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  #441  
Old February 29th, 2004, 04:57 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Keeping in line with your expectations, here is a tantalizing teaser:

Version 0.14.00 - UNRELEASED:
Files Altered: Components.txt, TechArea.txt, VehicleSize.txt
1. Removed - Most temporary components for Organic and Magic races deleted.
2. Removed - Removed Global Death Ray.
3. Changed - Reorganized Components.txt.
4. Added - Added Magic and Organic Versions of racial weapons for Crystalline, Psionic, and Temporal weapons.
5. Removed - Drone technology is no longer available.
6. Added - Organic and Magic Weapon Platforms.
7. Changed - Inherent Regeneration tech area is now in tech group Racial Trait instead of Applied Evolution.
8. Fixed - Temple District V now has Tech Level Req 2 set to 1 instead of 2 and Number of Abilities set to 2 instead of 1.
9. Changed - Mineral Purifiers now require Cooperative Development instead of Bioconstruction.
10. Changed - Reduced max levels of theoretical technologies to appropriate values.
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  #442  
Old February 29th, 2004, 05:05 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Hot damn! Nice update.
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  #443  
Old February 29th, 2004, 05:41 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Why remove drones?
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  #444  
Old February 29th, 2004, 05:55 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Because Drones do not work very well in SE4. There are bugs where they all get launched in combat, wasting tons of them, as well as bugs in how they move, often not able to move as a fleet, so they go one by one.
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  #445  
Old February 29th, 2004, 10:18 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

And another teaser:

Version 0.14.00 - UNRELEASED:
Files Altered: Components.txt, TechArea.txt, VehicleSize.txt
1. Removed - Most temporary components for Organic and Magic races deleted.
2. Removed - Removed Global Death Ray.
3. Changed - Reorganized Components.txt.
4. Added - Added Magic and Organic Versions of racial weapons for Crystalline, Psionic, and Temporal weapons.
5. Removed - Drone technology is no longer available.
6. Added - Organic and Magic Weapon Platforms.
7. Changed - Inherent Regeneration tech area is now in tech group Racial Trait instead of Applied Evolution.
8. Fixed - Temple District V now has Tech Level Req 2 set to 1 instead of 2 and Number of Abilities set to 2 instead of 1.
9. Changed - Mineral Purifiers now require Cooperative Development instead of Bioconstruction.
10. Changed - Reduced max levels of theoretical technologies to appropriate values.
11. Added - Shadow Monsters for Illusion Mastery racial trait, which are fighters with -10% offense, +20% defense.
12. Added - Mirage Arcana for Illusion Mastery racial trait, which provide more boarding defense than regular Glyphs of Contingency.
13. Added - Prismatic Sphere weapons, which increase reload time of the enemy ship. Requires Illusion 1.
14. Added - Commune With Dead tech area for Necromancy Mastery racial trait, which gives better Espionage projects.
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  #446  
Old March 7th, 2004, 03:10 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

More teaser:

Version 0.14.00 - UNRELEASED:
15. Changed - Bomber now uses image FighterHuge. Heavy Bomber now uses image FighterMassive.
16. Added - Leaky armor components now make use of AI Tag 01, AI Tag 02, and AI Tag 03 abilities. Check Abilities.txt.
17. Added - Satellite Coordination Nexus equivalent components for Organic and Magic races.
18. Fixed - Megafluxer family overlapped with colony modules. It is now in family 5008.
19. Added - Large colony ships, which are twice the size of the colony ship.
20. Added - Roleplay Elements racial trait, for use in roleplay games.
21. Changed - Mercenary Contracts now requires the Roleplay Elements racial trait.
22. Fixed - Iron Armor tech area had Num Tech Reqs set to 1 instead of 2.
23. Fixed - Steel Armor, Mithral Armor, Adamantite Armor tech areas had Num Tech Reqs set to 1 instead of 3.
24. Changed - The ability of many tech areas to be removed at game creation has been changed.

[ March 07, 2004, 01:52: Message edited by: Imperator Fyron ]
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  #447  
Old March 9th, 2004, 02:45 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Check out the brand new intro pic spliced together by David Gervais:

New Intro

[ March 09, 2004, 01:23: Message edited by: Imperator Fyron ]
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  #448  
Old March 9th, 2004, 02:49 AM

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

Why werent large colony ships standard in the normal game ? maybe fore Version 1.92 then !
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  #449  
Old March 9th, 2004, 02:51 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Because it is too late too add new stuff like that to the stock game...
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  #450  
Old March 9th, 2004, 04:42 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Isn't Massive Planetary Shield Generator quite useless? At least I can't think any good use for it because you can build one large weapon platform which has same damage resistance and costs only a twenth of generator.
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