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  #51  
Old April 12th, 2003, 03:43 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Just a few questions/comments from looking at your site (haven't gotten around to d/ling yet):

1) You added the Boarding Defense ability to Boarding Parties. Does this add to the attack amount for defense, or does it replace it? (In standard SE4, the attack amount is the defense amount for BPs).

2) I'm assuming that Combat Sensors, Temporal CSs, and Psychic CSs all are the same family number? That could lead to some major abuse, given how you've changed sensor/ECM values.

3) It looks like you've switched the descriptions of Security Stations and Keepers of the Faith.

4) I see you've included Hyperdrives with the Extra Movement ability, although you've limited them by minimum ship size. Are you doing that via mount, and is it worth considering just making them scalable over the entire spectrum of ship sizes (again with mounts)?

5) Have you not gotten around to adding the cloaking components yet? I see tons of sensors, but nothing to compete. Also, the Cloaking tech area says it only cloaks EM Passive. Does that mean that only Psionic races, for example, can use or detect Psychic cloak?

6) Which armors have the Armor ability? The Adamantium, Neutronium, and Xentronium? Should the Xentronium also require Advanced Armor tech, since it seems to be a variation of the Neutronium armor?

7) In the Automation tech area, "miniaturization" is misspelled.

Looking forward to seeing what some of the unfilled tech areas give.

Okay, I'll stop picking and start d/ling now.
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  #52  
Old April 12th, 2003, 04:06 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Fine, fine, you've nagged me enough. I'm going to your site right now to download it.
I knew youd cave sooner or later! Muahahahahha! j/k

Quote:
1) You added the Boarding Defense ability to Boarding Parties. Does this add to the attack amount for defense, or does it replace it? (In standard SE4, the attack amount is the defense amount for BPs).
They add together. There are Mental Shredder and Neural Toxin weapons that target anything with Security Station type, so crew quarters, boarding parties, etc. have the Boarding Defense ability added to them, so they can be targeted. There are Hunter-Killer Drones that only have boarding attack, so they are unaffected by such weapons. Idea shamelessly borrowed from P&N.

Quote:
2) I'm assuming that Combat Sensors, Temporal CSs, and Psychic CSs all are the same family number? That could lead to some major abuse, given how you've changed sensor/ECM values.
I think they are the same family. If they are, then they won't stack. If they aren't, I will have to make them the same family.

Quote:
3) It looks like you've switched the descriptions of Security Stations and Keepers of the Faith.
Well that was stupid. It will be fixed shortly!

Quote:
4) I see you've included Hyperdrives with the Extra Movement ability, although you've limited them by minimum ship size. Are you doing that via mount, and is it worth considering just making them scalable over the entire spectrum of ship sizes (again with mounts)?
No actual restrictions are on them. The description simply includes the hull size where they will be less effective than Spatial Compressors (although that might need adjusting now with the changes to engines in the recent Versions of the mod (half size, supply storage moved to separate components)).

Quote:
5) Have you not gotten around to adding the cloaking components yet? I see tons of sensors, but nothing to compete. Also, the Cloaking tech area says it only cloaks EM Passive. Does that mean that only Psionic races, for example, can use or detect Psychic cloak?
Actually, the components page is nowhere near finished. I need to finish it at some point.

Master Computers give Psychic Cloaking. I am not sure if I will have a scanner for non-Psionics that can do Psychic scans or not at this point. That is one area that still needs fleshing-out.

Quote:
6) Which armors have the Armor ability? The Adamantium, Neutronium, and Xentronium? Should the Xentronium also require Advanced Armor tech, since it seems to be a variation of the Neutronium armor?
The Xentronium Armor technology requires these techs:
Xenoarchaeology 8
Xentronium 1 (a unique Ruins tech)
Physics 3
Advanced Armor 4

So, you have to have Neutronium Armor available before you can research any Xentronium Armor.

Quote:
7) In the Automation tech area, "miniaturization" is misspelled.
Umm... umm... its a feature! Fixed now!
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  #53  
Old April 12th, 2003, 03:12 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I just started play testing. I will get back to you. Of course not with 'errors'. Just to check in!

mlmbd
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  #54  
Old April 13th, 2003, 02:56 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.04.03 of the Adamant Mod has been released. Engines have been separeted into 2 component Groups, engines that make movement and reactors that store supplies. Magic races now have engines. Small engines removed, and fighter engine mounts reinstated. Other various changes made.
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  #55  
Old April 13th, 2003, 05:09 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quit posting updates right after I download the Last Version, will you? I haven't even gotten a chance to look at the Last one!
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  #56  
Old April 13th, 2003, 05:17 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

So don't look at it, and look at the new one! Each update is relatively minor anyways. It's not like a make tons of major changes with each Version.
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  #57  
Old April 13th, 2003, 07:40 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

but if he looks at the new one, it'll be the Last one!
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  #58  
Old April 13th, 2003, 08:02 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

There will never be a Last one, cause I am never gonna get this thing finished!
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  #59  
Old April 13th, 2003, 04:58 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Do you want me to continue with the previous Version play test, and start the new one? Or just the new Version?

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  #60  
Old April 13th, 2003, 09:14 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I would suggest just the new one, cause some things might be irrelevant from testing the old one.
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