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  #681  
Old October 3rd, 2004, 03:53 PM
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Default Re: Adamant Site Features List

* More logical maintanence scheme.

* Planet riots won't eliminate your production.

* Roleplay Elements for greater RP games (current RP comps are nearly useless, add more elements to 0.15 - artifacts, banners, mummies of famous leaders, whatever you like).

* Emphasis on FQMD use: more quadrant types, realistic solar systems, /insert more PR here/.
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  #682  
Old October 3rd, 2004, 04:05 PM
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Default Re: Adamant Site Features List

Added them. What do you think?
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  #683  
Old October 3rd, 2004, 04:32 PM
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Default Re: Adamant Site Features List

Looking good Fyron.

The reviews are the best bits, though.

Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]
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  #684  
Old October 3rd, 2004, 04:47 PM
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Default Re: Adamant Site Features List

Quote:
The Maintenance Aptitude trait makes more sense now. Instead of reducing the base maintenance rate, it now reduces the actual maintenance paid. A characteristic of 110% actually reduces ship maintenance rates by 10%, not the bizarre 40% as in stock.
You know, it's advertizing, not tech reference. Too long and sophisticated (it's considered by default that target group is not as advanced as you). I don't have a ready-to-use Version, but try to make it compact and easy understandable.

Also. What you really need is SLOGAN. And emblem, probably ...

.... uh, sorry, learned too much marketing for exams this week.
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  #685  
Old October 3rd, 2004, 05:15 PM
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Default Re: Adamant Site Features List

Quote:
aiken said:
You know, it's advertizing, not tech reference. Too long and sophisticated (it's considered by default that target group is not as advanced as you). I don't have a ready-to-use Version, but try to make it compact and easy understandable.
Erm... examples make things easier to understand, do they not? It is a somewhat obtuse concept without the example.
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  #686  
Old October 3rd, 2004, 05:36 PM
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Default Re: Adamant Site Features List

I don't mind
Leave example, but throw away this sentence "Instead of reducing the base maintenance rate, it now reduces the actual maintenance paid." And since it describes deep mod mechanics and interesting for modders only, you won't harm whole idea by removing it.
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  #687  
Old October 3rd, 2004, 06:13 PM
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Default Re: Adamant Site Features List

How about now?

Any other comments/suggestions? Care to add a funny review?
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  #688  
Old October 13th, 2004, 10:07 PM
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Default Re: Adamant 0.15.00 Released

Adamant 0.15.00 has been released.

This Version has many exciting new features.
  1. You can now play as a Pirate or a Nomadic race, based on the classic Pirates and Nomads Mod, by Suicide Junkie.
  2. The groundwork for 2 new racial paradigms, Energy and Machine races, has been laid out. These paradigms are not yet playable.
  3. Racial point costs have been reworked with a new Imperial Aspirations trait having been added. Now, it is very difficult to select multiple paradigms or colony types.
  4. The Racial Traits selection process has been streamlined with the inclusion of helpful info directly into the traits.
  5. Numerous bug fixes and balance tweaks have been made.
  6. Master Computers and Cloaking Devices now scale in size based on the size of ship you are placing them on.
  7. Stellar Manipulation has been tweaked to be a bit more expensive. Additionally, only tiny sized planets can ever be created.
  8. Massive Gas Giants have been added, which are one size class larger than Huge planets. They are fairly rare in appearance.
  9. And many more...
Mod web site:

http://adamant.spaceempires.net/

Note that there is no FQM file yet. It will take a while to upload.

You will want to make a fresh, clean install of the mod for 0.15.00.

The history file is attached to this post.
Attached Files
File Type: txt 302931-History.txt (84.0 KB, 102 views)
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  #689  
Old October 13th, 2004, 11:15 PM
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Default Re: Adamant 0.15.00 Released

I like the changes you've made to planet creation. Another option you can consider rather than scrapping the creation of larger planets, is to add another tech area at a much higher cost for creating larger planets - that might keep players from scrapping all their research facilities towards the end game as a bonus.
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  #690  
Old October 16th, 2004, 01:35 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

When one sits down and looks over the detail of this mod, one can't help but get the distinct impression and sense that this mod is of a grand scope.

Fyron this has to be one of the most ambisious mods ever made for SEIV. I don't know how many people have had a chance to play this mod, but I would hope many have taken the oppertunity to do so.

The grand scope of this mod is mind bogglingly impressive to say the least. It is both brillant and dubious at the same time. Brillant in that is uses every thing but the kitchen sink in its well thought out symetry, dubious in that it draws you in and never lets you go. It is a grand mod on an epic level of modding. A true king of the hill, the Emperor of mods.
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