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  #331  
Old November 11th, 2003, 11:23 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

What sort of race are you playing as? Also, you have to select a fighter size before the mounts will show up, as they are scaled mounts based on vehicle size.
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  #332  
Old November 11th, 2003, 11:56 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I have expanded the help documents to include a help file on fighters. The next Version of the mod will include it. But, I have stuck it Online so you can see it now.

http://adamant.spaceempires.net/help/
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  #333  
Old November 12th, 2003, 04:44 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

There don't seem to be any mounts for fighter supply storage... is this intentional? 5kT seems like a rather large quantum of space to devote to supply storage on a fighter - I'd think you should be able to cram in an extra 1kT worth if you want, or take 1kT away if you need the space for something else...
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  #334  
Old November 12th, 2003, 04:51 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Sure there are, they just require level one in fighters tech.

[ November 12, 2003, 02:53: Message edited by: Imperator Fyron ]
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  #335  
Old November 19th, 2003, 05:29 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Fyron can you also provide lists ranked by racial traits for Technology, Facility, Weapons, and other for all races. This will help a lot for setting up an AI to use the mod.

I would like to set up a few AI's to use the mod so that SP will have some bit to it.

Since you know the mod inside and out it would be best for you to provide the info. Thanks.
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  #336  
Old November 19th, 2003, 05:45 PM

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

I made a list from the Last Adamant Version, I will update it for you and email it Atrocities.
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  #337  
Old November 19th, 2003, 05:46 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)



You can get a tech tree very easily. Just start up the game with each of the race types on high tech start and then export the in-game tech tree listing to a text file.

As for the rest, I would rather wait until the mod is a bit more complete before doing anything like that, as things are definitely bound to change drastically (especially with regards to weapons).
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  #338  
Old November 19th, 2003, 05:48 PM

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

Quote:
Originally posted by Imperator Fyron:


As for the rest, I would rather wait until the mod is a bit more complete before doing anything like that, as things are definitely bound to change drastically (especially with regards to weapons).
This is the truith, I am pulling my hair out

[ November 19, 2003, 15:48: Message edited by: JLS ]
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  #339  
Old November 19th, 2003, 05:50 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well you just need one set of weapon families, as they are currently the same for all 3 race types... they are using the same weapons. And, the Physical race weapons are likely to remain with the same families. I might change the weapons a bit, but leave their families the same.

And, I just want a functional set of AIs right now; they do not have to be the best AIs ever yet.

[ November 19, 2003, 15:50: Message edited by: Imperator Fyron ]
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  #340  
Old November 20th, 2003, 05:39 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

There is some discussion about magic weapons for Adamant going on over on SE.net at:
http://www.spaceempires.net/home/mod...iewtopic&p=256

Feel free to stop by!
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