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  #461  
Old March 10th, 2004, 05:33 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
I could always make armor 10x as expensive as it is now to build... which I plan on doing anyways.
Ant I thought you've always abuse stock armor useless...

Quote:
Keep in mind that if all your planet has on it is armor WPs, with no weapons, troop ships will waltz right up and drop troops. Might want to have at least one weapon on each.
Yes of course weapons, but does the planetary shield prevent troop ships dropping troops?

Yes Shield Arrays are better but since the Massive Generator is a ruin tech I think it should be a more powerful. Perhaps 45k shields?
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  #462  
Old March 10th, 2004, 05:53 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Asmala:
Yes of course weapons, but does the planetary shield prevent troop ships dropping troops?
No it does not. Troops can drop through shields.
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  #463  
Old March 10th, 2004, 06:50 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Asmala:
Ant I thought you've always abuse stock armor useless...
Huh?

Quote:
Yes Shield Arrays are better but since the Massive Generator is a ruin tech I think it should be a more powerful. Perhaps 45k shields?
Ruins techs should not always be more powerful than everything else... Massive Planetary Shield Generators, like the Massive Ionic Disrupter and such, are meant more as early-mid game techs, not late game techs.
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  #464  
Old March 10th, 2004, 06:54 PM

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

well what do you feel should be able to take over a planet ?

And how long.

The shield generators protect the WP...

How long does 20k of shield strenght Last ?

As these items are more for mid and late game what do you need to take one out ?
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  #465  
Old March 10th, 2004, 10:04 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
quote:
Originally posted by Asmala:
Ant I thought you've always abuse stock armor useless...
Huh?

If you raise the cost of armor ten times then shields would be superior choice (unless shields are now underpowered).
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  #466  
Old March 11th, 2004, 12:51 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Keep in mind that 10 is just a number pulled out of a hat. Even if I did that, shields would still not be a superior choice, as they do not provide very complete protection, and can be gotten around through the use of Shield Depleters. A combination is best. Especially when you compare higher level shielding and non-leaky armor... which is actually more expensive per kT than shielding is. I am just considering the costs of the low level armors... play testing will show us what happens. Come on beta testers, get into wars!

[ March 10, 2004, 22:51: Message edited by: Imperator Fyron ]
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  #467  
Old March 11th, 2004, 05:01 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

The one thing that would really benifit the Amod would be the inclusion of trans deminsional race. A race that used both temporal technology and a combination of magic / organic technology.
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  #468  
Old March 11th, 2004, 04:32 PM

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

Help !
I installed the Adamant Mod Nebulae, and get this Error

I have the Image Mod installed + latest patch.Thanks!

[ March 11, 2004, 14:34: Message edited by: Gargantua ]
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  #469  
Old March 11th, 2004, 07:11 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

The AI is not yet programmed to work in the mod.
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  #470  
Old March 11th, 2004, 07:14 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Why all small ships have maintenance penalty due to large size? One would think 110kT scout isn't very large.
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