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  #191  
Old June 17th, 2003, 01:12 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Here is a new sneak peek to keep you interested:

Version 0.11.04:
1. Changed - Talismans now have boarding defense abilities. They are subject to biotoxin weapons and mental shredders. Also, fanatical crew destroy the relics before any boarding parties can capture them.
2. Added - Flag Bridge, which gives combat bonuses to all of the empire's ships in the system.
3. Changed - Colony ships now recieve a 60% reduction in maintenance costs.
4. Changed - Transports now recieve a 20% reduction in maintenance costs.
5. Changed - Master computers now come in 5 levels instead of 3.
6. Added - Aggressive master computers, which provide the ship with a 10% attack bonus and a 10% defense penalty.
7. Changed - Increased cost of Advanced Power Conservation from 500 to 750.
8. Added - Tower of Protection facility for magic races, which adds 15-45 shield points to all ships in the system.
9. Fixed - Psychic Scanner facilities are now Psionic Probe facilities. Psychic training facilities are now Psionic training facilities.
10. Changed - Switched organic and mineral costs of Psionic training facilities and Psionic Probe facilities.
11. Fixed - The description of the Hardy Industrialist racial trait now accurately reflects the fact that it does not apply to Temporal Space Yards.
12. Changed - Increased storage abilities of homeworld facilities from 5000 to 7500.
13. Added - Order Snafu II, which does not give the target any notification. This keeps the project useable in PBW games.
14. Changed - Spartan/Standard/Luxurious CQ now give -10/-5/0 combat modifiers instead of -7/0/+3
15. Changed - Tachyon Sensors et all now have increasing costs per level.
16. Added - Scrying tech area, which is the Magic Scanners tech area.
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  #192  
Old June 18th, 2003, 09:10 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.11.04 is released!
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  #193  
Old June 18th, 2003, 09:04 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I honestly do not know. Making it suitable for SP cuts down on the cool stuff that is possible to do.
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  #194  
Old June 19th, 2003, 01:29 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Fyron,

will adamant be focused on PBW or is it also going to be suitable for solo play?
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  #195  
Old June 20th, 2003, 12:31 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I am planning on making my armor system have 3-4 types of armor available at once that are useful. There will be cheap stuff that provides low protetion, medium stuff, and expensive stuff that provices high protection. I'm trying to determine the best way to implement this. How does this look (arbitrary values used)?
1 kT comps
1.0x HP / 1.0x resource cost
1.5x HP / 2.5x cost
2.0x HP / 5.0x cost

The strongest armor provides twice as much protection, but costs five times as much.
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  #196  
Old June 20th, 2003, 09:06 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

In the mod, I have Space Yard Expansion Projects, which expand the SY production rates of a planet beyond a normal SY. I am considering making them required to get good production rates by making the SY facilities have rates down at about 500 or so. What do you think?
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  #197  
Old June 21st, 2003, 06:32 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Re: armor - In ADDITION to the heavy/light armor? Geez, aren't you taking this a bit too far? (BTW, don't duplicate the components - this is a perfect place to use mounts!)

Re: spaceyards - As long as the yards and expansions have a reasonable construction cost so you can actually build things at a decent rate!
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  #198  
Old June 21st, 2003, 10:42 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Re: armor - In ADDITION to the heavy/light armor? Geez, aren't you taking this a bit too far? (BTW, don't duplicate the components - this is a perfect place to use mounts!)
Mounts don't let you have different component pictures though.
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  #199  
Old June 21st, 2003, 10:57 PM

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

Quote:
Originally posted by Imperator Fyron:
I honestly do not know. Making it suitable for SP cuts down on the cool stuff that is possible to do.
We can do this Fryon, without loosing anything. We just have to make a few Compromises for the AIs sake

You sound right on with the below Armor and the starting SY Rate of 500; Posts.

[ June 21, 2003, 22:43: Message edited by: JLS ]
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  #200  
Old June 22nd, 2003, 02:11 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I have a thought...(scarry) For research when in the same area IE Ion Engines, when going fron 1 to 2 to 3 have a lower point spread however when going for the next type, Jacketed have a higher amount for this, thoughts are this, making improvements to a design not as costly as building from scratch.
Just my $0.02
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