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  #341  
Old November 20th, 2003, 07:00 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by JLS:
I made a list from the Last Adamant Version, I will update it for you and email it Atrocities.
Thank you JLS.
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  #342  
Old November 20th, 2003, 05:52 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Hey Fyron... I can't access SE.net, it just gives me a 403 permission denied error... even when I go to the main mage...
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  #343  
Old November 20th, 2003, 05:57 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Ed Kolis:
Hey Fyron... I can't access SE.net, it just gives me a 403 permission denied error... even when I go to the main mage...
I had the same problem this morning (that is to say, around midnight in the States), but now it works fine for me. Yesterday Posts disappeared as well, and now they are back. *Frowns* Was I daydreaming?
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  #344  
Old November 20th, 2003, 05:57 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I just sent a trouble ticket to the web host.
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  #345  
Old December 14th, 2003, 07:18 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Just so you know, I am still *cough* hard *cough* at work with the mod. It is up to Version 0.13.20!

Adamant Mod 0.13.20 Patch

Version 0.13.20 - 9 December 2003:
Files Altered: CompEnhancement.txt, Components.txt
1. Fixed - 0-G space yards had a roman numeral that was one too high.
2. Fixed - Mana Resource Storage is now Radioactives Resource Storage.
3. Fixed - Radioactives Resource Warehouse is now Mana Resource Warehouse.
4. Added - 5x and 10x scaled armor mounts for Fighter, Satellite, Troop.
5. Added - 5x, 10x, and 100x scaled armor mounts for Weapon Platforms.
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  #346  
Old December 14th, 2003, 07:19 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

So is anyone playing this mod other than the PBW games Adamant 010 and Adamant 011? If so, what are your comments/opinions on it?
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  #347  
Old December 14th, 2003, 08:20 AM

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

Is it playable now in single player-- AI compatible and such?
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  #348  
Old December 14th, 2003, 09:25 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Not yet, but soon. Hopefully.
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  #349  
Old December 14th, 2003, 11:55 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I found two bugs (or rather typos ):
-Graviton Hellbore has so long description that it's abilities doesn't show
-[%ShieldPointsGenerated] doesn't work in facilities, so Planetary Shield Array's description should be changed
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  #350  
Old December 14th, 2003, 08:17 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.13.21 - UNRELEASED:
Files Altered: Components.txt, Facility.txt
1. Fixed - Entertainment Network/Temple District now say "only 1 facility per planet effective" instead of "only 1 facility per system effective".
2. Fixed - Description of Entertainment Network had a typo in it.
3. Added - Entertainment Network/Temple District and Urban Pacification Center/Theater District now have ability tags that mention that they do not stack with each other.
4. Fixed - Reduced length of component description for Gravition Hellbores because it caused the text of the ability tag descriptions to be cut off.
5. Fixed - [%ShieldPointsGenerated] does not work for ability descriptions for facilities. All instances of it in Facility.txt have been replaced by the actual amount of shield points.
6. Fixed - Tower of Protection I had an extraneous ability.
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