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View Full Version : Adamant 0.16.03 Released


Fyron
May 1st, 2007, 03:18 AM
http://adamant.spaceempires.net/download/

Version 0.16.03:
1. Changed - Many Energy race components now use the stylized stock components from the Image Mod (pack 29).
2. Changed - Magic Combat Sensor component is now True Sight.
3. Fixed - Medium Integrity Field I now has 21 shield points, rather than 20.
4. Changed - Intelligence percent bonus facilities now require advanced Applied Intelligence facilities. This brings them in line with the research bonus facilities.
5. Added - Prototype resource facilities which allow space to be planned from the beginning of the game.

Atrocities
May 2nd, 2007, 11:17 PM
This mod is like a whole new game. I cannot even begin to conceive how you managed to pull this all together. The scope of it is just amazing.

se5a
May 3rd, 2007, 06:57 AM
you're only just figuring that out now?

Atrocities
May 3rd, 2007, 06:11 PM
No I have known this since he announced the project so many years ago. I am just amazed at its true scope and how effectively he was able to pull it all together. It truly boggles the mind. Fyron must have spent a considerable chunk of his free time working on the Adamant project. That kind of dedication is impressive.

se5a
May 4th, 2007, 09:02 AM
aye, it does boggle the mind.
I wish space empires stock was more like this sort of thing.

Jake Monroe
May 4th, 2007, 06:21 PM
It is full of awesome. That is undeniable.

Ironmanbc
July 25th, 2007, 12:09 AM
the new patch 0.16.04 has a problem in

Name := Aegis Defense Grid II
Description := Small mobile cannons on turrets which are used to target and destroy incoming seekers.
Pic Num := 345
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 50
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base
Supply Amount Used := 1
Restrictions := None
General Group := Weapons
Family := 8007
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Shields
Tech Level Req 2 := 2
Number of Abilities := 3
Ability 1 Type := AI Tag 09
Ability 1 Descr := +30% accuracy.
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Shield Generation
Ability 2 Descr := Absorbs up to [%ShieldPointsGenerated] damage from each hit.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Ability 3 Type := Shield Generation From Damage
Ability 3 Descr :=
Ability 3 Val 1 := 2
Ability 3 Val 2 := 0
Weapon Type := Point-Defense
Weapon Target := Seekers
Weapon Damage At Rng := 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Torp
Weapon Display := 21
Weapon Modifier := 30
Weapon Sound := pointdef.wav
Weapon Family := 807

i can't seem to figger it out but when i cut it out the game loaded fine

Fyron
July 25th, 2007, 12:22 AM
Ah man, how embarrassing. http://forum.shrapnelgames.com/images/smilies/frown.gif I've reuploaded the patch. The fix is to change num tech reqs to 2 instead of 3.

Number of Tech Req := 2
Tech Area Req 1 := Point-Defense Weapons
Tech Level Req 1 := 2
Tech Area Req 2 := Shields
Tech Level Req 2 := 2

No need to redownload, as that's all the bug was.