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June 28th, 2003, 12:39 AM
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Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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June 30th, 2003, 12:51 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
More Sneak Peek Goodness
Version 0.12.00:
23. Fixed - Finished changes to population modifiers in Settings.txt.
24. Changed - Engines now provide penalties or bonuses to "ECM", ranging from -4 to +10.
25. Fixed - There are now Magic Propulsion Experts engines.
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June 30th, 2003, 01:55 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
There has been a minor web site redesign. Check it out!
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June 30th, 2003, 10:22 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Still More Sneak Peek Goodness
26. Changed - Hospitals and Medical Labs now say that they cure level X plagues instead of prevent them, which is a more accurate description of what they really do (cure the plague after one turn of damage).
27. Changed - Plague Bomb descriptions now include an average population killed per turn in their descriptions.
28. Changed - Weapon Mounts now have technology requirements.
29. Added - Telekinetic Mount, Clairsentient Mount, Fate Mount.
30. Fixed - Maximum vehicle size for ship and base mounts increased from 1500 to 3000.
31. Changed - The description of Neutron Cannon (SS) now states that it kills "security teams" instead of "security stations."
32. Fixed - Descriptions of unique ruins are now set up appropriately.
33. Fixed - New Adamant unique ruins techs readded to StellarAbilityTypes.txt.
34. Fixed - Descriptions and pictures of Class X Plague Spore intel missions are now correct.
35. Added - Level 2-5 plagues can now break out on planets as a result of random events.
[ June 30, 2003, 22:18: Message edited by: Imperator Fyron ]
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June 30th, 2003, 11:31 PM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
"29. Added - Telekinetic Mount, Clairsentient Mount, Fate Mount."
These mounts are basically better Versions of a standard mount. Telekinetic Mount is an improved Heavy Mount, the other two are Accuracy Mounts. Can anyone think of other racial tech traits that it would make sense to have a mount for?
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July 1st, 2003, 05:54 AM
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General
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
re: 12 - you misspelled "Homunculi" (I think)
re: 24 - Remember not to split the engines into different component families, otherwise players could add one of each (positive) type of engine and get huge bonuses
re: 32 - so now shouldn't they be Neutron Cannon (ST)?
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July 1st, 2003, 06:18 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Re:Re:12-I think it may be Heamonculi
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July 1st, 2003, 09:35 AM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
"re: 12 - you misspelled "Homunculi" (I think)"
I pluralized "homonculus" (or is it "homonculous"?). I will check the spelling later, but I am fairly certain I spelled it correctly. And no Kodos, that is not at all what I was making.
"re: 24 - Remember not to split the engines into different component families, otherwise players could add one of each (positive) type of engine and get huge bonuses"
They are all in one family, so it is not a problem.
"re: 32 - so now shouldn't they be Neutron Cannon (ST)?"
No, as they still destroy Security Station components. It is just aesthetic; how do you "kill" a station? The station technically remains intact, but the security personnel die, so you get the effect of the SS being destroyed.
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July 1st, 2003, 06:59 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Bonuses from different component families stack. This is why ECM, Stealth Armor and Scattering Armor stack. So, yes. Long Range Scanners give a CS bonus, ranging from IIRC 2-15 or something like that.
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July 2nd, 2003, 01:03 AM
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Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Imperator Fyron:
[b]24. Changed - Engines now provide penalties or bonuses to "ECM", ranging from -4 to +10.
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Will this stack with other ECM components?
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