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  #291  
Old October 22nd, 2003, 08:59 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Off the top of my head...

Psychoportation:
Psionic Supply Transfer - Effectively a Quantum Reactor, it transfers supplies from an infinite pool on the homeworld.
Beam-the-enemy-leader-into-the-center-of-the-sun/beam-the-center-of-the-sun-into-whatever-you-want/a million other cheesy applications of psionic teleportation (Hey, if you allow teleporting of SOME stuff, why not ANYTHING? OK, I guess you could place a mass or heat limit on it or something, saying that it strains the mind to move really heavy or hot objects...)
PK Tractor - Long range tractor beam
PK Repulsor - Powerful repulsor beam
PK Fuya / PK Thunda - Mispronounced attacks from Super Smash Bros.

Psychometabolism:
Ultra-Spartan Crew Quarters - Crew quarters that are even smaller and cheaper than regular Spartan Crew Quarters, but don't provide any extra penalties beyond those of normal Spartan Crew Quarters (the crew can adapt to this environment)
Zero-G Troopers - Improved boarding parties who are disciplined to withstand zero gravity; an even more enhanced Version could be available with the Zero-G Engineers trait
Ultra-Spartan Colony Module - Smaller colony module due to reduced need for support equipment
I'd suggest something to reduce the food consumed by population, except that they don't consume any in the first place! (If I were to make a mod, I'd probably make all systems 1 star and give all facilities that require people to work a negative solar organics generation in order to simulate food consumption... OK, so it's based on facilities not population but it's the best I can do )

Metacreation:
Mental Construction Yard - sort of like Temporal Spaceyard
Mental Replicator - Mini spaceyard for building units onboard carriers and transports (though normal races could use something like this too), possibly with the "emergency supply pod" ability if you don't get rid of those things entirely
Psionic Matter Converter - generates resources from solar energy (like the crystalline facility) and also converts between resources
Psionic CT Engine - much cheaper Version of the Contra Terrene engine which relies on psionic conVersion of matter to antimatter by rotating it through the fourth dimension, instead of producing it the hard way


What is the difference between Psychoportation and Telekinesis anyway? They both move things with the power of the mind... Does Psychoportation make them "jump" places instantaneously without traversing the space in between while Telekinesis makes them "slide" like things normally move?
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  #292  
Old October 22nd, 2003, 09:07 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Here are some powers from D&D, though I am not sure how to translate them to SE4 :

Psychometabolism:
Elfsight. You have low-light vision.
Lesser Natural Armor. You gain +1 natural armor bonus.
Talongs. Your unarmed attacks deal +1 damage.
Verve. You gain 1 temporary hit point.
Biofeedback. Self-control allows you to take some damage as subdual damage.
Compression. You shrink 10%/level (max 50%).
Empathic Transfer. You absorb others' hurts.
Feel Light. You use tactile sensation to see.
Feel Sound. You use tactile sensation to hear.
Hear Light. You use auditory sensation to see.
Lesser Body Adjustment. You heal1d8 hp, or gain a +1 bonus on your next Fortitude save to resist ability damage.
Animal Affinity. You possess one ability score of a chosen animal.
Body Equilibrium. You can walk on nonsolid surfaces.
Chameleon. You gain a +10 enhancement bonus on Hide checks.
Sustenance. You can go without food and water.
Ectoplasmic Form. Your amorphous form is hard to hurt.
Rejuvenation. You heal 1 point of temporary ability damage/hour.
Polymorph Self. You assume a new form.
Adapt Body. You adapt your body to hostile environments.
Energy Barrier. You convert energy attacks to harmless light.
Suspend Life. Your life functions slow to imperceptibility.
Energy ConVersion. You convert energy attacks to one ray energy attack of your own.
Fission. You briefly duplicate yourself.
Hypercognition. You can deduce almost anything.
Iron Body. Your body becomes living iron.
Affinity Field. Effects that affect you also affect others.


Psychoportation:
Burst. Subject speed improves by 10 ft. for 1 round.
Float. You buoy a subject in water or other liquid.
Call Weaponry. Never lack for a weapon.
Skate. Subject slides (skillfully) along the ground as if ice.
Spider climb. Grants ability to walk on walls and ceilings.
Knock. Opens locked or psionically locked doors.
Astral Steed. Astral steed appears for 1 hour/level.
Fly. Subject flies at speed of 90 ft.
Dimension Door. Teleports you and up to 500 lb. a short distance.
Dismissal. Forces a creature to return to a native plane.
Sending. Delivers short message anywhere instantly.
Teleport. Instantly transports you anywhere.
Retrieve. You teleport to your hand an item you can see.
Trace Teleport. Learn origin or goal of subject's teleport.
Phase Door. Invisible passage through wood or stone.
Plane Shift. Up to eight subjects navel to another plane.
Dream Travel. You travel to other places through dreams.
Temporal Acceleration. Your time frame accelerates for 2 rounds.
Temporal Velocity. Your time frame accelerates for 3d4 rounds.


Metacreation:
Astral Construct I. Creates astral construct to fight for you.
Grease. Makes 10-ft. square or one object slippery.
Psycholuminescence. Object sheds silvery light.
Ectoplasmic Cocoon. You encapsulate a foe so it can't move.
Burning Ray. Fiery ray deals 3d6 damage to foe.
Create Food and Water. Feed's three humans (or one horse)/level.
Metaphysical Weapon. Weapon gains a +3 bonus.
Fabricate. Transforms raw goods to finished items.
Wall of Ectoplasm. You create a protective barrier.
Ectoplasmic Armor. Subject gains a +10 armor bonus.
Flaming Shroud. Encased foe rakes 11d6 fire, damage.
Contingency. Sets trigger condition for another power.
Mind Store. Store your personality against future need.
Genesis. You instigate a new demiplane in the Astral Plane.
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  #293  
Old October 22nd, 2003, 09:13 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
What is the difference between Psychoportation and Telekinesis anyway? They both move things with the power of the mind... Does Psychoportation make them "jump" places instantaneously without traversing the space in between while Telekinesis makes them "slide" like things normally move?
Psychoportation:
Psychoportation powers move the manifester, an object, or another creature through space and time. Representative powers include astral projection, dimension door, teleport, and teleport trigger.

True understanding of that reality allows the nomad to prize loose small fissures and cracks in existence, and then slip through them to new locations in space, and even in time.

Psychokinesis:
Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce interesting visual effects above and beyond the standard secondary display, such as moving, melting, transforming, or bLasting a target. Psychokinesis powers can deal large amounts of damage. Representative powers include concussion, matter agitation, and matter manipulation.

Telekinesis and its variants are the heart of the Psychokinesis discipline. It is the purest expression of the savant’s power: mind over matter, movement at a distance. The power allows the user's mind to grip the fabric of reality and move it as she wills. Telekinesis is the most obvious use of the power, but even powers such as matter agitation and concussion involve the movement and rearrangement of very tiny motes of reality. The particular new arrangement determines the specific effect. For instance, concussion creates an invisible bulge in the fabric of reality, and the psion uses that bulge to pummel the desired target.
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  #294  
Old October 22nd, 2003, 09:41 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I would love to get in to this discussion, but my will to do anything has been seriously depleted.

Sorry Fyron, I love your mod and all, but I am far to tired to drive into such a deep subject.
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  #295  
Old October 26th, 2003, 08:59 PM

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

Fyron, I am downloading v0.13.00 now
AdamantFULL.exe

I need familiarize myself and then delve into the AI.

Which AI Player would you like to start with?
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  #296  
Old October 27th, 2003, 02:38 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

You might want to snag the 0.13.13 patch next.

http://www.spaceempires.net/home/mod...ownload&cid=20

It does not really matter which you start with. Just pick any physical race. I have been given the green light to use TDM AIs as a base.

Could you please keep a log of the changes you have to make to the AI to get it to function in the mod? This would be a great aide to others that decide to make their AIs compatible.

Also, whatever dummy tags are necessary can be added in easily (well, not always easily... ). Consistency is crucial, ofc. And, making them not totally interfere with the stuff that the Space Monsters use would be a good idea.

[ October 27, 2003, 00:40: Message edited by: Imperator Fyron ]
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  #297  
Old October 27th, 2003, 02:59 AM

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

Quote:
Originally posted by Imperator Fyron:
You might want to snag the 0.13.13 patch next.

http://www.spaceempires.net/home/mod...ownload&cid=20

It does not really matter which you start with. Just pick any physical race. I have been given the green light to use TDM AIs as a base.

Could you please keep a log of the changes you have to make to the AI to get it to function in the mod? This would be a great aide to others that decide to make their AIs compatible.

Also, whatever dummy tags are necessary can be added in easily (well, not always easily... ). Consistency is crucial, ofc. And, making them not totally interfere with the stuff that the Space Monsters use would be a good idea.
OK, Abbi it is at 13.13 and with no Space Monsters conflicts, I think I can manage this

I will get it off to a start, but it is expected you will have many more data additions that will effect the first product.

I doubt TDM and/or AIC files will have much to offer as a foundation in regards to the Major AI Files.

- - -

However, there will be a few consultations you may have to make with some of the base data, but this can wait until I have more of the Ducks lined up

[ October 27, 2003, 01:14: Message edited by: JLS ]
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  #298  
Old October 27th, 2003, 03:22 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well, just 3 basic sets of AI files (physical, magic and organic) would do great for now, so that people can start using the mod in SP. Most family numbers are identical for similar comps/facilities for the 3 race types. It is just the stuff unique to one type or the other that differs. So, just a bunch of name changes are what is needed to get Organic and Magic AI files off to a start, then lots of editing of the ship design files, due to different sized ships.

The TDM AI files are much better basis than the stock AI files...

[ October 27, 2003, 01:24: Message edited by: Imperator Fyron ]
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  #299  
Old October 27th, 2003, 09:53 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Good luck to you JLS with Adamant AIs , I am eager to see these as well. (Then I will be able to heavily complain about Adamant as well. *Evil chuckle*)
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  #300  
Old October 27th, 2003, 01:20 PM

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

Fyron perhaps the colony component could have 2000 supply points on it. This would greatly help with the colony ships not running out of fuel very quickly. As each engine starts with 20 supply points a turn and it takes about 18 or 20 engines to move two points. So you run out of supplies right away. And if your lucky enough to hit two empty systems your screwed.
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