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January 24th, 2003, 04:22 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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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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January 24th, 2003, 04:34 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!)
Well... AIs don't work, so playing it is kinda hard SP.
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January 24th, 2003, 05:08 AM
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Shrapnel Fanatic
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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.
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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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January 27th, 2003, 01:41 AM
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Shrapnel Fanatic
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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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January 27th, 2003, 03:27 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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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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January 27th, 2003, 07:44 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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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.
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Of course not, it's magic!
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January 27th, 2003, 09:19 AM
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Private
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Join Date: Nov 2002
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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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January 28th, 2003, 07:33 AM
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Shrapnel Fanatic
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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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January 28th, 2003, 09:14 AM
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Private
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Imperator Fyron:
Does nobody have any comments on it?
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Sure -> <>
I think that trait is way too costly, especially with the other (lower costs) traits that seems way more interesting !
My 2 cents !
RiTz21
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January 28th, 2003, 09:52 AM
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Shrapnel Fanatic
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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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