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  #11  
Old January 24th, 2003, 04:22 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Just tried it out and it looks pretty cool. Although I gave up cause I just don't have the patience to play when my colony ships can only move at a speed on 1. Uggg.
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  #12  
Old January 24th, 2003, 04:34 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well... AIs don't work, so playing it is kinda hard SP.
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  #13  
Old January 24th, 2003, 05:08 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by DavidG:
Just tried it out and it looks pretty cool. Although I gave up cause I just don't have the patience to play when my colony ships can only move at a speed on 1. Uggg.
Fission engines aren't very fast, after all. You can always start on Medium Tech, which gives you up to Ion Engines 3.

I just uploaded a new Version, check it out! I lowered the cost of Nuclear Propulsion from 5000 to 3000, to make it easier to get Nuclear Propulsion 4, which gives Fusion Engines. They have 2 MPs instead of 1.

[ January 24, 2003, 03:12: Message edited by: Imperator Fyron ]
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  #14  
Old January 27th, 2003, 01:41 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Ok... I think I have satisfactorily fixed the problem. I lowered the LS req. of colony ships from 5 to 1. I increased the size of Fission Engines to 15, and increased standard movement to 2. Now, a colony ship with full Fission Engines will move 2 per turn. One with Fusion Engines can move 3 per turn. Ion Engines can get the ship moving 4 per turn, with 30 extra space, for supply storage, cargo bays, whatever. Check it out!
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  #15  
Old January 27th, 2003, 03:27 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Are ships for magical races still a work in progress? I couldn't see a way to build them.
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  #16  
Old January 27th, 2003, 07:44 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by DavidG:
Are ships for magical races still a work in progress? I couldn't see a way to build them.
Of course not, it's magic!
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  #17  
Old January 27th, 2003, 09:19 AM

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

ships could be old sailors, with a magical protecting sphere around them. should be cool looking, a galleon in space :-)
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  #18  
Old January 28th, 2003, 07:33 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

DavidG, I still need to come up with enough ship sizes to work.

Preacherman, that is kind of what they are going to have.
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  #19  
Old January 28th, 2003, 09:14 AM

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

Quote:
Originally posted by Imperator Fyron:
Does nobody have any comments on it?
Sure -> <>

I think that trait is way too costly, especially with the other (lower costs) traits that seems way more interesting !

My 2 cents !

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  #20  
Old January 28th, 2003, 09:52 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Actually, that was a good price for Natural Merchants when I made the trait. But, I rebalanced the racial traits, and apparently forgot that one.
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