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  #591  
Old May 25th, 2004, 08:33 PM

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

yea... but howcome i can place weapons on the 5k Version ?

thats just silly
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  #592  
Old May 25th, 2004, 08:50 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

What? 5k Version of what?
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  #593  
Old May 26th, 2004, 07:07 PM

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

Well I have been looking around and the only other typos/bug I've seen are -

a) "Psychic Receptors VI" have roman numeral "III" instead of "VI".

and

b) The Ukra-Tal have an Ice Homeworld but have "Rock World Natives" selected for a racial trait.


Looking forward to the next update and everyone elses ideas
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  #594  
Old May 26th, 2004, 07:13 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
4)"Light Wooden Armour" (for units) should have the costs for "I" & "II" And "III" & "IV" swapped, since these pairs are identicle except for organics cost (it is higher for higher armour, but more advanced armour should be better AND/OR cheaper not neither!)
I do not see the problem? I costs 8, has 3 HP. II costs 7, has 3 HP. It gets cheaper with the tech advance. III costs 8, has 4 HP. More expensive but stronger. IV costs 7 and has 4 HP. It again gets cheaper compared with III.
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  #595  
Old May 27th, 2004, 06:35 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

As stated previously, you need to research the Troop Weapons technology, or the equivalent if you are not a physical race.
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  #596  
Old May 27th, 2004, 07:38 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by XenoTheMorph:
b) The Ukra-Tal have an Ice Homeworld but have "Rock World Natives" selected for a racial trait.
Maybe they originated on a rock world which had a sudden climate change...
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  #597  
Old May 27th, 2004, 08:29 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Yeah, rocks turned into the frozen water
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  #598  
Old May 28th, 2004, 01:14 AM

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

The 5kt size troop... can use the weapons with a mount but the 10kt cannot..
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #599  
Old May 28th, 2004, 05:19 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Since I am evil, I give you a teaser instead of a patch :

Version 0.14.06 - UNRELEASED:
Files Altered: Components.txt, Events.txt, TechArea.txt, UkraTal_AI_General.txt, VehicleSize.txt
1. Changed - The following tech areas now have a paradigm requirement so that they do not show up in the Expected Results for races that can not research them: Hyper Optics, Hyper Optic Nerves, Telescopes, Neutron Weapons, Weapon Overloading Weapons, Ship Capture, AP Explosive Warheads, Organic Neutron Weapons, Organic Weapon Overloading Weapons, Ship Infestation, AP Explosive Spores, Dispel Evocation, Spelljammer Capture, AP Explosive Glyphs.
2. Changed - Planet Rebellion events now all have a time delay.
3. Added - Two Covert Ops Leak events added, one on Catastrophic severity and one on High severity.
4. Fixed - Various typos in Events.txt fixed.
5. Fixed - Ironwood Structural Supports now require tech area Ironwood Armor instead of Iron Armor.
6. Fixed - Iron Structural Supports and Flowsteel Structural Supports roman numerals increased by 1.
7. Fixed - Light Flowsteel Armor III for units now has 14 structure, rather than 28.
8. Fixed - Psychic Receptors VI now has roman numeral 6 instead of 3.
9. Fixed - Ukra-Tal now take Ice World Natives trait instead of Rock World Natives.
10. Changed - Psychometabolism tech area now has max level set to 2 instead of 6.
11. Changed - Summoning Circle Expansion - Radioactives facilities now renamed to Summoning Circle Expansion - Mana. Their names are now not too long for the in-game display.
12. Changed - Hardy Industrialist space yard facilities now cost 12000 resources instead of 10000.
13. Fixed - No remote mining components mention anything about decreasing asteroid/planet value (as they do not do so).
14. Fixed - Remote Farming Teams now mention that organics are teleported back to the empire, not minerals.
15. Fixed - Remote Mana Refining Teams now have more clear descriptions.
16. Changed - Codes for Organic vehicles now make more sense.
17. Changed - Bio-Interceptor is now just Interceptor.
18. Added - All fighters, mines, satellites and weapons platforms now have descriptions.
19. Changed - Infantry now has code of INF, so as to prevent any overlap with Interceptors.
20. Added - Mercenary ships now have the same descriptions as their non-mercenary counterparts.
21. Changed - Research cost of Polymeric Armor raised from 20000 to 30000.
22. Changed - Research cost of Advanced Armor raised from 40000 to 60000.
23. Changed - Research cost of Cellulose Exoskeleton raised from 30000 to 45000.
24. Changed - Research cost of Fibroin Weave raised from 60000 to 90000.
25. Changed - Research cost of Steel Armor raised from 20000 to 30000.
26. Changed - Research cost of Mithral Armor raised from 40000 to 60000.
27. Changed - Research cost of Adamantite Armor raised from 50000 to 90000.
28. Changed - Tritanium Armor is replaced with Cerametal Armor.
29. Removed - Removed "Standard" from the description of various armor tech areas.
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  #600  
Old May 28th, 2004, 05:24 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Have you been learning from Baen??
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