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Re: Adamant Mod Discussion Thread
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Big ships do not do more damage per kiloton than small ships... |
Re: Adamant Mod Discussion Thread
Thanks for explaining the issue with damage resistance. i always thought damage is calculated by the size of the armor / damage taken issue. My mistake.
Fyron, i know there is a heavy mount http://forum.shrapnelgames.com/images/smilies/wink.gif I just thought there should be LOTS of mounts, some with 120% damage and -1 range or 110% damage and +10 to hit and so on. At least thats what i will do with the B5 mod mounts http://forum.shrapnelgames.com/images/smilies/happy.gif I like to have the choice between several mounts. And i think big ships should be able to mount big guns http://forum.shrapnelgames.com/images/smilies/laugh.gif Oh now that i read you quote: i meant "It gets quite boring that big ships offer you NO advantage, at least damage-wise". Stupid me. Isimply like the way stock game handles it. Bigger ships = bigger weapons http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Adamant Mod Discussion Thread
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Re: Adamant Mod Discussion Thread
Wow, busy day. I am still working on the images. I have just been busy the Last week or so. And please any and all suggestion for pics are welcome. I can assure you that the more suggestions I get the faster I get images done.
Components that still need images and suggestions I have received: Wailing Mephit - I like the idea of the hands, but that may take some doing as I have no idea how to easily animate anything. psychotropic drugs - A flask with bubbles has been suggested, but I have been hesitant to do this until Fyron decides if it should be a potion or not. Spell Sequencer - the newly renamed Multiplex Tracking Combat Sensors - still need a new name and pics ideas Hunter Killer Homunculi Reformation node All the engine comps except the Astral Horse and the Staff Gravitic Sensors - which should probably be call the Astral Fluxuation sensors or something Glyph Seeder Recon Contingency Bay Contingency Bay Glyph Detector - how does a dowsing rod sound? Invisibility Sphere Magic Missile Fist of stone - I know what this one should look like I just have to figure out how to do it All the fire weapons - something like my chaos ripple probably Wailing Doom The point defense stuff Slay Living - something with a skull in it perhaps Dispell evocation Locomotion Disruption Locomotion Disruption Mephit - Hey look I missed a mephit Displell Abjuration Disrupt Control Cobalt Warhead Doomship Module All of the planetary bombardment weapons All of the Spacial Manipulation comps All of the glyphs - I think a perhaps some glowing runes will work for these. If you have any ideas at all please state them. |
Re: Adamant Mod Discussion Thread
I wonder why no one has written a story based on an Adamant game yet? http://forum.shrapnelgames.com/images/smilies/frown.gif
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Re: Adamant Mod Discussion Thread
Check out this story. The Paradise War. I don't believe the author has ever played the game, but it would sort of fit within the framework. It even has warp points.
Anyway, here are some pics http://forum.shrapnelgames.com/images/smilies/cool.gif : The Glyph Detector: http://www.pacifier.com/~gladmill/adamant/Rod.png The Psychotropic Drugs(AKA a Berserker Potion): http://www.pacifier.com/~gladmill/adamant/Flask.png |
Re: Adamant Mod Discussion Thread
Great art, as always http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Adamant Mod Discussion Thread
Non-weapon components for energy and machine races are completed. Techs, mounts, vehicles, and facilities are also completed. Other than oh-so-fun AI files, all that remains is those weapon components...
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Re: Adamant Mod Discussion Thread
oooo oooo can't wait for it http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Adamant Mod Discussion Thread
Here is an Invisibility Sphere:
http://www.pacifier.com/~gladmill/ad...y%20Sphere.png |
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