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  #651  
Old August 7th, 2004, 09:19 PM

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

Quote:
Originally posted by Imperator Fyron:
So now to change subject... what facilities do you think would make the people unhappy to have near them (on the same planet)?
Any sort of cloning facility? Robot producing factories or something like that?
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  #652  
Old August 7th, 2004, 09:29 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Quote:
Originally posted by Imperator Fyron:
So now to change subject... what facilities do you think would make the people unhappy to have near them (on the same planet)?
Toxic waste storage.
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  #653  
Old August 7th, 2004, 09:52 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

About research labs. I think of 4 variants:

1. Very simple:
Make RLs bigger, say 900 kt and play with research output and costs until satisfactional results.

2. Simple
Add some restrictions to research lab components:
RL lvl 1 - 10 per base
RL lvl 2 - 9 per base
...
RL lvl 5 - 6 per base

or something of that kind. This way maxed reseach base can generate 2400 rp maximum.
However where is workarond to this receipt - ALOT of small bases with 2-6 RL V. Not very good.

3. Weird
5 levels of RLs + 5 sizes of bases = 1 RL per base:

RL I - size: 900 kt; cost: 6400/0/0; research generation: 400; suitable for sizes >= 1000 kt
RL II - size 1900 kt; cost 11200/0/0; research generation: 900; suitable for sizes >= 2000 kt
....
RL V - size 4900 kt; cost 30400/0/0; research generation: 2300; suitable for sizes >= 5000 kt

(numbers are approximate)

Then it will be impossible to upgrade old bases + player is forced to research Base Construction tech. I don't like this variant - too artificial for my taste

4. Less weird, but still....
My initial suggestion - increasing lab's size with level. And keep them costing only primary resource.
About upgrading such designs - yes you'll have to make a couple of clicks to remove extra labs and to shut up warnings. That's all.
However, I'm not sure about AI - it seems it can save designs with warnings

Also it would be nice to hear opinions of other people.

And Last: unbalancing research labs in 0.14.08 could be fixed/changed in 0.14.09
----------------------------------------------------------------

Slavery camps:
did you meant
Quote:
b) 10% more productive, +2 anger per turn
or +1?

Imo, +80 (+10%) resource advantage of SLC is too unsignificant and don't worth a burden of troops and entartaimant networks. Probably, +120 (+15%) per facility per turn will be better (talking about maximum levels)?

[ August 07, 2004, 20:56: Message edited by: aiken ]
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  #654  
Old August 7th, 2004, 11:20 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

What if I add a special Research Station that is the only hull size a Research Lab can fit on via scale mounts? Maybe make it 140 kT and have the Research Lab 10000, with a 1% scale mount, so it ends up 100 kT. Add Bridge, CQ and LS ability to the Research Lab component. This would let you stick a shield generator or some armor on the base for a little bit of protection. No worries about larger bases or master computers... Or I could make the station a bit bigger or something.

At this point in time, labs are 400 kT, cost 3200 resources, and make from 100 to 200 research.

Quote:
Also it would be nice to hear opinions of other people.
So few people want to post their opinions though...

Quote:
Originally posted by aiken:
Slavery camps:
did you meant
quote:
b) 10% more productive, +2 anger per turn
or +1?
I fixed it in the post on SE.net, but forgot this one... yeah, it is +1 for b. I have decided to go with a...

Quote:
Imo, +80 (+10%) resource advantage of SLC is too unsignificant and don't worth a burden of troops and entartaimant networks. Probably, +120 (+15%) per facility per turn will be better (talking about maximum levels)?
Think of emotionless races... +10% roughly balances out the loss of the +10% for jubilant happiness they can never have, so it is not too much of a problem.

[ August 07, 2004, 22:26: Message edited by: Imperator Fyron ]
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  #655  
Old August 8th, 2004, 09:07 AM

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

Fyron,

I was thinking about your idea of dedicated research stations and using scale mounts with them [img]/threads/images/Graemlins/ooo.gif[/img]

Quote:
Originally posted by Imperator Fyron:

What if I add a special Research Station that is the only hull size a Research Lab can fit on via scale mounts? Maybe make it 140 kT and have the Research Lab 10000, with a 1% scale mount, so it ends up 100 kT. Add Bridge, CQ and LS ability to the Research Lab component. This would let you stick a shield generator or some armor on the base for a little bit of protection. No worries about larger bases or master computers... Or I could make the station a bit bigger or something.

What about at higher levels of RL (or possibly bases) adding another scale mount/s to make all The RL a little smaller so you could fit a bit more into the research stations defence (or even scanners etc.) wise, without changing the hull size.

Other than that I do like the RL idea especialy since it means more flexability. i.e. if you get into an unexpected war you can mothball the RL stations and use the resources freed up to build up your navy and so on. All without scrapping and rebuilding facilities!
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  #656  
Old August 14th, 2004, 02:20 AM
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Default Adamant Mod v0.14.08 released!

Version 0.14.08 of the Adamant Mod by Imperator Fyron has been released. This update features many additions and fixes. There are new forced exploitation facilities for the more evil races. Armor component costs have been revamped. Dense armors (those with the actual armor ability) have been reduced to one half the level of hit points they had previously. Shield Array facilities are now useful. New research outPosts have been added, which can generate reseach points in space. A new race, the Pequeninos, has been added to the mod.

If patching from a previous 0.14.xx Version, you will need the Race Pack and the Lite files. It does not matter which is applied first.

Version 0.14.08 - 13 August 2004:
Files Altered: AI_Design_Creation.txt files, CompEnhancement.txt, Components.txt, Facility.txt, Happiness.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 and Mephit Summoning tech areas now have 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.
23. Fixed - Reduced the length of the description of the Fire Ball components so that they no longer cause overflow.
24. Fixed - Base Space Yards are now in family 7215 instead of 6 so that Ship Space Yards will no longer upgrade to them.
25. Fixed - Planetary Shield Array facilities will no longer upgrade to Planetary Phased - Shield Array facilities.
26. Changed - Shield Array facilities now range from 10000 to 50000 shield points instead of 5000 to 20000.
27. Added - Research Lab components, for bases only. Also added Research Outpost hull, which is the only hull that Research Labs can be used on.
28. Fixed - Propaganda Center facilities erroneously had 0 for the ability System Point Generation Modifier - Research.
29. Fixed - University Research tech area now has max level 6 instead of 3.
30. Removed - All facilities with the ability Planet - Change Population Happiness now no longer mention "(only 1 facility per planet effective)." Such facilities actually stack with each other.
31. Removed - In ability descriptions of facilities with Planet - Change Population Happiness or Change Population Happiness - System abilities, all references to such facilities not stacking with each other have been removed. They do in fact stack with each other.
32. Added - Citizen Database Complexes now increase anger by +10 per turn. System Versions increase anger by +20 per turn.
33. Added - Death Shrines now increase anger by +6 per turn, to a minimum of +4 per turn at max level.
34. Changed - Replaced all mentions of "radioactives" with "mana crystals" for Magic race facilities and components.
35. Added - Slave Labor Camps, which are 10% more productive resource facilities, but increase anger by +2 per turn each.
36. Changed - High tech start homeworld resource facilities now generate 1431 resources instead of 1301, so that homeworlds do not start filled with Slave Labor Camps on a high tech start.
37. Changed - Bloodthirsty happiness type now has only an anger rise of 2 instead of 10 for colonizing new planets.
38. Added - Forced Breeding Camps, which increase reproduction rates at the expense of happiness.
39. Changed - Urban Pacification Centers now require Applied Political Science levels 3 to 5 instead of 1 to 3.
40. Added - Pequeninos race.
41. Changed - Size range of AI base space yard designs is now 500 kT to 1100 kT instead of 10kT to 5000 kT.
42. Changed - Minimum size of an AI defense base design is now 1000 kT.
43. Changed - Halved structure of dense armors.
44. Changed - Increased damage and range of shield disrupters.
45. Fixed - Graviton Hellbore VI is now more expensive than Graviton Hellbore V.
46. Added - Armor-skipping Nanoparasite Launcher weapons for Organic races and Wailing Doom for Magic races.
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  #657  
Old August 14th, 2004, 12:04 PM
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Default Re: Adamant Mod v0.14.08 released!

You should add (v0.14.08) in your thread title. Thanks for the tip with fixed item #18 - I didn't know that the planet ability for happiness was reversed (or alternatively the system ability for happiness was backwards). I have lots of these facilities in SFEmod.
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  #658  
Old August 15th, 2004, 06:58 PM
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Default Re: Adamant Mod v0.14.08 released!

Somehow the release Version of the mod had a typo in Default_AI_Research.txt that is not present in the dev Version. Extract this to the Adamant\AI\ folder:

http://www.spaceempires.net/files/te...I_Research.zip
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  #659  
Old August 20th, 2004, 10:01 PM
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Default Adamant Mod v0.14.09 released!

Version 0.14.09 of Adamant Mod has been released. There were some errors in regards to Research OutPosts that have been fixed. There is only a patch this time around, since it does not really warrant a full Version release. You can get the patch here.

For more information on Adamant Mod, you can visit it's web site.

Version 0.14.09 - 20 August 2004:
Files Altered: CompEnhancement.txt, Components.txt, Facility.txt, TechArea.txt, VehicleSize.txt
1. Fixed - Dispel Evocation, Spelljammer Capture, and AP Explosive Glyphs tech areas now require Spellcraft instead of Applied Evolution.
2. Fixed - Combat Command components are now in family 6010 instead of 6007, so they do not make Siege Fortifications obselete.
3. Added - Organic and Magic Versions of the Research Outpost vehicle hull.
4. Fixed - Research Outpost mount is now only allowed on bases of 140 kT.
5. Added - Mounts for Organic and Magic research base components.
6. Added - Ship Bridge components now generate 20 intelligence, to simulate the increased flexibility of the covert ops agencies from having more ships at their disposal.
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  #660  
Old August 30th, 2004, 09:45 PM
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Default New Paradigm?

If I were to add a new racial paradigm to Adamant Mod (to complement Physical, Organic and Magic races), what would you like to see?
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