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

XenoTheMorph October 18th, 2004 04:58 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Well I have always thought of Psychoportation meaning that the race is able to move themselves or nearby items a 'short' distance via teleportation rather than telekinesis-like movement.
So in that vein maybe give new fighter hulls (or possibly more easily, specialised cockpits) that give defence bonuses (hops out of the previous intercept trajectory), and maybe upgraded seekers with slightly greater damage resistance to simulate this as well. Maybe increased unit deployment components (they just 'move' the units outside). Maybe even let the bridge gave multiple unit type deployment (1 unit/turn), who needs bays when you can teleport items off your ship! http://forum.shrapnelgames.com/image...ies/stupid.gif

Ohhh http://forum.shrapnelgames.com/images/smilies/cool.gif what about a new point defence component type called...
'Intercept Blink Bomb' range 1, high damage, okish accuracy (living judgment), small (just bombs and an adept), with a per ship limit to prevent abuse (to many interfear with each other?).

Hmmm not sure about new facilities though. http://forum.shrapnelgames.com/images/smilies/frown.gif

*** end random stream of consciousness/insane ramblings ***

Fyron October 18th, 2004 05:24 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
That was the idea behind the movement bonus for the fighters; the psion would be able to make the fighter teleport a short distance periodically.

CovertJaguar October 18th, 2004 09:15 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I like the sound of not needing bays to launch units. It would make a race capable of doing it unique, provided it isn't too powerful. Or possibly even just increasing the number of units that bays could launch would work, though it would be less exciting.

As for facilities, I suppose you could combine the nexus with a more common facilty or something. Teleporting resources about the empire with out the need for a nexus fits the theme. Eh, Maybe. http://forum.shrapnelgames.com/image...s/confused.gif

Fyron October 19th, 2004 11:33 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said in another thread:
Hey, Fyron I got to thinking if I could actually help you out with pics, so I dug out my 3D rendering software and gave it a try. What do you think, you want more? A magic bridge pic is attached. http://forum.shrapnelgames.com/image...es/biggrin.gif

Not bad, but Magic "bridges" require a set of chairs that spellcasters sit in, providing magic power to control and direct the ship. http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar October 19th, 2004 12:00 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
lol, you can only fit so much in 128 x 128 pic, and besides chairs are boring inactive things. Although the more sugggestions you give me the better things will look.

Ragnarok-X October 19th, 2004 01:01 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I think pirates and nomads need ALOT of tweaking or rather improvements. Things, that make playing with those traits interesting.
For pirates, consider adding low-tech or inexpensive cloaking devices. Maybe even a component to create low level local storms with cloaking ability. Consider adding special weapons like tractor beams or shield depleting weapons. Weapons with destroy security stations only would be a good idea, too.
That are my suggestions for pirates.

About nomads...Maybe add a another base size, a small one, to resemble some kind of base-city, basicly a station to show where nomads live. More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs. Nomads should be able to move things more easily, so think about adding some kind of small transport which can hold only 200kT of cargo but has a very low EpM setting to resemble fast freighters.


Thats it for now, hope you like my suggestions !

Fyron October 19th, 2004 01:50 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Ragnarok-X said:
I think pirates and nomads need ALOT of tweaking or rather improvements. Things, that make playing with those traits interesting.

Hmm... playing with them seems to be rather interesting already, but improvements couldn't hurt.

Quote:

For pirates, consider adding low-tech or inexpensive cloaking devices. Maybe even a component to create low level local storms with cloaking ability. Consider adding special weapons like tractor beams or shield depleting weapons. Weapons with destroy security stations only would be a good idea, too.
That are my suggestions for pirates.

Civilian cruisers and freighters have super cloaking (always undetectable), in addition to good maintenance reduction. Perhaps a small, one shot per battle security-station destroying component, to aide those cruisers in boarding heavily defended ships?

Quote:

More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs.

I don't see how I could make them more efficient than 1% maintenance rates? Add an Ultra-Recycler Node to your remote mining ships. http://forum.shrapnelgames.com/images/smilies/wink.gif

Quote:

About nomads...Maybe add a another base size, a small one, to resemble some kind of base-city, basicly a station to show where nomads live. More efficient remote miners are a MUST, maybe make components which decrease maintaince, have a increased output or low costs. Nomads should be able to move things more easily, so think about adding some kind of small transport which can hold only 200kT of cargo but has a very low EpM setting to resemble fast freighters.

What would this base city do, specifically? What purpose would it serve that can not be fulfilled by the space station hull?

Fyron October 19th, 2004 01:52 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
lol, you can only fit so much in 128 x 128 pic, and besides chairs are boring inactive things. Although the more sugggestions you give me the better things will look.

Not for Spelljammers. The "Helm" is what channels magic power from a spellcaster to the ship, thus enabling control of it. The "Helm" is really a set of chairs that the spellcaster(s) sit in. http://forum.shrapnelgames.com/images/smilies/wink.gif The sailing ship steering wheel is good, it just needs more of a Spelljammer feel, chair and all. Additionally, two Versions are needed, the "Major" and "Minor" helms (think combat bridge and civilian ship bridge equivalents).

Fyron October 19th, 2004 02:12 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
And for a third post in a row... Adamant Mod 0.15.01 is released! This patch simply adds the missing Research and Covert Ops Teams components for Organic and Magic Nomads:

Adamant Mod 0.15.01 Data

Extract it into the root SE4 directory and it will install itself over your current Adamant Mod 0.15.00 installation.

Aiken October 19th, 2004 02:17 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Hey, what about ultra-recycler node for research lab bases? Can I fit this comp to them now?

Fyron October 19th, 2004 02:22 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
No. I am still undecided whether I should allow Nomads to use Research OutPosts in the first place... they really don't need them, as they can use their Research Teams to get as much research...

Ragnarok-X October 19th, 2004 02:27 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Hey, just wanted to say that my suggestions were all out of the blue, i hadnt a look at pirate/nomad race traits yet, so i just came up with a couple of suggestions. Sorry if they sounded stupid or where already implented !

Fyron October 19th, 2004 02:32 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Ragnarok-X said:
Hey, just wanted to say that my suggestions were all out of the blue, i hadnt a look at pirate/nomad race traits yet, so i just came up with a couple of suggestions. Sorry if they sounded stupid or where already implented !

No worries. Keep 'em coming! SJ might even want to use some of them in the official Pirates and Nomads Mod, should he ever make an update for it... http://forum.shrapnelgames.com/images/smilies/wink.gif

Aiken October 19th, 2004 03:36 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Imperator Fyron said:
No. I am still undecided whether I should allow Nomads to use Research OutPosts in the first place... they really don't need them, as they can use their Research Teams to get as much research...

Not exactly. 10 research teams I generate 50 rp, while 1 research lab I generates 100 rp. And in the end of the game: 10 research teams 3 generate 150 rp, but research lab V generates 200 rp. For the same size of 100 kt. If you're afraid of nomad research overproduction, don't worry, I'll need to build 1000 research lab bases to achieve 100000-150000 research output http://forum.shrapnelgames.com/image...es/redface.gif It's unlikely to happen even in the midgame.

Fyron October 19th, 2004 03:38 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
It is more an issue of redundancy... And bases aren't very nomadic anyways. http://forum.shrapnelgames.com/images/smilies/wink.gif

Aiken October 19th, 2004 04:40 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Transports (organic) with recycler node have negative maintanence: 100-80-22= -2%. You simply forgot to include piratic and nomadic Versions of organic transport hulls.

Fyron October 19th, 2004 04:48 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Ugh. Anything else you would like to catch before I do something dumb and make 0.15.02 before you find another error? http://forum.shrapnelgames.com/image...ies/tongue.gif

Actually... I am considering making the range penalty to hit be 5% instead of 10%... This would make long range tactics far more viable.

Aiken October 19th, 2004 05:13 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Magical transports for nomads and pirates are missing too. Hence they'll have -4% maint. reduction.
Actually, I love this bug. Could you wait a bit before fixing it? http://forum.shrapnelgames.com/images/smilies/cool.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

Persistent question: I'm curious, are you going to add resource reclamation ability to Monty Pirate Flying Space Yards? I remember you sympathized with this idea.

I was never able to predict revelation of errors. Maybe today or tommorow or next week.

CovertJaguar October 19th, 2004 07:02 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
1 Attachment(s)
Something more like this pic perhaps?

Fyron October 19th, 2004 07:08 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Ooooh. Maybe that could be the "basic bridge", and the "bridge" could have a fancier chair? http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar October 19th, 2004 08:14 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
1 Attachment(s)
Changed the lights in the simple one:

EDIT: Image tags don't work?

CovertJaguar October 19th, 2004 08:18 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
1 Attachment(s)
And here is the fancy one:

This would work better if the image tags worked.

Fyron October 19th, 2004 10:11 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I think the forum software refuses bitmaps in image tags.

Those are great! What else would you like to make images for? http://forum.shrapnelgames.com/images/smilies/wink.gif

CovertJaguar October 19th, 2004 11:48 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Well lets see, got any ideas about how to make the atmosphere generators look magical, especially the basic one? And I was thinking maybe just a post with a glowing orb for the backup helm. Not sure about the flag bridge though.

I think I'll post jpegs from now on and send you the bitmaps when I have a number of them done.

Fyron October 19th, 2004 11:54 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Why not just use PNGs? They are capable of lossless compression and prevent the need for sending 2 images. http://forum.shrapnelgames.com/images/smilies/wink.gif

Also, are you ok with the idea of having all of these images added to the Image Mod?

CovertJaguar October 20th, 2004 12:06 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I've never used pngs, I could try them. And yes I fine with having them added to the image mod, but I don't know how to get that done so I'll leave that up to you.

Here is what I have so far. I made the first two brighter.
http://www.pacifier.com/~gladmill/ad...sic%20Helm.png http://www.pacifier.com/~gladmill/ad...jor%20Helm.png http://www.pacifier.com/~gladmill/ad...nor%20Helm.png

Captain Kwok October 20th, 2004 12:13 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Nice stuff.

Why not make the atmospheric generator a larger glowing globe (perhaps another colour?) supported by 3 or 4 "brass" pipes arranged in a tripod fashion...? It's looking a little bland as is...

CovertJaguar October 20th, 2004 12:37 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Something like this perhaps:
http://www.pacifier.com/~gladmill/ad...0Generator.png

Fyron October 20th, 2004 01:00 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Looking good! http://forum.shrapnelgames.com/images/smilies/happy.gif

Although I do agree, that auxiliary bridge is a little lackluster.

Captain Kwok October 20th, 2004 01:25 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Jaguar,

Yeah, that's great!

CovertJaguar October 20th, 2004 01:25 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Hmm... Any suggestions for the auxilliary helm.

Anyway here is the Atmosphere Generator:
http://www.pacifier.com/~gladmill/ad...0Generator.png

Aiken October 20th, 2004 02:04 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
For auxilary helm you can place 3 glowing orbs on pedestals and round stool or something else (pillar, pyramid, etc) in the center.
What I would like to see are pentagrams, sculls, candles and all that magical stuff http://forum.shrapnelgames.com/images/smilies/cool.gif

About errors: no Ressuply Depots (5 types) have any roman numerals. They're all zeroed.

CovertJaguar October 20th, 2004 02:29 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I was thinking of using some kind of circular runes or pentagrams for the summoning circles and astral monster gates. And perhaps a skull for the autonomous constructs, maybe.

Here is a new Minor Helm:
http://www.pacifier.com/~gladmill/ad...nor%20Helm.png

EDIT: And here are some Luxurious Crew Quarters:
http://www.pacifier.com/~gladmill/ad...20Quarters.png

Fyron October 20th, 2004 03:06 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Autonomous constructs are more like golems than undead.

These are great, as usual. http://forum.shrapnelgames.com/images/smilies/wink.gif

CovertJaguar October 20th, 2004 04:39 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Yah, I kind figured that, skulls just didn't sound right. I'll have some more tomorrow. Any suggestions anyone has are helpful and welcome.

I was thinking of maybe for the flag bridge either having a large transparent sphere with clusters of small different colored lights in it to represent battle Groups or perhaps some kind of scrying pool. I can do some pretty good looking water.

And what about the Fanatical Command, you want something for that, I could do something like the Major Helm but with an addition chair facing the opposite direction.

Then there is the repair homunculus, which really needs a new pic, any ideas. I can do some limited lifeform modeling. You want something spiderlike or did you have something else in mind.

As for the Summoning Circles I was thinking of a pentagram or runes on the floor with Posts around the circle directed towards the middle. I could then put orbs on the Posts or I might be able to string lightning between them.

I could do something with an altar and candles for the Altar of Healing if that sounds good.

Are Psycotropic Drugs a very magical thing? Shouldn't it be some kind of berserker enchantment or potion.

Any ideas for the reformation node.

How about banks of glowing orbs for the Mana Shard Generators or perhaps some kind of large uneven crystal shard mounted in some kind of bracket.

That ought to keep me busy for at least another day. Remember any and all suggestions are welcome.

Captain Kwok October 20th, 2004 08:59 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Perhaps the luxurious crew quarters could contain a "desk" and bunk or something like that to suggest "luxury" - I'm thinking along the lines of a Captain's quarters on an old sailing ship. Perhaps even some of those multiple-windowed portholes with a view of the stars.

A basic crew quarters could have some sort of hay mat or hammock for a bunk. Maybe even 2 or 3 of them sinced they'd be shared accomidations.

Matryx October 20th, 2004 09:17 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Luxury?
Then a plush four poster bed, with drapes and everything.
Fancy cushions
Desk and quill

XenoTheMorph October 20th, 2004 10:39 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
CovertJaguar I really do like your images! http://forum.shrapnelgames.com/images/smilies/cool.gif

The scrying pool sound good, though maybe that should be a replacement pic for the sensors gained from the Scrying 'tech' area http://forum.shrapnelgames.com/image...s/confused.gif

For the Fanatical Command what about adding some melee [img]/threads/images/Graemlins/Dagger.gif[/img] weapons to the image or some lighting [img]/threads/images/Graemlins/Lightning.gif[/img] sweeping between the glowing 'Posts'?

I think your right about the Psycotropic Drugs, maybe some hallucinogenic fungi [img]/threads/images/Graemlins/icon04.gif[/img] or herbs woulf fit a magical low tech theme better?

I wonder if you can fit some Alchemical lab equipment [img]/threads/images/Graemlins/icon24.gif[/img] in you pics. Actually that would be a good replacement image for the magical base labs! http://forum.shrapnelgames.com/images/smilies/shock.gif
What do all you guys think?

Hopefully you can remove more of the anachronistic images the magical races have been stuck with http://forum.shrapnelgames.com/images/smilies/happy.gif (a pet hate of mine http://forum.shrapnelgames.com/images/smilies/evil.gif, unfortunatly i'm lacking in artistic talent myself)

Finally keep up the good work! http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/image.../beerglass.gif

Fyron October 20th, 2004 02:30 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
You guys dislike the current crew quarters for magical races? http://forum.shrapnelgames.com/images/smilies/frown.gif

Aiken October 20th, 2004 04:32 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
In full tech games then playing nomad/pirate your HW starts with spaceport, resupply depot and SY only. No ancestral meeting grounds (forgot the actual name). So please add hitech Version of ancestral meeting groungs with small amount of mineral/org/rad production (1 per facility will be enough).
Quote:

Then there is the repair homunculus, which really needs a new pic, any ideas. I can do some limited lifeform modeling. You want something spiderlike or did you have something else in mind.

Dwarf with a hammer and saw! http://forum.shrapnelgames.com/images/smilies/happy.gif
Quote:

As for the Summoning Circles I was thinking of a pentagram or runes on the floor with Posts around the circle directed towards the middle. I could then put orbs on the Posts or I might be able to string lightning between them.

Yes, I think it could look like Stonehedge with glowing red pentagram on the floor. Lightning is welcome.

Reformation node: medium sized boat with primitive manipulators and instruments?
Quote:

How about banks of glowing orbs for the Mana Shard Generators or perhaps some kind of large uneven crystal shard mounted in some kind of bracket.

Crystal shards. And the amount of crystals increases with mana generator advancement. They could have different colors also.

CovertJaguar October 20th, 2004 10:02 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Hmm.. I based the Luxurious Crew Quarters on the stock images, I believe you are looking at the outside of the quarters. It is up to Fyron to decide whether I keep them or do an inside view, I can do an inside view if you want.

Here is what I have for the Flag Bridge, I will save the scrying pool for the sensors:
http://www.pacifier.com/~gladmill/ad...g%20Bridge.png

Fyron October 20th, 2004 10:09 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Have you looked at the crew quarters currently in use?

Hmm... probably time for some suggestions for a better name than "Magic Combat Sensors"... "Scry" is used for long range scanners at present.

Aiken October 20th, 2004 10:21 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Aim Soothsayer?

edit: CoverJaguar, considering your interest in adamant's magic paradigm http://forum.shrapnelgames.com/images/smilies/happy.gif there is an open spot in "magic only" adamant pbw game. The game's name is Adamant 13, and the empire's name is Nilesia Assylum. It should be in a good shape. If you're interesting, contact Alneyan for details.

CovertJaguar October 21st, 2004 12:14 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Sure, I would be interested. How would I get a hold of Alneyan.

Here is a Scrying Pool:
http://www.pacifier.com/~gladmill/ad...ing%20Pool.png

Fyron October 21st, 2004 12:16 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
The pool looks oddly off-centered.

CovertJaguar October 21st, 2004 01:32 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
It is centered, it is just rather tall and you can't see the base. I was have trouble finding the right camera angle.

Is this better?
http://www.pacifier.com/~gladmill/ad...ing%20Pool.png

Or should I redesign the shape of the pool all together?

EDIT: The Summoning Circle:
http://www.pacifier.com/~gladmill/ad...g%20Circle.png

What do you think about the lightning? Too much? Need a different camera angle?

I think that will be all for today.

Fyron October 21st, 2004 02:22 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Maybe make the pool shallower so that it does not appear off-center?

The lighting is a bit much on the summoning circle.

Aiken October 21st, 2004 02:52 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Lightning rays are too bold, but not very much.
Anyway both pictures are great. What kind of software are you using?

Aiken October 21st, 2004 03:16 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
At Last I achieve this marvellous post count.

666.

Let the Judgement Day start! http://forum.shrapnelgames.com/images/smilies/evil.gif

CovertJaguar October 21st, 2004 04:02 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Which do like better?
http://www.pacifier.com/~gladmill/ad...Circle%202.png http://www.pacifier.com/~gladmill/ad...Circle%203.png

I use Rhino for the modeling and 3D Studio Max for the rendering.

I'll fix the pool tommorrow.


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