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  #231  
Old August 4th, 2003, 04:32 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

They do not have the correct number of required engines (I think it was two too many), so they will not design them.
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  #232  
Old August 4th, 2003, 04:49 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
They do not have the correct number of required engines (I think it was two too many), so they will not design them.
Ah, that wasn't my problem, alas!

I think it may have had something to do with the shft from expansion to infrastructure AI states in my case (and thus never the need to have a colonizer). I am still trying to track down exactly how/why Ai states shift.

Still, I will keep an eye on this thread and the mod and see where I can help. The mod sounds pretty good - a real break from the SE4 mod standard.
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  #233  
Old August 4th, 2003, 10:18 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Fyron - A while ago, I volunteered to adapt my Verdurans to the Adamant mod. I had forgotten, though, about Adamant being neo-standard. I haven't made the Verdurans neo-standard compatible, and I probably won't be making them compatible any time soon, so they really won't work for your mod. Sorry about that.

I would still be willing to put together an AI for one of the races, though, and I thought the Zanarii might be interesting. I would use your speech file, and mod them to whatever play style you think is appropriate. Would you like me to go ahead and build an AI for them (or, alternatively, one of the others)?

[ August 04, 2003, 21:18: Message edited by: Chronon ]
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  #234  
Old August 4th, 2003, 10:52 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

It is Neo-Standard compatible, but not required. All vehicle sizes use a stock image as the secondary, so if any images it wants to use are not there, it will have a backup. In fact, Adamant calls for a lot more ship sizes than the Neo-Standard has, but will likely never be made for any sets (as there are a lot of them ).

I would not be opposed at all to you making a Zanar'ri AI for Adamant.

If you could, please keep a log of all changes you make to get AIs to work in Adamant, so that I (and others) can have an easier time of adapting AIs to the mod.
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  #235  
Old August 5th, 2003, 12:12 AM

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

IF, I don't mind helping with this Mod rather than the B5 mod if you'd like.

Considering what I'm trained to do it might be best if I proof read weapons and components to check they are sensible. I really hate the way large centari ballistic torps fired from ships can target everything except seekers, but the small ones when fired from fighters can only target ships

However if you have some other ideas for what you want me to do then I am happy to go with it.
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  #236  
Old August 5th, 2003, 12:44 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I didn't really mean to steal you from the B5 Mod.

It all depends on how much time you want to put into it, really. Most of the mod is done at this point. It is weapons and images that are what is left. I am fine with you doing as little or as much as you want to do. Here are some ideas:

I want the base weapon firing rate to be 2 instead of 1, to create the possibility of "machine gun" weapons that fire really fast (rate 1), relative to the other weapons.

I was thining of having "heavy" Versions of a lot of weapons that are slower to fire, have bonuses to range, damage, +10 to hit, and the first three range values are 0 damage, to create blind spots. I might also have "medium" weapons that are in between "light" and "heavy" in damage, range, etc., but have no bonus to hit and only the first damage value a 0, for a small blind spot.

Do you think you could come up with plausible weapons for the Organic Races? They need about as many as are in the stock game (could be less, more, whatever; they need a variety available). All of the current weapons (save racials like Temporal) will be Physical Race Only. These would preferably not be copies of the stock weapons with organic names, as that would be really boring (and I plan on replacing a lot of stock weapons with custom ones anyways).

Or if you do not really want to do organic weapons, perhaps you could try to adapt the weapons from this game to SE4: http://www.wizards.com/alternity/files/Warships.pdf for the Physical Races. I am thinking that projectile type weapons will have high damage, but 1/2 or 1/4 dmg to shields (depending on the weapon), and that "laser" weapons will have low damage but 2x or 4x to shields (depending on the weapon). Both Groups would definitely be researchable to the end game, with the idea that you pick if you want your race to specialize in one or the other, or just do average in both areas for less power but more versatility.

Do you have any specific ideas on how Physical, Organic and Magic weapons can be differentiated? Such as general trends that all Physical weapons follow that Organic and Magic ones do not.

If you want to "proofread" stuff, go ahead and post any suggestions/comments you have.
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  #237  
Old August 5th, 2003, 01:58 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Oh, and if there is anything else you would like to specifically help out on, feel free to suggest it.
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  #238  
Old August 5th, 2003, 03:23 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
It is Neo-Standard compatible, but not required. All vehicle sizes use a stock image as the secondary, so if any images it wants to use are not there, it will have a backup. In fact, Adamant calls for a lot more ship sizes than the Neo-Standard has, but will likely never be made for any sets (as there are a lot of them ).

I would not be opposed at all to you making a Zanar'ri AI for Adamant.

If you could, please keep a log of all changes you make to get AIs to work in Adamant, so that I (and others) can have an easier time of adapting AIs to the mod.
So, Adamant goes beyond the neo-standard? Well, in that case, I will go ahead and adapt the Verdurans (they'll be organic).

Since I'll probably have to play hot seat against myself (no AIs to play at this point), I might as well do the Zanar'ri as well. Did you have any specific characteristics in mind for them?
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  #239  
Old August 5th, 2003, 03:47 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Hmm... definitely a Physical race. They would have super combat skills, Rock Hydrogen HW type, perhaps Master Strategists and Master Tacticians, Hardy Industrialists.

By the way, I am fairly certain that dummy abilities will have to be added to a lot of components to get the AI to use them correctly (such as Armor). So, a standard system should be worked out.
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  #240  
Old August 5th, 2003, 04:47 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Okay, that sounds good for the Zanr'ri. I'll have to wait until the weapons are finished before getting started (otherwise I'd have to change all the weapons families). I'll check in here from time to time to see how that is going.
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