th, 2003, 08:20 AM
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Corporal
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Imperator Fyron, I check your website and your mod, but I am not sure to understand the following:
- You describe the leaky shiel as "taking half of the damage, instead of all or 0". But to my understanding your shield still take 100% of the damage, until depleted. What am I misunderstanding?
EDIT: I describe more in "emissive shield" thread.
- About leaky armor, are you sure that the small armor has a lower chance to be hit? I agree that each individual small armor has a smaller chance to be hit than a bigger one, but if you put 10 small armor (size=1kt) there is the same change than an armor will be hit as if you put 1 big armor (size=10kt), isn't it? The only difference is the total cost and the total structure, and the easiness to repair (the smaller number the better). From what you say it seems to be better to have many small armor for higher structure.
Sorry if I just misunderstand things.
Also about colonization tech, why don't you use restricted trait for ICe/Rock/Gaz colonixation, the same way you use it for race type?
Hope it helps.
[ May 13, 2003, 07:29: Message edited by: StarBaseSweeper ]
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