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  #621  
Old July 30th, 2004, 05:51 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Organic races already lack shields. Many of those things would be too much to take away...
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  #622  
Old July 30th, 2004, 07:45 PM

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

Fyron,

you might want to check the Organic cost of 'Strike Parasites II' it is 2750 compared to 'Strike Parasites I' 200. Looks like you accidently added a zero
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  #623  
Old August 4th, 2004, 01:10 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I plan on revamping armor costs. At the moment, I am thinking of making light armors cost 1 resource per hit point, and heavy armors cost 2 resources per hit point. This essentially makes 10 kT of light armor cost the same as 10 kT of heavy armor... Heavy armor (10 kT comps) provides a stronger defense, as a higher percentage of hits will hit the armor instead of an internal. Light armor (1 kT comps) provides 2x as many hit points, however. What do you think of my cost scheme? Should I make one class of armor more expensive per kT than the other?

In other news, here is a tentative listing of the 0.14.08 history log:

Version 0.14.08 - UNRELEASED:
Files Altered: AI_Design_Creation.txt files, Components.txt, Facility.txt, TechArea.txt
1. Fixed - War Talismans and Death Talismans are now in general group Religious instead of War Ethos.
2. Fixed - Prismatic Spray I is now Prismatic Sphere I.
3. Fixed - AI empires no longer add 2 colony modules to colony ships.
4. Changed - AI empires no longer add quantum reactors to any vehicle designs.
5. Fixed - Somehow the old problem of AIs building homeworld facilities on colonies had resurfaced. It is fixed, again.
6. Fixed - Organic Seekers tech area now has max level 10 instead of 5.
7. Fixed - Decoy Missiles were incorrectly in family 2111 instead of 2112.
8. Fixed - Strike Parasite II now costs 275 organics instead of 2750.
9. Changed - Crystalline Armor with Shield Generation From Damage ability is now only available to Ships and Bases. The unit Crystalline Armor with no such ability is available to all units except mines.
10. Changed - Halved the hit points of unit Crystalline Armor to bring it in line with normal unit armor.
11. Changed - Unit Crystalline Armor is now in family 7214 so as to prevent unintended upgrades from ship Crystalline Armor.
12. Fixed - Crew Quarters had "jealously" used in their descriptions instead of "jealousy."
13. Changed - AP Mine Charges now state that they bypass hyper-dense armor, rather than all armor.
14. Fixed - Shipyard Expansion - Radioactives facilities now cost 6000 secondary resources, rather than 4000.
15. Changed - Clawed Appendages now have the damage type Quarter Damage To Shields.
16. Changed - Gaian Presence facilities now have roman numerals as part of their names.
17. Changed - Religious shrine facilities now have roman numerals as part of their names.
18. Fixed - Entertainment Networks and Temple Districts now have negative Planet - Change Population Happiness abilities instead of positive ones, so they no longer increase anger, but instead decrease it.
19. Fixed - Applied Political Science now has 5 levels instead of 3.
20. Changed - Resource Manipulation tech area now requires Biology in addition to Chemistry and Physics.
21. Added - Theoretical techs must be researched before higher than level 1 in basic resource harvesting technologies can be developed. The race paradigm's primary resource requires one level, whereas the other two resources require 2 levels.
22. Changed - Light armor now costs as many resources as it has hit points. Heavy armor costs two times as many resources as it has hit points. Organic armors cost 50% extra, due to regenerative properties.

[ August 04, 2004, 04:24: Message edited by: Imperator Fyron ]
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  #624  
Old August 5th, 2004, 04:31 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Not that I expect any response at all, but here goes...

Thinking of adding research labs for bases. They would probably start off trading resources for research at a 1:1 ratio (reasearch generation starting off the same as base maintenance), and eventually improving to 1:2 or so. Sound like too much, too little, or just the right amount? For example, you might have a 1600 minerals cost lab that generates 200 research. Bases have maintenance of 12.5%, so it would cost 200 minerals per turn. At max tech, it would cost 1600 minerals and make 400 research.

What do you think of the idea of adding the intel generation ability to all bridge type components, with an amount of 5 or 10 or so? It would represent a bit of added flexibility on behalf of the covert ops agencies by having more ships that they can send spies out on and such. Alternatively, the ability could be added to Crew Quarters, so that larger ships can carry more covert ops agents.

[ August 05, 2004, 15:37: Message edited by: Imperator Fyron ]
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  #625  
Old August 5th, 2004, 07:04 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

nice idea (had the same one), but still ressource generation from non-planets will not show up in the empire screen, which somehow sucks. Was the reason why i forget the idea and deleted it from my mod...
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  #626  
Old August 5th, 2004, 07:30 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I like those ideas, though I'd say go with the intel on bridges rather than crew quarters - small ships are MUCH more effective at passing by undetected than dreadnoughts, which makes up for the number of agents the DN could carry

edit: btw, you know if those ex-nihilo resource generation abilities are affected by the appropriate racial traits or not?

[ August 05, 2004, 18:32: Message edited by: Ed Kolis ]
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  #627  
Old August 5th, 2004, 08:27 PM

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

Quote:
Originally posted by Imperator Fyron:
Thinking of adding research labs for bases. They would probably start off trading resources for research at a 1:1 ratio (reasearch generation starting off the same as base maintenance), and eventually improving to 1:2 or so. Sound like too much, too little, or just the right amount? For example, you might have a 1600 minerals cost lab that generates 200 research. Bases have maintenance of 12.5%, so it would cost 200 minerals per turn. At max tech, it would cost 1600 minerals and make 400 research.
I also like your idea and 1600 to 400 research sounds good

[ August 05, 2004, 19:28: Message edited by: JLS ]
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  #628  
Old August 5th, 2004, 09:05 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Ragnarok-X:
nice idea (had the same one), but still ressource generation from non-planets will not show up in the empire screen, which somehow sucks. Was the reason why i forget the idea and deleted it from my mod...
Indeed. Research and intelligence points show up correctly though.

Quote:
Originally posted by Ed Kolis:
edit: btw, you know if those ex-nihilo resource generation abilities are affected by the appropriate racial traits or not?
I am fairly certain that, as with robo miners, they are not.

[ August 05, 2004, 20:06: Message edited by: Imperator Fyron ]
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  #629  
Old August 6th, 2004, 12:45 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Trying to determine whether shield facilities make enough shielding or not... A Planetary Shield Array V makes 12500 shield points and costs 9k/3k/16k. A 200 kT Weapon Platform filled with Cerametal Armor I (starting armor tech on Medium start) has 1800 hit points and costs 975/0/0. The shield facility takes 8 turns to build, wheras you can easily build 2 WPs per turn. So that is 12500 hp in 8 turns for a shield facility, or 3600 x 8 = 28800 hp in 8 turns, assuming you have 3200 cargo spaces (a single cargo facility). So, it would appear that it is far better to build cargo facilities and add more WPs than it is to build shield facilities... How much shielding do you think shield arrays should generate? Or maybe I should further weaken unit armor?

EDIT: Decided to make shield arrays range from 10000 shielding to 50000.

[ August 06, 2004, 06:31: Message edited by: Imperator Fyron ]
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  #630  
Old August 6th, 2004, 07:30 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

*Click here* to see the designs for the new research labs. Comments/opinions/suggestions?
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