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  #431  
Old February 20th, 2004, 07:47 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

So when can we expect a new Version? I am half way through one of my small games now, and kickin butt. No surprise, the AI has no clue on what to research. LOL.
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  #432  
Old February 20th, 2004, 08:50 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

When I get enough free time to finish 0.13.31 and generate the next Adamant mod PBW game turns!
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  #433  
Old February 26th, 2004, 09:43 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.13.32 has been released! This Version requires Gold Patch 4, Version 1.91.

This will be the final patch in the 0.13.xx line. I am freezing the mod into this state for the remainder of the PBW beta test games games. I will continue to work on the mod, but the updates will not be used for those games. There are things I wish to do that break savegame compatibility. Of course, if critical game-stopping bugs are discovered, I will release a new 0.13.xx patch for this game to use to fix it.

Download

Version 0.13.32 - 25 February 2004:
Requires: SEIV Gold Patch 4, Version 1.91
Files Altered: Components.txt, Facility.txt, IntelProjects.txt, TechArea.txt
1. Fixed - Psychotropic Drugs III required Experimental Psychology 2 instead of 3.
2. Changed - Corrosive Clawed Appendage now has Roman Numeral of 0 instead of 1.
3. Added - Heavy reactors, which are 10x the size and power of regular reactors. They get 10% bonus to do economy of scale.
4. Changed - All Solar Collectors now produce 75 more supplies per turn than before.
5. Fixed - Xentronium Armor tech area had Num Tech Reqs set to 3 instead of 4.
6. Fixed - Energy Dampener tech area had Num Tech Reqs set to 2 instead of 3.
7. Changed - Nucleon was using the wrong image.
8. Changed - Components now only appear on the relevant vehicle types. No more engines appearing on mines!
9. Changed - Medical Bays now produce 50 research points.
10. Changed - Robo Miners are now limited to 4 per vehicle.
11. Changed - Siege Fortifications are now 30 kT in size and have 900, 1200, 1500 structure. Also, they now cost 400, 600, 800 resources.
12. Added - Customs Bureau facility, which uses new Generate Point resource abilities. Requires Imperial Adminstration 1-3 tech area.
13. Added - System Capital facility, which provides 5-20% increase in all resource, intel and research production in a system, and counts as a spaceport. Requires Imperial Adminstration 4-7 tech area.
14. Changed - Political Practices tech group is now Imperial Affairs.
15. Added - Monster Counter - Intelligence project for Space Monsters.

[ February 26, 2004, 07:45: Message edited by: Imperator Fyron ]
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  #434  
Old February 26th, 2004, 06:34 PM

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

How goes the AI for SP games?--
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  #435  
Old February 26th, 2004, 07:06 PM

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

OK, so, if I wanted to jump in from a completely ignorant point of view, having never used/played Adamant before, is this the full Version I would use to start up a solitaire game? I think I'm at the point where I am unable to resist at least checking it out...

thanks,

Alarik

Quote:
Originally posted by Imperator Fyron:
Version 0.13.32 has been released! This Version requires Gold Patch 4, Version 1.91.

This will be the final patch in the 0.13.xx line. I am freezing the mod into this state for the remainder of the PBW beta test games games. I will continue to work on the mod, but the updates will not be used for those games. There are things I wish to do that break savegame compatibility. Of course, if critical game-stopping bugs are discovered, I will release a new 0.13.xx patch for this game to use to fix it.

Download

Version 0.13.32 - 25 February 2004:
Requires: SEIV Gold Patch 4, Version 1.91
Files Altered: Components.txt, Facility.txt, IntelProjects.txt, TechArea.txt
1. Fixed - Psychotropic Drugs III required Experimental Psychology 2 instead of 3.
2. Changed - Corrosive Clawed Appendage now has Roman Numeral of 0 instead of 1.
3. Added - Heavy reactors, which are 10x the size and power of regular reactors. They get 10% bonus to do economy of scale.
4. Changed - All Solar Collectors now produce 75 more supplies per turn than before.
5. Fixed - Xentronium Armor tech area had Num Tech Reqs set to 3 instead of 4.
6. Fixed - Energy Dampener tech area had Num Tech Reqs set to 2 instead of 3.
7. Changed - Nucleon was using the wrong image.
8. Changed - Components now only appear on the relevant vehicle types. No more engines appearing on mines!
9. Changed - Medical Bays now produce 50 research points.
10. Changed - Robo Miners are now limited to 4 per vehicle.
11. Changed - Siege Fortifications are now 30 kT in size and have 900, 1200, 1500 structure. Also, they now cost 400, 600, 800 resources.
12. Added - Customs Bureau facility, which uses new Generate Point resource abilities. Requires Imperial Adminstration 1-3 tech area.
13. Added - System Capital facility, which provides 5-20% increase in all resource, intel and research production in a system, and counts as a spaceport. Requires Imperial Adminstration 4-7 tech area.
14. Changed - Political Practices tech group is now Imperial Affairs.
15. Added - Monster Counter - Intelligence project for Space Monsters.
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  #436  
Old February 26th, 2004, 07:31 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Unfortunately, alarikf, I thought you could have a solo game also, but I think it was Fyron who reminded me that it's only for multi-play as of right now. I wish I could play this solo, but I guess we'll both have to be patient.
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  #437  
Old February 26th, 2004, 07:40 PM

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

OOh. I think I'm having a Deja Vu. I think I asked this exact same question a few weeks ago and had the same answer. I totally forgot about that...sigh. I'll blame old age.

...I'm in just too many games to join another PBW one though, so I'll just have to wait until I finish one before trying Adamant multiplayer...

thanks,

Alarik

Quote:
Originally posted by gregebowman:
Unfortunately, alarikf, I thought you could have a solo game also, but I think it was Fyron who reminded me that it's only for multi-play as of right now. I wish I could play this solo, but I guess we'll both have to be patient.
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  #438  
Old February 26th, 2004, 07:42 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

The Space Monsters are the only race that has working AI. So, you could play a single player game with yourself and a monster race.
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  #439  
Old February 26th, 2004, 07:52 PM

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

Well, at least that way I could get a feel for the mod to see if I wanted to jump into a multiplayer PBW game...

thanks,

Alarik


Quote:
Originally posted by Imperator Fyron:
The Space Monsters are the only race that has working AI. So, you could play a single player game with yourself and a monster race.
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  #440  
Old February 27th, 2004, 09:22 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well I managed to get two things done for the A Mod.

I was able to get a working prototype for the Ticon Research file done, and a general_Ai research file.

I have not tested the General AI file yet, but I hope it works.

Now onto the Design Creation file.
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