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  #601  
Old May 28th, 2004, 05:27 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Umm... no. I am continuing my long-standing tradition of posting teasers for my mods...
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  #602  
Old May 28th, 2004, 12:34 PM

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

Adamant Mod 0.13.34 Fyron can you post a link to its download please thanks
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  #603  
Old May 29th, 2004, 12:38 AM

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

Quote:
Originally posted by Imperator Fyron:
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.
Oops! I must have got mixed up. Sorry about that!
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  #604  
Old May 29th, 2004, 01:34 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by tesco samoa:
Adamant Mod 0.13.34 Fyron can you post a link to its download please thanks
The links to the old Versions can be found in the game forums on SE.net. Also, they can be found in the same Downloads Category they have always been in over on SE.net. 0.13.34
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  #605  
Old May 29th, 2004, 09:20 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Surely _somebody_ else must have played the mod and has comments...
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  #606  
Old May 31st, 2004, 02:16 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Adamant 0.14.06 is released! You can find it at the Adamant Mod Website, located on SE.net, linked in my sig. As always, the Lite file makes a good patch. Race Pack is not necessary to upgrade if you have 0.14.05 installed. If you have 0.14.04 or earlier, it is recommended that you download the Race Pack as well as Lite to patch your Version of the mod.

Version 0.14.06 - 30 May 2004:
Files Altered: Abilities.txt, AI Tags.txt, Components.txt, Events.txt, Facility.txt, RacialTraits.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.
30. Added - Metacreationist Enclave facilities, which are Space Yard Expansion-like facilities that apply to all resources, as well as generating a small amount of resources.
31. Changed - Boarding Parties now explicitly list their boarding defense values.
32. Added - Metabolist Boarding Parties, Metacreationist Boarding Parties, and combined Metabolist/Metacreationist Boarding Parties for the appropriate Psionic racial traits. Metabolists get 20% increased Boarding Attack ability. Metacreationists get 20% increased Boarding Defense ability.
33. Added - Aerial Race racial trait, which provides fighters with a 20% defense bonus and a 10% offense bonus. This trait only works for Physical and Organic races, not Magic races.
34. Added - Small Combat Sensors and Small ECM components now require 10 levels of Paradigm tech.
35. Changed - First 5 levels of Long Range Scanner facilities removed. Remaining 6 levels given Long Range Scanner - System ability, as the Long Range Scanner ability does not work on a facility. Facilities given Combat Modifier - System ability ranging from 0% to 5%.
36. Changed - Orbital Fighters now require Fighter Cockpit and Fighter Life Support.
37. Changed - Fighter Cockpit and Fighter Life Support components now require level 1 paradigm tech, rather than Fighers tech.
38. Added - Combat Sensors components now have AI Tag 06 ability.
39. Added - ECM compononents now have AI Tag 07 ability.
40. Changed - Religious Talisman is now Talisman of Zeal. It now only requires Death Ethos, Life Ethos, and War Ethos, all at level 6.
41. Changed - Fate Talisman is now Talisman of Fate.
42. Added - Efficiency Algorithm, Talisman of Zeal, and Talisman of Fate now have dummy AI ability tags.
43. Added - AI Tags.txt to keep track of all dummy tags used in the mod. Abilities.txt no longer lists the items using the AI Tag ## abilities. Note that Space Monster races should never be given any technologies other than their Monster Tech area.
44. Changed - Small ECM now has bonus of 5/10/15 rather than 10/20/30.
45. Changed - Fighter afterburners now provide attack and defense bonuses of 5/10/15/20.
46. Changed - Organics and Radioactives costs of Alter of Healing components reversed.
47. Changed - Minerals and Radioactives costs of Medical Bay components reversed.
48. Added - Sick Bay components, which have low Boarding Defense ability and high hit points. Designed as a defense against Neutron Cannons and Mental Shredders.
49. Changed - Self - Destruct Device is now 30 kT and has sturcture of 60. Also, its description no longer makes any reference to engines. It is also 3 times as expensive as it used to be.
50. Fixed - Mine Sweeper V now requires Mine Sweeping instead of Mines.
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  #607  
Old May 31st, 2004, 02:51 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Anyone have any ideas how the mastery of the dark arts of Necromancy would benefit your empire?
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  #608  
Old May 31st, 2004, 03:13 PM

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

Hmmm,

Well I have no idea if this can work but maybe a weapon that does little damage but has a negative supply usage (drains life energy and transfers it to your ship!), or reasonable damage and a little negative supply? Any idea if this would work?

Not sure about non weapon components but for facilites maybe make races with advanced necromantic ability have slightly better Intel generation (maybe even on the standard Rogue Training Camp), its not so bad to kill someone before interrogating them or even during .

And of course better Troops (the non monster ones, they are already dead!) and boarding parties (higher tonnage to destroy)
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  #609  
Old May 31st, 2004, 10:39 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I really should wait longer before releasing patches... Teaser to follow.

Version 0.14.07 - UNRELEASED:
Files Altered: Components.txt, Demeanors.txt, EmpireNames.txt, Facility.txt, RacialTraits.txt, Settings.txt, TechArea.txt, VehicleSize.txt, Empire_Setup.html, Settings_Changes.html
1. Added - Mass Animate Dead tech area for Necromancy Mastery racial trait. It allows the Animation Necropolis, which increases reproduction in the system by 2 to 10 percent.
2. Removed - Space Commissar is no longer available.
3. Changed - Political Indoctrination tech area now costs 30000 research instead of 15000.
4. Changed - Advanced Political Indoctrination tech area now costs 45000 research instead of 15000.
5. Removed - Bio-Morphic Science tech area is no longer available. Abominition troop components do not work as originally intended.
6. Changed - Temporal Technology, Crystalline Technology, and Mechanoid Technology are now in group Racial Applied.
7. Changed - Xentronium Armor (Magic) tech area now requires Mithral Armor instead of Wooden Armor.
8. Changed - Xentronium Armor (Organic) tech area now requires Fibroin Weave instead of Membrane Layers.
9. Changed - Ramming damage to both the attacker and the target reduced by 50%.
10. Changed - AI Human Mega Evil Empire Score Percent raised from 170 to 250.
11. Changed - AI Computer Mega Evil Empire Score Percent raised from 250 to 300.
12. Changed - Home System Percentage Value With No Spaceport raised from 25 to 50.
13. Changed - Created Storm Maximum Obscuration Level raised from 2 to 5.
14. Changed - Settings_Changes.html in the Help folder updated to reflect changes to Settings.txt.
15. Fixed - Typo in description of Organic Race trait.
16. Added - Empire_Setup.html in the Help folder now lists Mobile Industrialists and Aerial Race racial traits in the Racial Trait Index.
17. Added - Warrior Spirit Binding components and Spirit Binding tech area available to Necromancy Masters. These components function like Neural Combat Nets, allowing all ships in the fleet to function with the experience of the best ship in the fleet.
18. Changed - Soldier Gear and Metabolist Gear (Magic) now use image 1736 instead of 271.
19. Changed - Riot Gear and Metabolist Gear (Physical) now use image 925 instead of 271.
20. Fixed - Metabolist Nucleon now uses image 312 instead of 271.
21. Changed - Monster Collars now use image 1710 instead of 270 or 271.
22. Changed - Code for Soldiers vehicle is now SLD instead of BT.
23. Fixed - Some ability descriptions for Space Monster ships now make more sense.
24. Changed - Space Monster vehicles are now named "Space Monster" instead of "Monster" to prevent overlaps with Magic race fighters.
25. Changed - Friggen HUGE Beast is now Colossal Space Monster. Big Space Monster is now Large Space Monster. Giant Space Monster is now Huge Space Monster.
26. Added - Space Monster ships now have descriptions.
27. Changed - Huge Space Monster now requires Monster Tech 6 instead of 2.
28. Changed - Colossal Space Monster now requires Monster Tech 7 instead of 6.
29. Changed - Basic Bridge now uses image 1. Bridge now uses image 252. Flag Bridge now uses image 251.
30. Changed - Flag Bridge is now in family 7210 instead of 5.
31. Added - Flag Bridge components for Organic and Magic races.
32. Changed - Added and removed various entries in Demeanors.txt.
33. Added - Added various fantasy based names to EmpireNames.txt.
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  #610  
Old May 31st, 2004, 10:42 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by XenoTheMorph:
Well I have no idea if this can work but maybe a weapon that does little damage but has a negative supply usage (drains life energy and transfers it to your ship!), or reasonable damage and a little negative supply? Any idea if this would work?
Sadly, it would not work.

Quote:
Not sure about non weapon components but for facilites maybe make races with advanced necromantic ability have slightly better Intel generation (maybe even on the standard Rogue Training Camp), its not so bad to kill someone before interrogating them or even during .
I was considering giving them a better Planetary University facility, with slightly improved research capabilities. Nothing beats being able to tap into the knowledge of countless dead researchers. They do have some better intel projects already.

There are some things added in the latest development Version. Check the previous post to find them.

[ May 31, 2004, 21:43: Message edited by: Imperator Fyron ]
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