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  #121  
Old May 13th, 2003, 07:02 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

No you can't mod the restrictions (assuming I understood you correctly).
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  #122  
Old May 13th, 2003, 07:06 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Some restrictions, such as the "one spaceyard per vehicle" are hardcoded.

On individual components, you are free to change the restrictions.
The ones I know are available now:
- None
- One Per Vehicle
- Two Per Vehicle
...
- Ten Per Vehicle
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  #123  
Old May 13th, 2003, 07:19 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I think he meant, "can you mod what the restrictions are?", which you can't do.
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  #124  
Old May 13th, 2003, 08:06 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I'm thinking of getting rid of the tech grid idea and going with open-ended tech levels instead. Projectile Weapons alone has 21 tech areas and 10 x 10 x 10 components (well, actually, more like 5 times that amount)!

I could then easily add a few areas like "miniaturization" and "ship hardening" or whatever, and not worry about conflicts. And, less math involved!

Thoughts/opinions?
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  #125  
Old May 13th, 2003, 11:30 PM

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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

As long as you don't go insane with them, tech grids are fine.

Missiles might work well with that- one tech area for the launcher/projectile, another for the warhead.
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  #126  
Old May 14th, 2003, 06:14 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Yes, well, not going insane with things isn't gonna happen.
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  #127  
Old May 14th, 2003, 08:28 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
The abilities that various armor types have are not directly tied to the armor ability. Emissive ability works on all armor components when it is on a component that has armor, and it works on all components when it is on a component without the armor ability (just like shields from damage).
Incredible.
very interesting, I was thinking wrong all along.

Would that happen also for Regenerate Armor?
Like if Regenerate armor put on armor component, regenerate all armor component with regenerate armor ability (even if 0), and if put on a non-armor component, regenerate all component with regenerate armor ability (evebn non armor) ?
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  #128  
Old May 14th, 2003, 08:31 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Regeneration doesn't care whether it is armor or not. I think a comp might need a regen ability of one to be able to regenerate though, but I am not sure. You could always test it in a jiffy!
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  #129  
Old May 14th, 2003, 12:44 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Thanks for all your clarification, I'm gonna heavy test now.

But I got many new concept.

Maybe I can go something original/different that make everything worth it.
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  #130  
Old May 14th, 2003, 09:00 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Sneak peak to wet your appetites:

Version 0.11.03 - :
1. Added - Fate Talismans, which are 50 kT components that give +5-20 ECM bonus and require Fate Ethos 3-6.
2. Added - Organic and Magic SDDs.
3. Added - Pandoran, 8472, NuWam races to the mod.
4. Changed - Attempted to make AIs be able to design and use Colony Ships.
5. Added - Space monsters, from Devnull Mod, with Rollo's permission.
6. Added - Endemic Wastefulness, Naturalists, Unlucky, Trans-dimensional racial traits.
7. Added - Basic Bridges, Basic Life Support. Added Spartan and Luxurious Crew Quarters.
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