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  #371  
Old December 16th, 2003, 03:07 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I think you should add a new section to your help file about the changes between stock and Adamant. Especially changes in settings.txt, like population growth check frequency, population damage resistance, cost of unmothballing etc.
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  #372  
Old December 16th, 2003, 03:21 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Does combat modifiers affect on troops? And do I recall correctly that it's only the damage to range 1 which matter in troop weapons, range, reload time or special damage type has no effect?
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  #373  
Old December 16th, 2003, 03:36 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Yep, you're right, Asmala... which means that Shield Depleters (and Accelerators) are far and away the uber troop weapons; even in stock they far surpass ground cannons!
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  #374  
Old December 16th, 2003, 04:48 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Bug: Siege Fortifications and Combat Command has same family number.

Is there any reasonable use for Siege Fortifications? You get much more HPs using armor, and it's even cheaper.

Shield depleters etc. should removed from troops, as the special damage type is ignored.
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  #375  
Old December 16th, 2003, 07:04 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Asmala:
Does combat modifiers affect on troops?
Yes, but in an abstract and non-random way. Test out some combats comparing troops with CS invading a large planet (with no troops, just militia) with the same number of troops with no CS (and leave that extra space empty so as not to invalidate the results).
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  #376  
Old December 16th, 2003, 07:06 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Asmala:
Is there any reasonable use for Siege Fortifications? You get much more HPs using armor, and it's even cheaper.
Hmm... guess I should have looked over the Bio-Psych mod a bit more carefully before implementing it.
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  #377  
Old December 16th, 2003, 09:35 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

If I have a mixed group of troops, is it the highest or lowest value in attack/defence which matter? Is attack bonus for invading troops and defence bonus for defence troops (sounds logical ) or attack bonus when dealing damage and defence bonus when receiving damage?
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  #378  
Old December 17th, 2003, 12:13 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

The best to hit value in the stack is used, just like all other unit stacks.

As for question 2, I believe it is the latter.

[ December 16, 2003, 22:16: Message edited by: Imperator Fyron ]
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  #379  
Old December 17th, 2003, 01:56 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Asmala:
I think you should add a new section to your help file about the changes between stock and Adamant. Especially changes in settings.txt, like population growth check frequency, population damage resistance, cost of unmothballing etc.
Hows this?

http://adamant.spaceempires.net/help...s_Changes.html
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  #380  
Old December 17th, 2003, 11:24 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
Hows this?

http://adamant.spaceempires.net/help...s_Changes.html
Great. More like that and it's much easier to start playing Adamant.
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