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  #471  
Old March 11th, 2004, 07:21 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Because Physical ships are large, compared to Magic and Organic ships. If you notice, they are the biggest ships, and Organic ships are the smallest. Physical ships get a 12% maintenance penalty compared to Magic ships, and Organic ships get an 8% maintenance bonus compared to Magic ships.

[ March 11, 2004, 17:28: Message edited by: Imperator Fyron ]
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  #472  
Old March 11th, 2004, 08:37 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

i downloaded your mod and the fixed AI files and just creates a new organic race. I just take a look at the first turn, and it looks amazing. I really like the research tree, it must have taken LONG time to build that one up.

Anyway i discovered that AI research error after the first turn, too

Is there any way i can play WITHOUT AI errors ? Is it possible to set the AIs to default scripts or something ?! I would really like to play your mod
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  #473  
Old March 11th, 2004, 08:55 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Not without modding the AIs to be compatible... want to get into AI modding? The Space Monsters have working AI, though they might pose a bit of a challenge. You could manually add one Space Monster race on AI, and use a large galaxy, to hopefully give you time to build up before you meet them...

So about Massive Planetary Shield Generators, what is the consensus guys?

Also, I have been considering adding a repair facility. How much repair do you think would be good for it to have?

[ March 11, 2004, 19:00: Message edited by: Imperator Fyron ]
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  #474  
Old March 13th, 2004, 12:47 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

me again. I recently played with each race (magical, organic, physical) race for a few douzen turns.
I have to admit this mod is GREAT, just plain great.

I really enjoy playinng organic, since im playing versus AI i didnt had a good combat yet.
Once a planet rebelled and formed a new empire. I tried to invade it several times.
Invasions are really hard in this mod imho. I had like 300 troops (size 15kt - 20 kt) armed with tritanium 3 armor and lvl 5 laser guns and wasnt able to capture the planet, i had to combat 300-1000 militas though (the population was growing QUICK).

Anyway i discovered a few minor bugs, at least thats what i think, i.e. Organic race can build a drone from the beginning, which is called "inter contential ballistic missile" ?
Huh ? I think its drone thingy itself is okay, but you should consider changing the name. Organic races which have larvaes and queens wont build ballistic missles

Anyway, GO ON! I really like your mod, its the best i have played so far. I have to admit im waiting for the b5 mod since 2 or 3 years ...

I hope you will add more picks later, i really like the idea of certain "themes" -> ie. organic race pick with a "subpick" to give them regeneration modules and the like !
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  #475  
Old March 13th, 2004, 03:28 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I don't know about consensus but IMO 40k would be good, though I think I wouldn't built them anyway.

About repair facility, I'm not sure about exact numbers but it should repair a lot because repair bays are very cheap. Perhaps 80 components so it would be equal to 10 repair bays.
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  #476  
Old March 17th, 2004, 11:07 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Ragnarok-X, glad you like the mod! ICBMs were thrown in there as a test idea. If they were to stay, I would add copies for Organic and Magic races. But I think I am going to just remove drones from the mod altogether, as they do not work all that well... :-\
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  #477  
Old March 17th, 2004, 11:08 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Crappy POS Dell... please delete this duplicate post!

[ March 17, 2004, 21:09: Message edited by: Imperator Fyron ]
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  #478  
Old March 18th, 2004, 08:08 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I say leave the massive planetary shields as they are; you get them for free when you colonize a planet (you don't even have to research Xenoarcheaology or Shields), so you could (and I have) get them when you have level 1 shields, making them much more powerful than your current shields (though also much more expensive!)
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  #479  
Old March 18th, 2004, 08:17 PM

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

Quote:
Originally posted by Asmala:
About repair facility, I'm not sure about exact numbers but it should repair a lot because repair bays are very cheap. Perhaps 80 components so it would be equal to 10 repair bays.
I think though the advantage of being able to build this facility without a Spaceyard is a significant advantage to Repair Bays on ships. If you can build the repair facility in 1 turn, I'd give it maybe 10 comps. If it takes 3 turns, then 40 or so. If it costs as much as a spaceyard, then, yeah, 80 seems good...
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  #480  
Old March 18th, 2004, 10:35 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Remember you can put multiple repair facilities on a planet, unlike with spaceyards
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