|
|
|
|
|
October 28th, 2003, 06:41 PM
|
Sergeant
|
|
Join Date: Feb 2003
Location: USA
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
ME:
Forget it, sully after E Koli post why do you even bother to help.
Fyron
Because Ekolis does not represent everyone that plays SE4... his opinion is no more or less valid than yours.
|
No, I think EKolis is right - "Adamant is better played without the AI"
|
October 28th, 2003, 06:47 PM
|
Sergeant
|
|
Join Date: Feb 2003
Location: USA
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
ME:
Fyron I noticed the Rock Natives Trait/Tech and Compnent LAYOUT from JLS work in the AIC mod released Last febuary
Fyron:
Huh? I am confused. What exactly are you refering too? I incorporated the Colony Tech Mod by Ekolis moments after it came out some time ago... I do not see this stuff in AIC. Please clarify.
|
I received an EMAIL to mind my own business. It was polite and to that effect
|
October 28th, 2003, 11:54 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by Grand Lord Vito:
No, I think EKolis is right - "Adamant is better played without the AI"
|
Yes, right now that the AI is unmodded and can not work in Adamant... but just wait til some modded AIs are made.
Quote:
Originally posted by Grand Lord Vito:
I received an EMAIL to mind my own business. It was polite and to that effect
|
Ok... I am now more confused than ever. Who sent an email? What were you talking about to begin with?
Quote:
Originally posted by tesco samoa:
hmm... geo that is a problem.
As is the current situation. A bad start and your done. Which is what I currently have. And yes I have maxed the ship out with the supply storage. But it is worthless as it is now due to the fact that the engines use too much supplies at the beginning. I am sure it is corrected later on in the game. But that is illrevelent to the current situation. As I am talking about the early game with low tech start.
It is an issue.
|
Starting behind several empty systems will screw you over in stock SE4 as well. I am still not convinced it is an issue for humans... for AI probably, as they turn their ships around as soon as they get below a certain supply threshhold (which I hope can be modded in Settings.txt, will have to check).
|
October 29th, 2003, 12:42 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Based on Lighthorse's suggestion for the romulans in the STM thread...
I think I need to add some sort of cloaking device that can be used in combat too. You can't cloak in combat, so it would give an ECM bonus, representing the ability to decloak, fire, and then recloak. Any good ideas on a name and type of cloaking this would be to distinguish it from regular cloaking devices?
|
October 29th, 2003, 05:12 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
|
October 29th, 2003, 07:21 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Since the AI will build plenty of its own 3300 kT colony ships, I think you are blowing this a little out of proportion...
|
October 30th, 2003, 02:13 AM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Tactical Cloaking Device? Multi-Band Cloaking Device?
__________________
The Ed draws near! What dost thou deaux?
|
November 11th, 2003, 09:23 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
fyron what is up with the fighters... under your current set up. You cannot arm fighters with any weapons , engines supplies...
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
November 11th, 2003, 09:27 PM
|
|
General
|
|
Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
Thanks: 0
Thanked 22 Times in 22 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Quote:
Originally posted by tesco samoa:
fyron what is up with the fighters... under your current set up. You cannot arm fighters with any weapons , engines supplies...
|
Have you checked the fighters only mounts? Their purpose is to decrease the size and the costs of components for fighters, including engines and weapons. It worked fine when I played with full-tech , although I was a bit surprised at first like you.
|
November 11th, 2003, 10:50 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
hmmm the only mount available was normal mount
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|