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March 26th, 2004, 04:29 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Perhaps increase the module size so that it is only possible to add one to the hull - or just call for 1 of the 3 colonization types...?
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March 26th, 2004, 05:13 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Most (all?) colony ship designs I have seen (designed for normal colony ships) just call for one colony ability... there are always 3 different designs, one for each colony type.
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March 26th, 2004, 05:47 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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March 27th, 2004, 07:33 PM
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Major General
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Join Date: Jan 2004
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
did you posted your statement before or after the post of PvK ?!
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April 6th, 2004, 03:47 PM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I think someone needs to start a new Adamant game using the latest mod so I can play a physical race with it...
thanks,
Alarik
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April 6th, 2004, 06:01 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Any luck with new AI's?
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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April 6th, 2004, 06:05 PM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Oooh! Do you mean the latest Version has AI functionality? You probably told me that and I missed it. So...if I run a solitaire game, then the AIs might be active, "intelligent," and perhaps kick my butt? I'll check it out....
thanks,
Alarik
Quote:
Originally posted by Atrocities:
Any luck with new AI's?
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April 6th, 2004, 06:42 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The latest Version should have some functional AIs once it is released... But the latest released Version has no AI.
You can always host a game. The mod is on PBW, so it can be run like any other mod.
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April 6th, 2004, 07:40 PM
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Lieutenant Colonel
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Thanks for the clarification. I'll wait for the new Version with AIs...if I was familiar with the mod, I'd consider hosting a game, but since I haven't ever even played a game with it, I think hosting a game would be a bad idea...
thanks,
Alarik
Quote:
Originally posted by Imperator Fyron:
The latest Version should have some functional AIs once it is released... But the latest released Version has no AI.
You can always host a game. The mod is on PBW, so it can be run like any other mod.
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April 6th, 2004, 07:44 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
There are a few of us working on the AI now. I am working on the TICON / Organic race as I type this.
Hopefully it will serve as a good blue print for other Organic AI's.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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