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  #491  
Old March 21st, 2004, 06:25 PM

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

I have decided to take the plunge and try and get into a Adamant Game to not only have fun but see what the mod is all about. However, I really only want to play a technological ("standard") race - organics and magiks are not for me (at the moment at least). Is there such an opening in the adamant game at the moment?

thanks,

Alarik
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  #492  
Old March 21st, 2004, 06:53 PM
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Fyron Fyron is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

The only open slots are both the Ticon Consortium, in Adamant 011 (which Ragnarok-X is going to take) and in Adamant 010. The empires are both Organic races. It is, of course, entirely possible for you to create a new game. Once Geo gets 0.13.33 set up on PBW, the mod on PBW should remain constant, unless critical, game breaking bugs are found.
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  #493  
Old March 21st, 2004, 08:47 PM

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

Well, I'll just bide my time until another game starts up. Haven't yet downloaded or played the mod at all, so I would want to get much more familiar with it before starting a game. And I'm pretty maxed out on running games at the moment..

thanks though. If an technological race opens up, I'll jump in...

Alarik

Quote:
Originally posted by Imperator Fyron:
The only open slots are both the Ticon Consortium, in Adamant 011 (which Ragnarok-X is going to take) and in Adamant 010. The empires are both Organic races. It is, of course, entirely possible for you to create a new game. Once Geo gets 0.13.33 set up on PBW, the mod on PBW should remain constant, unless critical, game breaking bugs are found.
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  #494  
Old March 21st, 2004, 09:15 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
Why did you post this here, when you were saying this to me on MSN? I believe we worked this out.
I posted this I believe before we started chatting on MSN. If you like I can delete it.
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  #495  
Old March 22nd, 2004, 03:49 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I'm looking at the single-player AI for the Adamant mod. I have a workable fix for the multiple-colony components, but I'm running into other problems.

I can see your problems, though. Is there anywhere that gives any sort of tutorial for working with the AI files? I'm not entirely sure about some of the stuff I'm looking at in this file specifically, though the other files are pretty understandable.

[ March 22, 2004, 01:52: Message edited by: Moonsword ]
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  #496  
Old March 25th, 2004, 04:23 PM

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

How many remote sat miners per sector are effective in Adamant?
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  #497  
Old March 25th, 2004, 06:56 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by BBegemott:
How many remote sat miners per sector are effective in Adamant?
As in all SE4, you can have 3 satellites, one mining each resource. You can not have more than one satellite mining any particular resource.

Moonsword, as I linked on SE.net:

http://www.astmod.com/BasicModdingTutorial_1.txt

[ March 25, 2004, 16:58: Message edited by: Imperator Fyron ]
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  #498  
Old March 25th, 2004, 11:22 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

What were the steps taken to avoid multiple additions of multiple-colony modules?
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  #499  
Old March 26th, 2004, 04:05 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Eh?
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  #500  
Old March 26th, 2004, 04:12 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I had to set the Majority Component amount to 0 and it only adds two now.
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