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July 2nd, 2003, 11:18 PM
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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!)
I have started an Empire Setup guide for Adamant Mod. It can be viewed here:
http://galileo.spaceports.com/~kazha...ire_Setup.html
What do you think? Is more stuff needed? Could it be organized more effeciently? Other comments/suggestions?
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July 3rd, 2003, 04:56 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.12.00 of Adamant Mod has been released. And boy, is it a whopper! Check out the History file for a list of the latest updates!
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July 21st, 2003, 07:24 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Might as well post some recent mod history:
Version 0.12.01:
1. Added - Improbability Drive, Intergalactic Expressway events.
2. Fixed - Healing Temple II and III are now in the Religious facility group instead of Population Support.
3. Fixed - Radioactives Alchemy Labs are now Mana Crystal Alchemy Labs.
4. Changed - A lot of facilities use new graphics from Planet Pack 1.10 of the Image Mod.
5. Changed - Reworked Psionic Ship/Fleet Training Facilities to fit with the new Adamant training model. They train at +1% per turn over the non-Psionic equivalent.
6. Changed - Magic race Entertainment Network is now Temple District.
7. Changed - Magic race Theatre Complex is now Theatre District.
8. Fixed - Crop Rotation I and II now require Organics Farming instead of Organics Extraction.
9. Changed - Remote Miners can now be placed on Small Satellites.
10. Changed - Energy Dampeners now have 5 levels instead of 3, and they range from Crystalline Weapons 2-6 instead of 6-8.
11. Changed - Mental Flailers now have high organic costs and have 5 levels instead of 3, ranging from Psionic Weapons 2-6 instead of 1-3.
12. Changed - Repulsor Beams now have some range attenuation, and have 5 levels instead of 3.
13. Changed - Tractor beams now have range equal to the square of the "damage" (distance pulled), and have 4 levels instead of 3. They now get 5, 10, 20, 40 bonus to hit.
14. Fixed - Corrected description of Xentronium Armor tech area.
15. Added - Ancient Energy Dampener tech area and components, which are weakened ancient ruins Versions of the Crystalline Energy Dampeners.
16. Added - Hints about what techs are needed for useful results from ancient ruins technologies.
17. Changed - Massive Ionic Disperser and Massive Shield Depleter now require Xenoarchaeology 1.
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July 26th, 2003, 09:07 PM
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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!)
I added a new Sneak Peak page on the mod web site.
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August 1st, 2003, 01:15 AM
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Private
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
just wanted to ask a q, and dont hurt me if this has been asked but, is this mod purely for PBW or can it be played in singleplayer
__________________
Pain is only temporary, but honor Last forever...
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August 1st, 2003, 01:29 AM
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Second Lieutenant
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Its for both, but the AI isnt all that good yet if I remember correctly
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August 1st, 2003, 03:14 AM
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Shrapnel Fanatic
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Currently, the AI is incapable of doing simple things like design colony ships. If someone wants to volunteer to help with the AI, there will be AI support. I currently have no desire to touch the AI files.
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August 2nd, 2003, 06:46 PM
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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 Imperator Fyron:
I added a new Sneak Peak page on the mod web site.
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I cannot find this page! Where have you stuck it?
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August 2nd, 2003, 10:04 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Minor technical glitch. All fixed up now.
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August 4th, 2003, 04:10 AM
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Sergeant
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
IF: mind sharing what the problem was? I have had problems with some of the races building colony ships in my B5 varient mods and would love to hear what you have done to solve that. In return, I will share my own limited AI expertise with your mod (which I will download when I get to work tomorrow).
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