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  #391  
Old December 19th, 2003, 11:41 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well you can divide the number by 3 if you make a separate tree for each paradigm.
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  #392  
Old December 19th, 2003, 11:48 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Actually... once you do that, and discount the trees for the racial tech traits (which are identical for each paradigm), the number of techs in Adamant for each paradigm is only like 10-20% greater than the number in stock SE4...
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  #393  
Old December 24th, 2003, 07:04 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

So the maximum allowable number of satellites in any sector is 5000... perhaps I should add a Siege Cannon that has a damage ratio on the order of 8 (APBs are around 2...) that can target only satellites that comes fairly late in the tech tree, for busting up super stacks? What do you think?
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  #394  
Old December 24th, 2003, 07:05 PM

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

Don't think it would be required. A stack of 5000 sats would be a pretty big investment- anything used to kill them should be too.

Besides, you could only do that four times, since IIRC there is a maxium cap of 20,000 units for the entire game..
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  #395  
Old December 24th, 2003, 07:09 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Even 500 satellites is a killer stack... especially with the number of hit points you can give them with the armor available. Up to 32 hp/kT for the best armor.
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  #396  
Old December 24th, 2003, 07:23 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Whoops! It is 500 max instead of 5000... thanks ekolis!

So anyways... it still applies. 500 satellites is a huge defensive chunk... and with the range bonus they get...
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  #397  
Old December 24th, 2003, 08:02 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Someone (maybe Matryx?) wrote a program to display tech trees, but they were a mess onscreen even with the stock data files, not to mention Adamant's techs with up to 4 prerequisites! However, it probably wouldn't be too difficult for me to put together something where you pick the technology you want in a combo box and the program traverses the tech tree to find all its prerequisites (edit: and their prerequisites, and so on - if you just wanted the tech's prerequisites you could find it the techarea.txt file in 15 seconds ), which is pretty much what people want anyway...

edit: hey, this is my 1666th post! I am the devil plus a millennium!

[ December 24, 2003, 18:04: Message edited by: Ed Kolis ]
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  #398  
Old December 24th, 2003, 10:27 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Is there accuracy bonus in satellite mounts? In stock game satellites are useless (in that purpose) without talisman because only 1 of 100 shots hit against trained ships.
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  #399  
Old December 24th, 2003, 10:50 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

No... but ship and fleet training max at 15% (total).
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  #400  
Old December 24th, 2003, 11:20 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

If fully trained ships have ECM, stealth armor, stealth shield, best engines and fanatic command satellites won't hit them. But that would require a huge researching first so it's not a problem.
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