.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #511  
Old April 6th, 2004, 09:26 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

All you need to know special to host a game can be derived from the Empire Setup help file. As long as you force people to comply with those guidelines, hosting is the same as using any other mods.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #512  
Old April 7th, 2004, 02:13 AM

AMF AMF is offline
Lieutenant Colonel
 
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
AMF is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

well, I know that I *could* host an adamant game, but still, I'd rather not...it just seems like asking for trouble (I can just imagine someone asking me: "Hey? Why doesn't this component do X?!?!" "Ugh...I have NO idea")

Good idea though, thanks...

Alarik

Quote:
Originally posted by Imperator Fyron:
All you need to know special to host a game can be derived from the Empire Setup help file. As long as you force people to comply with those guidelines, hosting is the same as using any other mods.
Reply With Quote
  #513  
Old April 7th, 2004, 06:04 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Well just forward them to me...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #514  
Old April 9th, 2004, 06:19 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Announcing the long anticipated release of Adamant Mod 0.14.00.

Major features of this update include:
- Major reordering of components with removal of temporary weapons.
- Shiney new interface, thanks to Kevin Arisa.
- Working AI!

That is right, the mod now has AI, so it can be played in single player! The AI is sort of kludged together, but it works. Thanks to Atrocities for creating a set of AI files for the Ticon race for Adamant mod. 7 hours of beaten it with several sticks until it fit into shape for all the races in the mod. It is not pretty, but yeah... The AI is not necessarily going to be extremely challenging or anything, but it is quite functional, making the mod quite playable in single player. So get playing!

It is recommended that you do NOT update a 0.13.xx or earlier Version to 0.14.00. This is because there are fewer races in 0.14.00 than in previous Versions. You should move all files in the Adamant\Pictures\System folders (save Starmap.bmp) into the stock Pictures\System folders, then delete your Adamant Mod (unless you need it for PBW games). Then, download Adamant Full.exe and do a fresh install.

Remember, the files are self-extracting RAR archives. Just point them to your SE4 folder, and they will be installed into an Adamant subfolder.

Mod Files:

Adamant Mod FQM 0.14.00 - Full mod + FQM Deluxe systems, 45 MBs. Do not download if you already have the FQM Deluxe system images! Download Full instead.

Adamant Mod Full 0.14.00 - All pictures save Image Mod and FQM Deluxe systems

Adamant Mod Lite 0.14.00 - No pictures

Adamant Mod Data 0.14.00 - Data and Credits folders only.

Version 0.14.00 - 8 April 2004:
Files Altered: Abilities.txt, Compenhancement.txt, Components.txt, Events.txt, RacialTraits.txt, Settings.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.
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. Changed - The ability of many tech areas to be removed at game creation has been changed.
23. Added - Organic Version of Repair Drone.
24. Changed - Mine Cloaking Devices now provide one higher level of Psychic Cloaking, due to the fact that they do not have any sort of mental signature to detect. The highest level of mine Cloaking Device leaves them undetectable to psychic scans, though still detectable to other forms of scanning.
25. Added - Reactors now have AI Tag 04. Cargo Bays now have AI tag 05.
26. Changed - Paradigm techs now have 15 levels, to function as a workaround for some AI issues.
27. Changed - Magic Mechanoid Bridge is now Mechanoid Spelljammer Helm, and is positioned after the Major Spelljammer Helm.
28. Changed - The first class of engines (Fission, Basic Astral Projection) are now 5 kT and provide 1 standard movement instead of 2.
29. Changed - Bridges now require 15 levels in the appropriate paradigm tech, so that they will be used over components such as Doomship Modules and Flag Bridges.
30. Changed - Solar Sails are now 12 kT instead of 60 kT. They generate between 2 and 4 movement points.
31. Changed - Lightning Bolts now use beam image 190 instead of the non-existant 43.
32. Changed - Pop modifiers have been smoothed out, so that increments for both Construction and Space Yard rate bonuses are in single percents, rather than 2 or 3. The threshholds for bonuses in the old system should still be present (eg: 8000 M population gives +34% Production, +51% SY Rate).
33. Added - Adamant Mod now has a new customized interface, courtesy of Kevin Arisa.
34. Added - Functional AIs for all races based off of Ticon AI by Atrocities.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #515  
Old April 9th, 2004, 12:35 PM
Ragnarok-X's Avatar

Ragnarok-X Ragnarok-X is offline
Major General
 
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
Ragnarok-X is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

do i have to upgrade to latest Version in order to continue playing adamant11 on PBW ?
Reply With Quote
  #516  
Old April 9th, 2004, 02:28 PM

AMF AMF is offline
Lieutenant Colonel
 
Join Date: Dec 2000
Posts: 1,254
Thanks: 0
Thanked 0 Times in 0 Posts
AMF is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by aiken:
Thank you Fyron, and what about new Adamant 14 pbw game? Any plans?
Yes, please! Someone start a new Adamant Game! I've got dibs on one of the physical race slots...

Thanks,

Alarik
Reply With Quote
  #517  
Old April 9th, 2004, 03:53 PM

Imperial Imperial is offline
Corporal
 
Join Date: Apr 2003
Posts: 156
Thanks: 0
Thanked 0 Times in 0 Posts
Imperial is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

very exciting news-- glad that there are people on this forum that work together to help each other out. Will be playing soon))
Reply With Quote
  #518  
Old April 9th, 2004, 07:34 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Ragnarok-X:
do i have to upgrade to latest Version in order to continue playing adamant11 on PBW ?
No. The PBW games will never use any Version of Adamant that is not 0.13.xx. It is impossible to load a savegame from 0.13.33 in 0.14.00 (for simultaneous move, sequential you can do it, but it will be horribly broken).

Quote:
Originally posted by Imperial:
very exciting news-- glad that there are people on this forum that work together to help each other out. Will be playing soon))
People on this forum do nothing but help each other out. It is a very rare Online community.

As for a new PBW game, what settings would you like to see?

[ April 09, 2004, 18:39: Message edited by: Imperator Fyron ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #519  
Old April 10th, 2004, 01:48 AM
Aiken's Avatar

Aiken Aiken is offline
Major
 
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
Aiken is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

That's really splendid news Fyron!
Downloading it right now. And since STM is freezed at pbw-ready stage, I hope to make something usefull for Adamant now.

Thank you Fyron, and what about new Adamant 14 pbw game? Any plans?
Reply With Quote
  #520  
Old April 10th, 2004, 07:15 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

*sigh* I miss SE3 modding... no frickin' AI to deal with. There are apparently a few issues with the AI, so a patch is in order...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:29 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.