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  #701  
Old October 18th, 2004, 04:58 PM

XenoTheMorph XenoTheMorph is offline
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Well I have always thought of Psychoportation meaning that the race is able to move themselves or nearby items a 'short' distance via teleportation rather than telekinesis-like movement.
So in that vein maybe give new fighter hulls (or possibly more easily, specialised cockpits) that give defence bonuses (hops out of the previous intercept trajectory), and maybe upgraded seekers with slightly greater damage resistance to simulate this as well. Maybe increased unit deployment components (they just 'move' the units outside). Maybe even let the bridge gave multiple unit type deployment (1 unit/turn), who needs bays when you can teleport items off your ship!

Ohhh what about a new point defence component type called...
'Intercept Blink Bomb' range 1, high damage, okish accuracy (living judgment), small (just bombs and an adept), with a per ship limit to prevent abuse (to many interfear with each other?).

Hmmm not sure about new facilities though.

*** end random stream of consciousness/insane ramblings ***
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  #702  
Old October 18th, 2004, 05:24 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

That was the idea behind the movement bonus for the fighters; the psion would be able to make the fighter teleport a short distance periodically.
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  #703  
Old October 18th, 2004, 09:15 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

I like the sound of not needing bays to launch units. It would make a race capable of doing it unique, provided it isn't too powerful. Or possibly even just increasing the number of units that bays could launch would work, though it would be less exciting.

As for facilities, I suppose you could combine the nexus with a more common facilty or something. Teleporting resources about the empire with out the need for a nexus fits the theme. Eh, Maybe.
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  #704  
Old October 19th, 2004, 11:33 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
CovertJaguar said in another thread:
Hey, Fyron I got to thinking if I could actually help you out with pics, so I dug out my 3D rendering software and gave it a try. What do you think, you want more? A magic bridge pic is attached.
Not bad, but Magic "bridges" require a set of chairs that spellcasters sit in, providing magic power to control and direct the ship.
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  #705  
Old October 19th, 2004, 12:00 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

lol, you can only fit so much in 128 x 128 pic, and besides chairs are boring inactive things. Although the more sugggestions you give me the better things will look.
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  #706  
Old October 19th, 2004, 01:01 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

I think pirates and nomads need ALOT of tweaking or rather improvements. Things, that make playing with those traits interesting.
For pirates, consider adding low-tech or inexpensive cloaking devices. Maybe even a component to create low level local storms with cloaking ability. Consider adding special weapons like tractor beams or shield depleting weapons. Weapons with destroy security stations only would be a good idea, too.
That are my suggestions for pirates.

About nomads...Maybe add a another base size, a small one, to resemble some kind of base-city, basicly a station to show where nomads live. More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs. Nomads should be able to move things more easily, so think about adding some kind of small transport which can hold only 200kT of cargo but has a very low EpM setting to resemble fast freighters.


Thats it for now, hope you like my suggestions !
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  #707  
Old October 19th, 2004, 01:50 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
Ragnarok-X said:
I think pirates and nomads need ALOT of tweaking or rather improvements. Things, that make playing with those traits interesting.
Hmm... playing with them seems to be rather interesting already, but improvements couldn't hurt.

Quote:
For pirates, consider adding low-tech or inexpensive cloaking devices. Maybe even a component to create low level local storms with cloaking ability. Consider adding special weapons like tractor beams or shield depleting weapons. Weapons with destroy security stations only would be a good idea, too.
That are my suggestions for pirates.
Civilian cruisers and freighters have super cloaking (always undetectable), in addition to good maintenance reduction. Perhaps a small, one shot per battle security-station destroying component, to aide those cruisers in boarding heavily defended ships?

Quote:
More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs.
I don't see how I could make them more efficient than 1% maintenance rates? Add an Ultra-Recycler Node to your remote mining ships.

Quote:
About nomads...Maybe add a another base size, a small one, to resemble some kind of base-city, basicly a station to show where nomads live. More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs. Nomads should be able to move things more easily, so think about adding some kind of small transport which can hold only 200kT of cargo but has a very low EpM setting to resemble fast freighters.
What would this base city do, specifically? What purpose would it serve that can not be fulfilled by the space station hull?
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  #708  
Old October 19th, 2004, 01:52 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
CovertJaguar said:
lol, you can only fit so much in 128 x 128 pic, and besides chairs are boring inactive things. Although the more sugggestions you give me the better things will look.
Not for Spelljammers. The "Helm" is what channels magic power from a spellcaster to the ship, thus enabling control of it. The "Helm" is really a set of chairs that the spellcaster(s) sit in. The sailing ship steering wheel is good, it just needs more of a Spelljammer feel, chair and all. Additionally, two Versions are needed, the "Major" and "Minor" helms (think combat bridge and civilian ship bridge equivalents).
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  #709  
Old October 19th, 2004, 02:12 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

And for a third post in a row... Adamant Mod 0.15.01 is released! This patch simply adds the missing Research and Covert Ops Teams components for Organic and Magic Nomads:

Adamant Mod 0.15.01 Data

Extract it into the root SE4 directory and it will install itself over your current Adamant Mod 0.15.00 installation.
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  #710  
Old October 19th, 2004, 02:17 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Hey, what about ultra-recycler node for research lab bases? Can I fit this comp to them now?
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