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  #321  
Old October 28th, 2003, 06:41 PM

Grand Lord Vito Grand Lord Vito is offline
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Default 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"
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  #322  
Old October 28th, 2003, 06:47 PM

Grand Lord Vito Grand Lord Vito is offline
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Default 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
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  #323  
Old October 28th, 2003, 11:54 PM
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Fyron Fyron is offline
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Default 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).
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  #324  
Old October 29th, 2003, 12:42 AM
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Fyron Fyron is offline
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Default 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?
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  #325  
Old October 29th, 2003, 05:12 PM

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

Quote:
Originally posted by Imperator Fyron:
All that score stuff can easily be taken care of... just double or triple the score ratios necessary for those bad treaties and surrenders. Do AI bonus resources count towards their score? I forget. If so, then an AI with even a low bonus has 2x the starting score from resources as the human does, so a few colony ships will not be that drastic.
You may think Fyron, however

I believe the Adamant AI will vacillate and dither as the Human Players builds, maintains in flight then lands multiple 3300kt Colonizers.

In addition, when 3300kt Colonizers are NOT being built by the Human Player (1) with the AI as you recommend “score double or triple the score ratios stuff”; will cause the AI to now think HP (1) is weak and puny but yet HP (1) may have a superior Combat Fleet value worthy to take on that AI.

Yet Human Player (2) with a much lesser Combat Fleet value but has Multiple 3300kt Colonizer in Flight with the same AI will think this player is “score ratios” more powerful. Hence, this AI Player may decide to change posture towards Human Player (1) the actual stronger Player.



[ October 29, 2003, 15:19: Message edited by: JLS ]
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  #326  
Old October 29th, 2003, 07:21 PM
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Default 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...
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  #327  
Old October 30th, 2003, 02:13 AM
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Ed Kolis Ed Kolis is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Tactical Cloaking Device? Multi-Band Cloaking Device?
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  #328  
Old November 11th, 2003, 09:23 PM

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Default 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...
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  #329  
Old November 11th, 2003, 09:27 PM
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Default 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.
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  #330  
Old November 11th, 2003, 10:50 PM

tesco samoa tesco samoa is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

hmmm the only mount available was normal mount
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