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Barring any major additions, I would like to see an expansion of the each paradigm's special racial traits. Right now the only one there is Inherent Regeneration for the Organic Races. Maybe you could update the Planet pictures in the text file, there are some really nice ones in the newer versions ImageMod pack.
Other than that, Adamant is in damn good shape. "Understanding is a three edged sword. Your side, their side, and the truth" -Kosh Back to top
Fyron, when are you going to implement those extra magic abilities that are going wasted? All of them are either not implemented at all or only partially implemented. Atleast all the other traits have some fully functional things. Back to top
Necromancy and Illusion already have a couple of items, but one might conceivably expand upon them.
Necromancy
Commune With Dead - improved espionage projects
Raise Hell - anarchy sabotage project
Mass Animate Dead - system reproduction bonus facility
Spirit Binding - neural combat net component
(I've added some undead troop components now)
Illusion
Shadow Conjuration - fighter hulls with +20% ecm and -10% CS
Mirage Arcana - +10 strength boarding defense comps
What other stuff would be interesting to add to these traits, and the Arcane Loremastery and Conjuration Mastery traits? Smarter than your average Texrak. Back to top
Self-Diagnostic Systems - Unlocks a special tree of slightly more expensive bridges that allow slow self-repair, similar to the Organic trait
Energy
Solar Filtering - More effective solar sails and solar collector technology, perhaps some kind of solar plant like the old crystalline one.
Warp Field Manipulation - Very early, expensive, very short range (30-50ly max) warp point creation tech.
Unstable Fields - Has access to more powerful variants (10-25% stronger, increased cost, same weight/etc.) of default weaponry, but with more damage fluctuation/damage dropoff over long ranges.
~~
Other changes I'd like to see;
Spaceyards behaving as cargo space for transport ship purposes. It's hard to get space-stations up around other planets or warp points early game - you have to wait a long while before you can get decently sized ships for it. Allowing them to be used on cargo ships would alleviate a lot of that trouble.
Reduction of cargo/fighter bay space required for carriers allowing for other components. I can barely fit anything other than the vital necessities (ie life support, bridge, crew, engines, reactors) for carriers due to the number of hangars and cargo bays required. They're just giant floating hangars. Surely a carrier should at least have room for armour, shields and some light point defense/anti-ship weaponry?
Reduction or outright removal of the happiness penalty for facilities if this hasn't been done already. These are just infuriating and make running an empire a hell of a lot harder. I know your HW can't rebel but it's harsh, and extremely limits the use of already hardly useable unbreathable tiny, small and medium planets. Besides, it's a pain in the ass to go through manually removing them all. Unofficial Adamant 0.16.xx Bug Hunter Back to top
That's what the Mobile Industrialists trait is for.
CapnKy wrote:
Surely a carrier should at least have room for armour, shields and some light point defense/anti-ship weaponry?
If your carriers are engaging in combat, something has gone terribly wrong.
CapnKy wrote:
Reduction or outright removal of the happiness penalty for facilities if this hasn't been done already. These are just infuriating and make running an empire a hell of a lot harder. I know your HW can't rebel but it's harsh, and extremely limits the use of already hardly useable unbreathable tiny, small and medium planets.
You can build 2 miners without worrying about the happiness effects at all, so small and tiny unbreathables are not affected. The natural decrease of 2.0% cancels out the first two miners.
Given that all of the amount effects are known and presented to the player, its not that hard to plan out your build queues with sufficient entertainment networks, is it?
CapnKy wrote:
Besides, it's a pain in the ass to go through manually removing them all.
Manually removing what? Smarter than your average Texrak. Back to top
My carriers routinely engage in combat. Then again, I am a huge Wing Commander geek. Fleet Carriers FTW .
I meant engaging during combat, rather than falling back and letting the warships and fighters duke it out. Smarter than your average Texrak. Back to top
The obviousness of your initial statement didn't hit me until I read the above.
Looks like another round of coffee is in order.
On another note, I noticed the the Vidrihne do not have all of their racial points allocated in 5000 point games. I think a few other races have this problem as well, I'll see if I can find them. Oh and this is in their General file and not the .emps. "Understanding is a three edged sword. Your side, their side, and the truth" -Kosh Back to top
Surely a carrier should at least have room for armour, shields and some light point defense/anti-ship weaponry?
If your carriers are engaging in combat, something has gone terribly wrong.
There's a difference between "engaging in combat" and "getting chased down and trashed".
I'm not saying Carriers should be warships in their own right, but a little more space for defensive hardware wouldn't go amiss.
Ed: I underestimated the available space. 150-ish kt on a Carrier isn't shabby (this is with the bare necessities - autobridge 3, autosup, spartan quarters, 18 inertial flux engines, 15 a-m reactors, 1 heavy a-m reactor, 10 FB-mount fighter bays, 8 AST Cargo Bay Vs) but it's still a bit tight for my tastes once I've added armour and shields. Ah well.
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Any thoughts on the Energy/Machine suggestions? Unofficial Adamant 0.16.xx Bug Hunter
Last edited by CapnKy on Wed Apr 16, 2008 11:10 am; edited 1 time in total Back to top
Laser Defense:
Specific satellite-only defensive technology. PD laser that fires every other turn with 100% (or suitably high - 50? 60? 70?) accuracy, for defending planets against long-range capship missile bombardment. The catch is that it's slow to fire, expensive, and heavy - you can't fit much else on the laser defense satellites, and they'd need Medium/Large sats.
The damage would be high enough to take out several missiles in a stack at once, and if possible they should use the target override to target seekers (and drones? but not fighters!) only. The sats can either be blown up or just ignored in favour of short-range bombing tactics.
Shield Happiness Booster:
Basically, planetary shields make your citizens feel safer, adding a small (non-stacking?) amount of happiness. Unofficial Adamant 0.16.xx Bug Hunter Back to top
Joined: Nov 28, 2008 Location: Canada : Alberta : Calgary
Posted: Wed Dec 03, 2008 5:35 am Post subject: Things i would like to see
For my personal enjoyment of this mod, I would like to see a few changes implemented.
1: Energy races produce research as # of ships increases. An energy based race is pooling people into the ship as a unit rather than constructing an autonomous unit so a ship should have an inherent bonus to research. Min/Org/Rad suffers until your planet reproduces the used population to make a ship because you just used 4 billion people to make your light cruiser.
2:Energy race ships are all able to colonize, the larger the hull the bigger the starting population. this is to stop you deviants from fleeting 40 escorts and taking over every planet in sight. technically it would do the same thing but your planets would have 100 people on them. long time to build up that population to 12B on that perfect world
3: Mechanical races immune to plagues. Your a robot. enough said.
4: Mechanical races are emotionless. you were created to colonize the galaxy for your master race.
5: Change mechanical to Cyborg if you disagree with the above two points. Cyborgs are part organic still. mechanical are robotic, no organic matter or reproduction. you come out of a facility programmed to do your job.
6: Racial traits being fleshed out for the different race styles.
6.1: Standard has all the current basic ones like stoic crew, endemic wastefulness, etc
6.2: Magic has the schools idea like religions, with the schools adding the tech fields. so evocation adds your weapons, clairvoyance adds your sensors and ecm, and so forth, logically progressing
6.3: Energy: Cumulative effects for fleets, the more ships you have together in one space the more of a bonus. like inherent fleet training facility stuff, but not limited to training.
6.3a: Energy: Inability to use diplomacy. you flare and shock your fellow race member. perfectly fine. He flares and shocks you back and you have passed the required information you wanted between each other. you flare and shock the high-ranking human diplomat and your planets are suddenly under attack. all you did was say hi.
6.4: Organic: Free upgrading of ships. you grow a few more spines on your frigate and now its a heavy frigate. did you really have to lumber all the way back to your homeworld to sit in a space-docks for 5 turns to grow those spines?
more to come later. since this is a huge post already sorry Back to top
The thing I think Adamant needs most is polish. Flesh out the racial traits so the ones already in there work, add a few to help establish the differences in paradigms, and then just tidy up descriptions, sorting orders and remove things that don't work and never will.
I realize adamant is beta, but it has been for years. Presentation is a huge part of a game, or a mod, and the presentation in Adamant is that of a beta. Back to top
AFAIK there isn't anything in there that doesn't work. All the broken stuff was removed back when the mod was being actively developed. There are a few unimplemented tech traits, but they are labeled as such.
The reason why there are so many trait "slots" in the list is that the game makes old .emp and savegame files unusable if you add (or remove) a new racial trait. Adding un-purchasable traits that could then later be edited into functional traits was the only way to release savegame-compatible updates (important for long-running PBW games), without having to fork the mod. Smarter than your average Texrak. Back to top
Joined: Nov 28, 2008 Location: Canada : Alberta : Calgary
Posted: Fri Mar 25, 2011 2:38 am Post subject: Don't know if anyone still reads this but...
Was just wondering if your still planning any future releases for the SE:IV version of the adamant mod or if its pretty much dead in the water? You did WHAT? for HOW MANY jellybeans? Back to top
Joined: Aug 19, 2005 Location: Dark side of the Moon
Posted: Mon Dec 30, 2013 7:14 pm Post subject:
Being a fan of machine races, I'd enjoy seeing more done with them.
There are a number of obvious ideas that could be implemented, such as automated construction facilities, miniaturized components, robotic troops, smart drones, etc. Back to top
Currently after looking for a good 4x space game i got back to SEIV with adamant mod which currently beats all new space sims. I even found it more enjoyable than SE V. Hope one day someone will try to make some update because there is many concepts to develop here (machine race technologies, monsters etc.). Back to top
Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
Posted: Mon Mar 17, 2014 10:12 pm Post subject:
Yeah, Adamant is awesome
I'd love to see some of the bugs fixed up (which I've probably mentioned on the forums, either here or at PBW), but what I'd *really* like to see is an enhanced version that takes advantage of the features of FrEee!
Of course, that would be a lot of work given that a lot of the features found in SE4 aren't yet implemented in FrEee...
But just think! You can use formulas, like in SE5! And family "numbers" that aren't numbers! And no more "Number of Abilities" fields to screw up! It will be so easy compared to modding SE4! That's no space station - it's a spreadsheet! Back to top
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