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  #201  
Old June 22nd, 2003, 04:32 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

That would be possible, but would require making separate tech areas for each engine type. And even then, you'd have to account for the different tech cost settings - on Low tech cost, if level 1 ion engines are 5000 RP, level 3 ion engines are 15000 RP, but on High, they would be 45000 RP! So you'd either have an abnormally large gap in low-tech-cost games, or an abnormally small gap in high-tech-cost games.
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  #202  
Old June 24th, 2003, 05:02 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Sneak Peek!

Version 0.11.05:
1. Fixed - Level 1 long range scanners now have correct tech reqs.
2. Changed - HW facilities on low and medium tech start games now produce 1000 of each resource instead of 1301.
3. Changed - HW facilities are now in the Zaibatsu Infrastructure facility group, so they will appear at the end of the list in the constuction window. zaibatsu: a Japanese word for "the few families that own and control most of the industry in Japan". (Ekolis)
4. Added - Organic and Magic Monolith facilities.
5. Changed - Extended Research facilities to 5 levels. Lowered cost of Applied Research from 100k to 75k.
6. Added - Mineral Purifier, System Mineral Purifier, Gene Synthesizer, Photosynthetic Accelerator, System Photosynthetic Accelerator, Mana Channeler.
7. Changed - Added Physics as a Tech Req of Resource Manipulation. Increased their cost to 18000 of each resource. Added Organic Resource Converters and Alchemy Labs.
8. Changed - Gestation Vats and Replicant Centers are no longer a part of the Organic Manipulation tech tree. They are now general Organic Race facilities and require Cloning.
9. Changed - Cloning now requires both Biotechnology and Biosynthesis.
10. Changed - Halved effects of Replicant Centers.
11. Changed - Medical Labs are no longer a part of the Organic Manipulation tech tree. They are now general Organic Race facilities and require Immune System Advancement.
12. Added - Apothecary Centers, which are Magic equivalents of the System Hospital.
13. Added - Drug Infuser and Theatre Complex, which are Organic and Magic UPCs.
14. Added - Planetary shield generators for Organic and Magic races.
15. Added - Gravitational shield facilities for Organic and Magic races.

Facilities.txt is now completed as far as the basics go!
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  #203  
Old June 24th, 2003, 05:04 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

This should be a sweet mod once your finsihed with it Fyron.
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  #204  
Old June 26th, 2003, 11:22 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

More Sneak Peek Fun

Here is some more info on 0.11.05:

16. Changed - Moved basic resource facilities (Mineral Miners, Organic Farms, Radioactives Extractors, Monoliths) to the Basic Exploitation facility group so that they will always be displayed at the top of the list in the construction queue window.
17. Changed - Moved Spaceport, Resupply Depot, Resource Converter, Ultra-Recycler to Resource & Supply Mgmt. facility group.
18. Changed - Moved remaining Resource Extraction facilities to the Resource Enhancement group, which is a more appropriate name given the nature of them.
19. Changed - Removed Armor tech grid and restored old armor system.
20. Changed - Removed Projectile Weapons tech grid.
21. Added - Counter - Intelligence Experts racial trait, which causes CI projects to have an increase in effective level by one point and costs 1000 racial points.
22. Added - System Hospitals now generate between 100 and 130 research points.
23. Changed - Plague Bombs are now 80 kT and cost 10x as much as they did before.
24. Added - Gaians racial trait, which allows the race to improve the conditions of planets from the start of the game and costs 300 racial points.

[ June 26, 2003, 10:48: Message edited by: Imperator Fyron ]
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  #205  
Old June 26th, 2003, 12:18 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

0.11.05 is now released! Well... it will be uploaded in 20 min, but I am off to bed.
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  #206  
Old June 26th, 2003, 08:35 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Fyron - I had a thought about those mercenary ships... check your PM
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  #207  
Old June 27th, 2003, 08:43 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

New Sneak Peek

Version 0.12.00:
1. Added - Intelligence Disrpution intel projects.
2. Changed - Appended the phrase "Completing the project causes all of the defensive points stored in it to be wasted." to all Counter-Intelligence project descriptions.
3. Fixed - Doubled Tonnage Structure of Physical leaky armors.
4. Fixed - Armor tech now requires Basic Armor 4 instead of 6.
5. Fixed - Heavy leaky armors can now only be placed on ships and bases.
6. Added - Organic race leaky armors.
7. Changed - Organic races no longer have ship shields. They retain facility shield generators and Planet/System Graviational Shield facilities.
8. Changed - Biokinetic Fields now costs 7500 research instead of 10000.
9. Added - Entertainment Networks, which improve happiness of a single planet by twice that of an equivalent Urban Pacification Center.
10. Changed - Applied Political Science now costs 20000 research.
11. Changed - Moved some racial tech trait theoretical techs to Racial Theoretical group.
12. Changed - Mechanoids racial tech trait now works fully for Magic races. Organic races only get the facilities.
13. Added - Hunter-Killer Homoncoli, the Magic race Version of Hunter-Killer Drones.
14. Added - Astral Harnessing tech area and Astral Sail components, which are solar sails with +2 standard movement.
15. Fixed - Roman Numberals of Reactors were off.
16. Changed - There are now 9 levels of Mana Shard Generators.

[ June 27, 2003, 08:33: Message edited by: Imperator Fyron ]
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  #208  
Old June 27th, 2003, 10:26 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

More Sneak Peek Goodness

Version 0.12.00:
17. Fixed - Organic and Magic Races now have Psychic and Temporal Combat Sensor enhancements.
18. Added - Organic and Magic Versions of Tachyon Scanners and Hyper Optics. Gravitic Sensors remain the exclusive domain of Physical Races.
19. Changed - Hyper Optics now require a level in Physics, Bioenergetics or Divination.
20. Removed - Organic manipulation trait has been removed.
21. Changed - Magic shields are now leaky.
22. Changed - Megafluxer now generates 300 shields and regenerates 30.

Well, it seems as if the basics of Components.txt is now completed save playtesting and random new ideas, and of course the weapons. The mod is moving right along!
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  #209  
Old June 27th, 2003, 10:46 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I have not heard any suggestions/complaints in here for a while... has everyone lost interest, or what?
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  #210  
Old June 27th, 2003, 10:58 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

You want a complaint/question? OK. When will it be ready?
Oh yeah, did i mention that i want it to be playable in SP too
That's about it for now.
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