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-   -   Adamant Mod Discussion Thread (http://forum.shrapnelgames.com/showthread.php?t=8357)

CovertJaguar December 19th, 2004 08:45 PM

Re: Adamant Mod Discussion Thread
 
Here is a another one. http://forum.shrapnelgames.com/images/smilies/cool.gif

The Illusion Mephit:
http://www.pacifier.com/~gladmill/ad...n%20Mephit.png

narf poit chez BOOM December 20th, 2004 05:26 AM

Re: Adamant Mod Discussion Thread
 
Are you sure?

CovertJaguar December 20th, 2004 05:41 AM

Re: Adamant Mod Discussion Thread
 
Could be an illusion I suppose, lol. http://forum.shrapnelgames.com/images/smilies/wink.gif

CovertJaguar December 22nd, 2004 02:39 AM

Re: Adamant Mod Discussion Thread
 
Here are some more. http://forum.shrapnelgames.com/images/smilies/cool.gif

The Earth Mephit:
http://www.pacifier.com/~gladmill/ad...h%20Mephit.png

The Longhorn Mephit:
http://www.pacifier.com/~gladmill/ad...n%20Mephit.png

The Lesser Mephit:
http://www.pacifier.com/~gladmill/ad...r%20Mephit.png

Just one mephit left. The wailing mephit. Any ideas? What is a wailing mephit supposed to look like?

Fyron December 22nd, 2004 02:40 AM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
Just one mephit left. The wailing mephit. Any ideas? What is a wailing mephit supposed to look like?

A banshee. http://forum.shrapnelgames.com/images/smilies/wink.gif

Could you make the earth mephit look more like stone than... mud?

CovertJaguar December 22nd, 2004 02:59 AM

Re: Adamant Mod Discussion Thread
 
More like this:
http://www.pacifier.com/~gladmill/ad...0-%20Stone.png

I'll have to think about the wailing mephit a little, see if I can come up with something.

XenoTheMorph December 27th, 2004 10:17 AM

Re: Adamant Mod Discussion Thread
 
Fyron, CJ what is happening with the images/mod? http://forum.shrapnelgames.com/images/smilies/happy.gif
This tread had dropped onto the 3rd page! http://forum.shrapnelgames.com/images/smilies/shock.gif

CJ how far along are you with the magic images, need any inspiration for the remaining ones? I love the recent Mephits, really good. http://forum.shrapnelgames.com/images/smilies/cool.gif
If you are still unsure about the Wailing Mephit, maybe have its hands cupped around its mouth like it was about to shout really loud!

Fyron once CJ has finished the Magic paradigm images (and got them into the Image mod) how long do you think it will take to update the data files for Versions 14 & 15? Also how is Version 16 going, and will it include fully featured Machine and Plasma paradigms? Finally http://forum.shrapnelgames.com/images/smilies/wink.gif has Ed Kolis done more Organic paradigm components?

Ed Kolis December 27th, 2004 12:50 PM

Re: Adamant Mod Discussion Thread
 
No, just the multisensory input nodes and the discharge weapons... http://forum.shrapnelgames.com/images/smilies/frown.gif

Ragnarok-X December 27th, 2004 05:11 PM

Re: Adamant Mod Discussion Thread
 
Finally a question the mod itself, Fyron. I researched the concealed bioweapons mount. I took a look at it, and it doenst make any sense at all.
The mount increases the cost AND decreases the damage resistance. It says there is a smaller chance, that this weapon in particular get damaged or destroyed. This doesnt make sense at all. Since the weapon has still the same size, it still has the same chance to get a hit. But then it has less resistance, so in fact it will get destroyed easier.

Whats the point in using this ?

p.s. please add more mount, which increase range and damage for example. It gets quite boring that big ships offer you advantage, at least damage-wise.
imho.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Alneyan December 27th, 2004 05:26 PM

Re: Adamant Mod Discussion Thread
 
The probability to get hit depends on damage resistance, not on component size. So reducing damage resistance makes a component less likely to be hit, while increasing its hitpoints increase the odds of the component being destroyed. So, for a 10% increase in cost (if memory serves), your weapons are less likely to be destroyed before the rest of your components. This is quite important with leaky armour around, as weapons have a damage resistance fairly close to the one offered by the armour components.

In the case of genuine armour components (with the armour ability), the opposite occurs. The weaker the component is, the more likely it is to be hit, so Armour III (40 hitpoints) is more likely to be destroyed than Scattering Armour III (150 hitpoints) in the vanilla game. But since most armours in Adamant do not have this ability, they follow the usual rule, and so you should try to make them much bigger than all your other components.


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