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October 13th, 2004, 01:59 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Adamant Mod Game with RPG required.
Hrm, okay cool. Will get a chance to check out the new tech. Only thing I care about is setting the racial points to 5k, so we have a chance to try out all the traits.
Brian
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October 13th, 2004, 02:09 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Adamant Mod Game with RPG required.
Wow look at all the fun traits. I'm tempted to pick a ton of them... actually I do want to try a lot of stuff out. What happens if you pick organic and physical and magical all at the same time? Should you only pick one?
If we were playing a competitive game, I would automatically go for the two 120% build rate traits, and make ships like water. Perhaps pick organic, and see how fast my fleet can grow.
Actually, how about we play AI's? That way we'll be able to choose traits according to how we want to try them out, and not because we want to win. It's going to be hard for two players to RP unless they are on the same team lol.
Brian
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October 13th, 2004, 02:12 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Adamant Mod Game with RPG required.
Oh, and when you include the AI's, don't randomly generate AI's or randomly generate neutral AI's.
Put in some really cool AI's -- especially lots of Space Monster races. I think six space monster races, versus us, will make a fun game -- we might get killed early on, but if we manage to survive it will be so fun!
How do you defeat space monster races if their planets are cloaked?
Brian
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October 13th, 2004, 02:42 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New Adamant Mod Game with RPG required.
Quote:
brianeyci said:
Wow look at all the fun traits. I'm tempted to pick a ton of them... actually I do want to try a lot of stuff out. What happens if you pick organic and physical and magical all at the same time? Should you only pick one?
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Then you are a cheater. Same with all of the "Natives" traits. Picking multiples will be much, much harder in 0.15.00. Make sure to read the Empire_Setup.html file in the Help folder.
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If we were playing a competitive game, I would automatically go for the two 120% build rate traits, and make ships like water.
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Note that they do not stack, as they apply to different types of SYs.
Quote:
brianeyci said:
Put in some really cool AI's -- especially lots of Space Monster races. I think six space monster races, versus us, will make a fun game -- we might get killed early on, but if we manage to survive it will be so fun!
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Even one space monster race is going to be very, very difficult to beat for 2 players on a low tech, 1 planet start...
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How do you defeat space monster races if their planets are cloaked?
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Star Destroyers, Nebulae Creators, or Black Hole Generators.
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October 13th, 2004, 03:43 PM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
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Re: New Adamant Mod Game with RPG required.
I dislike AI, but we could do monsters if you want, I probibly should play a proper game vs monsters to get a better feel of how they work etc.
I am currently playing around with a diferent Version of monsters which should be fun.
Fyron, how well DO monsters work in 14?
when I did a quick mess around with them in 15 I was easly able to protect my plannets with a copple of missile platforms, missile ships and fighters however were prety much useless, even with decoy missiles. at least in the early game anyway...
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October 13th, 2004, 10:23 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: New Adamant Mod Game with RPG required.
0.15.00 is now available. *link*
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October 13th, 2004, 10:33 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Adamant Mod Game with RPG required.
Quote:
se5a said:
I dislike AI, but we could do monsters if you want.
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Great. I'm downloading the Adamant new Version now, and will make an energy race -- I really want something different from the stock, and physical race would be too similar to the stock for me.
2 of us versus one space monster race? Great =D
Brian
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October 13th, 2004, 10:34 PM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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Re: New Adamant Mod Game with RPG required.
Oh one more note, make sure to turn on "evenly distributed throughout galaxy" option so we don't start out right next to the space monsters...
Brian
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October 13th, 2004, 10:37 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: New Adamant Mod Game with RPG required.
Uhh... sorry, but energy races don't seem to be playable... in order to rush this mod out the door for you, Fyron had to take them out because they don't have any actual components yet...
edit: and are you only accepting 2 players? I might want to join too
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The Ed draws near! What dost thou deaux?
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October 13th, 2004, 10:39 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New Adamant Mod Game with RPG required.
Quote:
Ed Kolis said:
Uhh... sorry, but energy races don't seem to be playable... in order to rush this mod out the door for you, Fyron had to take them out because they don't have any actual components yet...
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Actually they are in there, but the trait is just quite unselectable (100,000 cost). Same with Machine Races. Hopefully I can find the time and motivation to undertake this colossal task soon here...
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