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  #531  
Old April 13th, 2004, 10:36 PM
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Aiken Aiken is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

It allows you to research advanced ancient techs. IE: you've found ancient ruin with Massive Ionic Disperser, and it gives you the comp itself and tech area with the same name (only 1 level). But if you have Xenoarcheology 1 you'll also get additional tech - Massive Engine Destroying Weapons with 5 levels to research and more comps.
Some high grade unique techs (like Adamantium armor) require higher levels of Xenoarcheology.

[ April 13, 2004, 21:37: Message edited by: aiken ]
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  #532  
Old April 13th, 2004, 10:41 PM

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

sweet--sounds like fun--thanks for the answer
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  #533  
Old April 14th, 2004, 05:01 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Still looking for AI modders to help improve the AI...
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  #534  
Old April 16th, 2004, 03:57 PM

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

I'm not a modder by any stretch of the imagination but I intend to start a solitaire game with this mod perhaps over the weekend...do you want me to let you know how it goes, if the AIs do anything weird, etc...?

Thanks,

Alarik

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Originally posted by Imperator Fyron:
Still looking for AI modders to help improve the AI...
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  #535  
Old April 17th, 2004, 02:56 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Sure. It is a public beta, afterall.
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  #536  
Old April 19th, 2004, 02:29 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Adamant Mod has been upgraded to 0.14.02. You can get the patch here:

Adamant Mod Patch 0.14.02

Version 0.14.02 - 18 April 2004:
Note: Requires Facility Pack 12 and Component Pack 23 of Image Mod.
Files Altered: AI_Construction_Facilities.txt files, Components.txt, Facility.txt
1. Fixed - Fungal Torpedos now display the correct to hit bonus in their ability tags.
2. Fixed - Resupply Depots now have correct roman numerals.
3. Fixed - Level VIII radioactives facilies now require tech level 8 instead of 7.
4. Fixed - Radioactives Harvesting II is now Radioactives Harvester II.
5. Fixed - Long range scanning facilities now have correct roman numerals.
6. Changed - Concatenated descriptions of Corrosive Fungal Torpedos to get around SE4 ability tag text display once again.
7. Changed - Homeworld facilities now list the shields that they generate.
8. Added - Normal resource production facilities now use AI Tag abilities, so that the AI can build them instead of homeworld facilities.
9. Changed - Growth Chamber facilities now use image 481.
10. Changed - Many components use new images.
11. Changed - Viral Spore (the plague bomb for organic races) is now Plague Spore.
12. Changed - Spore Filter description now references Viral Spores instead of Mines.
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  #537  
Old April 27th, 2004, 07:47 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

So has anyone actually downloaded and played Adamant with its new working AI? Feedback has been rather sparse...
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  #538  
Old April 27th, 2004, 09:45 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Ok, some feedback:

AI still wants to build at least one Homeworld cultural center per colonized system.

Possible reason: Change Population Happiness - System call in Mining, Farming, Refing Colony sections of AI_CF file. Cultural center is the only type of facilities with such ability availiable from the start.

I don't think it's critical, though it can be fixed.

The really big problem is large ships with unsufficient amount of engines, so they have only 1 MP (if drans-dimensional, then 2 MP).
Solution is very easy - make separate designs for every hull size (since each hull size require its own amount of engines per move) with different Minimum Speed values.

Btw, Fyron, I guess right that all AI races (at least of the same type) use the same scripts as a base or not?

Edit: one more - AI doesn't build Spaceports in the colonized system. Where is no call for such ability in AI_CF files (all races), though it should be, since very few AIs have Natural Merchants trait in EMPs.

[ April 27, 2004, 09:36: Message edited by: aiken ]
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  #539  
Old April 27th, 2004, 09:16 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Solution is very easy - make separate designs for every hull size (since each hull size require its own amount of engines per move) with different Minimum Speed values.
That is not easy, it is a long, tedious headache...

Quote:
Btw, Fyron, I guess right that all AI races (at least of the same type) use the same scripts as a base or not?
Yes, as was indicated earlier in the post announcing the release of 0.14.00. All AIs use the same Design Creation, Facility Construction, Research, and... one other file... based off of the Ticon AI that Atrocities sent me. The related files are included in Backup folders for each race, which have their original files. I am not going to make all of them Adamant-compatible... far too much work for very little gain. This is why I keep asking for volunteers to help out with the AI...

Quote:
Well first does anyone know why whenever I try to start a game, if it is not a 'Quick Launch' one, the game hangs whenever I try to make a new (or add a emp file) race! Also occasionally it will not load up at all (Strangly it seems that if I load up and close another mod just before I start it it will always load!)and a similar thing happens when I try to load a game.
NOTE: I have reinstalled the mod many times (new downloads, with a dialup connection )
I have no idea why this would happen to you. The mod has never crashed like this on me, and I have never seen SE4 crash like this, actually... I will check the file uploaded later, when I get a chance.

[ April 27, 2004, 20:36: Message edited by: Imperator Fyron ]
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  #540  
Old April 27th, 2004, 10:15 PM

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

Quote:
Originally posted by XenoTheMorph:
Ok Some more feedback! (Well a very small amount )

Well first does anyone know why whenever I try to start a game, if it is not a 'Quick Launch' one, the game hangs whenever I try to make a new (or add a emp file) race! Also occasionally it will not load up at all (Strangly it seems that if I load up and close another mod just before I start it it will always load!)and a similar thing happens when I try to load a game.
NOTE: I have reinstalled the mod many times (new downloads, with a dialup connection )

Well feedback -
Early game all the empires I've encountered don't really have enough supply storage, especially attack ships which don't seem to have any at all (therefore 1MP & no weapons fire!)
Though I do really like the tech(magic) tree so far

(I really must use less smilies!!!)
adamant is crashing for me to
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