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  #481  
Old March 19th, 2004, 01:29 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

I recently played a game using this mod and I have to be honest about it. The mod is very impressive. A bit complicated trying to figure things out, but very impressive non the less. Excellent job on this Mod Mr. Fyron.
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  #482  
Old March 19th, 2004, 08:41 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Please tell me which areas are the most complicated so that I can write more Help files.
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  #483  
Old March 20th, 2004, 12:16 PM

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

You like playing this mod? Then join Adamant 011 game on PBW! It has one open spot. However I have no contact with replacement empire, so I can't say what situation you will fall into
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  #484  
Old March 20th, 2004, 06:28 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Actually, they are organic!
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  #485  
Old March 21st, 2004, 02:57 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

heh, if the free slot is organic and has the inherent regeneration, count me in. I really LOVE playing organic. The regeneration is not that important though ^^
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  #486  
Old March 21st, 2004, 07:17 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Adamant Mod has a new interface! Go here to learn more.
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  #487  
Old March 21st, 2004, 07:56 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Fyron I have to be honest with you. I really do not think that it is possible to make a good Single Player Ai. There are so many varables that cause the Ai to do things and design things that may work in a low tech game, but totally are worthless in a high tech start game.

The Colony ships having two colony modules despite every conceivable setting to avoid this.

You can get one early tech start design to work, but because of the way many of the components are set up, engines and armor for example, in a high tech start these design become utter FUBAR.

I have spent nearly a month working on the design creation file and I am at wits ends.

There are simply to many things that confuse the AI and prevent it from designing ships the way it should be. Ask me what those are and all I can tell you is "everything does."

The AI is simply too stupid to take advantage of what this mod has to offer. It gets confused and designs things that are utterly useless.

Good luck.
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  #488  
Old March 21st, 2004, 08:47 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

Why did you post this here, when you were saying this to me on MSN? I believe we worked this out.
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  #489  
Old March 21st, 2004, 12:57 PM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

hey about that multiplayer game, i would like to join and play that organic race, no matter how bad its position is ! Can someone give me a overview at how i can join the game ? (never played pbw/pbemail yet)
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  #490  
Old March 21st, 2004, 03:27 PM

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

Quote:
Originally posted by Ragnarok-X:
hey about that multiplayer game, i would like to join and play that organic race, no matter how bad its position is ! Can someone give me a overview at how i can join the game ? (never played pbw/pbemail yet)
1. go to PBW.
2. Register your PBW account.
3. Log in to PBW with your username.
4. Go to 'Games' to see all the games on PBW server.
5. Scroll to 'Adamant 011'. Enter it.
6. Find open spot and click the 'join game' button.
EDIT- Wait for Game master (Imperator Fyron) to approve your join.
7. Wait for password to arrive into your email that you gave to PBW server.
8. Download turn and see if psw is correct.
8a. If it is- do the turn, and send *.plr file to PBW by email or by direct upload.
8b. If it is not correct- ask Imperator Fyron to reset it.

Hope that helps.

[ March 21, 2004, 13:28: Message edited by: BBegemott ]
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