.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #101  
Old May 9th, 2003, 03:05 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Say, how about if Magic races got Kobold Warheads
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #102  
Old May 9th, 2003, 07:38 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

You really like those Kobold warheads, don't you?
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #103  
Old May 9th, 2003, 11:30 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Too bad you can't create warheads with boarding party or crew conVersion type damage... or can you? Just imagine an explosive warhead which propels hundreds of rabid half-starved Kobolds into an enemy ship, ready to tear apart the enemy crew and take charge of the ship!

god and I've never even played Dungeon Keeper and I come up with these evil schemes
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #104  
Old May 10th, 2003, 12:00 AM
Lord Kodos's Avatar

Lord Kodos Lord Kodos is offline
First Lieutenant
 
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
Lord Kodos is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Dungeon Keeper...I love that game, still have it both part one and two. They where working on a part III but when Peter left Bullfrog to make Lionhead I think the project was abandoned...
Reply With Quote
  #105  
Old May 10th, 2003, 12:41 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.11.00 of Adamant Mod has been released.

1. Added - Chameleon Armor and Active Chameleon Armor, which are the Organic equivalents of Stealth Armor and Stealth Shields.
2. Fixed - Tech reqs of Stealth Armor and Stealth Shielding.
3. Added - Darklight Armor and Illusiary Armor, which are Magic equivalents of Stealth Armor and Stealth Shields.
4. Changed - Mines no longer have built in cloaking abilities.
5. Added - Cloaking devices for mines.
6. Fixed - Family numbers of mine warheads used to all be 2026, which caused them all to be obselete.
7. Added - Inter-Continental Ballistic Missiles, which are essentially tiny drones with no strategic movement.
8. Added - Computer cores for organic and magic satellites.
9. Fixed - Tech reqs of several Magical engine and armor types.
10. Fixed - Set start level of Gauss Gun Engineering back to 0.
11. Added - Taera, Puntherraian, and Zanar'ri races to the mod.
12. Added - Drone engine mount that makes engines cost 50% less.
13. Added - Reinforced weapon mounts for ships that give weapons 50% more hitpoints.
14. Changed - Reorganized TechArea.txt
15. Added - Organic long range scanners.

[ May 10, 2003, 08:30: Message edited by: Imperator Fyron ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #106  
Old May 10th, 2003, 06:55 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Sneak peak at what's coming.

Version 0.11.01:
1. Changed - Physical ships now increase by 70 kT per level, get -5% to defense and have 12% maintenance penalties. Magic ships increase by 50 kT per level and have minor speed bonuses. Organic ships increase by 40 kT per level, get +5% to defense and have 8% maintenance bonus.
2. Changed - Ships from Crusier size and larger get increasing 4% maintenance penalties per level.
3. Changed - Increased size of Physical bases.
4. Changed - Colony ships are now 3300 kT, and Colony Modules are now 3000 kT.
5. Changed - Physical LS and CQ are now 15 kT. Organic LS and CQ are 8 kT. Command and control comps take a base of about 22.5% space on Physical ships, 20% space on Magic ships and 19% space on Organic ships (based off of Corvette class ships).
6. Changed - Ship Construction now has a base research cost of 14000, compared to 10000 for Organic Ship Growth. Spelljammer Construction now has a base research cost of 11000.
7. Changed - Renamed some Magic ships.

[ May 10, 2003, 06:49: Message edited by: Imperator Fyron ]
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #107  
Old May 10th, 2003, 09:29 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Version 0.11.01 of Adamant Mod has been released.

1. Changed - Physical ships now increase by 70 kT per level, get -5% to defense and have 12% maintenance penalties. Magic ships increase by 50 kT per level and have minor speed bonuses. Organic ships increase by 40 kT per level, get +5% to defense and have 8% maintenance bonus.
2. Changed - Ships from Crusier size and larger get increasing 4% maintenance penalties per level.
3. Changed - Increased size of Physical bases.
4. Changed - Colony ships are now 3300 kT, and Colony Modules are now 3000 kT.
5. Changed - Physical LS and CQ are now 15 kT. Organic LS and CQ are 8 kT. Command and control comps take a base of about 22.5% space on Physical ships, 20% space on Magic ships and 19% space on Organic ships (based off of Corvette class ships).
6. Changed - Ship Construction now has a base research cost of 14000, compared to 10000 for Organic Ship Growth. Spelljammer Construction now has a base research cost of 11000.
7. Changed - Renamed some Magic ships.
8. Fixed - AI research files no longer generate errors about colony techs and such.
9. Fixed - All AIs will now have a racial colony type trait.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #108  
Old May 10th, 2003, 10:41 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

The change to ship sizes is a massive change, and feedback on it is necessary.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #109  
Old May 11th, 2003, 12:38 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

A new page detailing the Magic view on the nature of the universe has been uploaded to the Adamant mod web site (in the Outline section).
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #110  
Old May 13th, 2003, 08:20 AM
StarBaseSweeper's Avatar

StarBaseSweeper StarBaseSweeper is offline
Corporal
 
Join Date: May 2003
Location: France
Posts: 79
Thanks: 0
Thanked 0 Times in 0 Posts
StarBaseSweeper is on a distinguished road
Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Imperator Fyron, I check your website and your mod, but I am not sure to understand the following:
- You describe the leaky shiel as "taking half of the damage, instead of all or 0". But to my understanding your shield still take 100% of the damage, until depleted. What am I misunderstanding?
EDIT: I describe more in "emissive shield" thread.
- About leaky armor, are you sure that the small armor has a lower chance to be hit? I agree that each individual small armor has a smaller chance to be hit than a bigger one, but if you put 10 small armor (size=1kt) there is the same change than an armor will be hit as if you put 1 big armor (size=10kt), isn't it? The only difference is the total cost and the total structure, and the easiness to repair (the smaller number the better). From what you say it seems to be better to have many small armor for higher structure.

Sorry if I just misunderstand things.

Also about colonization tech, why don't you use restricted trait for ICe/Rock/Gaz colonixation, the same way you use it for race type?

Hope it helps.

[ May 13, 2003, 07:29: Message edited by: StarBaseSweeper ]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:24 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.