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December 19th, 2003, 11:41 PM
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Shrapnel Fanatic
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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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December 19th, 2003, 11:48 PM
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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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December 24th, 2003, 07:04 PM
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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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December 24th, 2003, 07:05 PM
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National Security Advisor
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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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December 24th, 2003, 07:09 PM
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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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December 24th, 2003, 07:23 PM
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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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December 24th, 2003, 08:02 PM
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General
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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December 24th, 2003, 10:27 PM
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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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December 24th, 2003, 10:50 PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
No... but ship and fleet training max at 15% (total).
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December 24th, 2003, 11:20 PM
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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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