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Re: Adamant Mod Discussion Thread (0.15.00 Release
How about this for the autonomous magical constructs, actually... floating protomechanical heads with all kinds of glass tubing and arcane equipment projecting out of them (fulfilling Kwok's desire to have some link to the ship), and each type (aggressive/defensive/etc.) could have a different emotion as well as a different color, so the aggressive could be red and angry, while the defensive could be blue and wary, and the others... hmm, depends on what they are - I suppose there could be a Conservationist which is green and smiling and and reduces maintenance, or a - hmm, this is starting to remind me of Star Trek Mod's Captains; why can't you place Captains of different types on ships before you've researched Master Computers? Just use recolored population pics or something like PBC does for the various avatars http://forum.shrapnelgames.com/images/smilies/wink.gif
(Great work though, CovertJaguar... have you submitted any of your work to Malfador to see if you can make art for SE5? Speaking of which, has anyone actually heard back about that? I remember one person said he was turned down, but I haven't heard back yet and I haven't heard any other reports... http://forum.shrapnelgames.com/images/smilies/frown.gif) |
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Guess that all approved artists signed NDA immediately. So we won't hear about their work until release http://forum.shrapnelgames.com/images/smilies/frown.gif
And they don't declare of their approval on public because of extraordinary modesty, which is inherent to all artist http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Adamant Mod Discussion Thread (0.15.00 Release
One project is plenty for me, lol.
Who said that there was only one golem running the ship. There could be a whole host of golems represented by the picture. Or the the ship could be designed for one strong and fast golem to run. The golem stays. Here is a possible candidate for the Displacement Device: http://www.pacifier.com/~gladmill/ad...t%20Device.png |
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Ok, sure. But why not throw in a few token knobs and levers they can move via spells? Their ships are going to be just plain boring otherwise. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
Just a question: how good is the AI in the latest Version of Adamant? I´m tempted to play the mod but since i only play single player games nowadays i wish for a good challenge from the AI...
Even if the Ai is a little weaker, what settings would you recommend for me to boost the AI so the game would pose a good challenge (except the setting All AI against the Human player, because i like some diplomacy). |
Re: Adamant Mod Discussion Thread (0.15.00 Release
If you regularly squash TDM AIs with your hands tied behind your back and your eyes closed, the Adamant AI will be woefully inadequate, as will non-cheating AIs in any mod. If the stock game AI is still fun to play against, the Adamant AI should be good enough. It is a bit homogenous (as in, races will tend to use the same designs, research paths, etc.), but then, so is the stock game AI... There are likely still a few quirks here and there, but they are minor in comparison to what has been fixed in recent Versions... http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
If i did a 0 point race against the AI 3000 point races (20 races/medium size map) with a small bonus the Ai in Adamant would be strong enough to give a chalenge to an average player?
Just so you can measure my level: I can beat Stock AI with Medium bonus without big problems, TDM AIs without bonus i can take without much problems too, but i never defeated an human player... |
Re: Adamant Mod Discussion Thread (0.15.00 Release
It is hard to say. Play and find out. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Adamant Mod Discussion Thread (0.15.00 Release
And here is the mirror image:
http://www.pacifier.com/~gladmill/ad...or%20Image.png EDIT: Here is the astral sail: http://www.pacifier.com/~gladmill/ad...ral%20Sail.png |
Re: Adamant Mod Discussion Thread (0.15.00 Release
I like that astral sail.
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Adamant Mod Discussion Thread
Has anyone been playing the mod against the AI, and if so, how has the AI been doing?
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Re: Adamant Mod Discussion Thread
I´ve been trying to install the latest Version of Adamant FQM mod (found in adamant.spaceempires.net) and i noticed 2 small bugs that probably were already noted but, there goes:
First, there is a typo in the file Data\TechArea.txt in the area Advanced Tactical Maneuvers that is copied in all the AI files, except for the file AI\Default_Ai_Research.txt where it is spelled right (Advanced Tactical Manuevers) generating an error in the loading of the mod... Second, the Tylmai race directory don´t have the AI pictures, creating an error when you are browsing the races to design your own race... The first one i crrected without problems, but where i can find the Tylmai race pics? thanks |
Re: Adamant Mod Discussion Thread
You seem to have downloaded an old Version of the mod. The "FQM" Version of 0.15.00 has not yet been uploaded. You'll need to download the 0.15.00 Full file. You can simply copy the Pictures\Systems folder from the current installation of Adamant to the folder created by installing 0.15.00 (it is not a good idea to simply install 0.15.00 over 0.14.xx).
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Re: Adamant Mod Discussion Thread
Been busy the Last few days, but I had some free time today.
I was wondering, Fyron, was this anything like what you had in mind for the dimensional pockets?: http://www.pacifier.com/~gladmill/adamant/Bag.png http://www.pacifier.com/~gladmill/adamant/Chest.png |
Re: Adamant Mod Discussion Thread
I think the trunk works well for the magic cargo bay.
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Re: Adamant Mod Discussion Thread
There are two sizes of cargo bays that need pictures, not to mention the racial trait specials. Does the bag work for the small one or should I do a different style trunk or a barrel or something?
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It doesn't really matter to me, I'll just whip up a couple with different coloring for the AST tommorrow.
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The sack one reminds me of Santa. http://forum.shrapnelgames.com/image...ies/tongue.gif
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/me drops a portable dimensional portal into the bag and runs away fast.
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I don't remember exactly what happens if you do that, but I remember it being very very bad. http://forum.shrapnelgames.com/images/smilies/eek.gif Something along the lines of ripping open a dimensional rift. You don't want to be anywhere nearby when it happens.
Anyways, here are the other ones: http://www.pacifier.com/~gladmill/ad...-%20Purple.png http://www.pacifier.com/~gladmill/ad...-%20Purple.png EDIT: And Behold the Astral Horse: http://www.pacifier.com/~gladmill/ad...al%20Horse.png This one took a while, it was actually the first time I attemped this complex a model. I think it turned out well. http://forum.shrapnelgames.com/image...es/biggrin.gif |
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Neigh!!!
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CovertJaguar, you NEED to contact Aaron Hall about developing art for SE5, NOW! http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Indeed, great !
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Like the horse. And the other stuff, but I'm pretty sure I already said that.
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Re: Adamant Mod Discussion Thread
CovertJaguar, could you please repost the following images with black backgrounds, rather than transparent? Thanks.
Summoning Circle 2.png Scrying Pool 2.png Flag Bridge.png New Minor Helm.png Atmosphere Generator.png Luxurious Crew Quarters.png Basic Helm.png Major Helm.png |
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I could do more colors of the summoning circles if you want them.
Here are the normal Crew Quarters: http://www.pacifier.com/~gladmill/ad...20Quarters.png And here are the Luxurious Crew Quarters: http://www.pacifier.com/~gladmill/ad...-%20Inside.png EDIT: Here is the Staff of Teleportation: http://www.pacifier.com/~gladmill/ad...eportation.png EDIT2: Here is the Telescope: http://www.pacifier.com/~gladmill/adamant/Telescope.png Here is the Astral Collector: http://www.pacifier.com/~gladmill/ad...0Collector.png |
Re: Adamant Mod Discussion Thread
Am I the only one here today? http://forum.shrapnelgames.com/images/smilies/smirk.gif
Anyway I have some more, the Astral Monster Gates: http://www.pacifier.com/~gladmill/ad...-%20Purple.png http://www.pacifier.com/~gladmill/ad...%20-%20Red.png |
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The monster gates look a little too bright.
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I really like the astral collector.
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As for the less flare effects, do these look better: http://www.pacifier.com/~gladmill/ad...No%20Flare.png http://www.pacifier.com/~gladmill/ad...20-%20Blue.png http://www.pacifier.com/~gladmill/ad...No%20Flare.png http://www.pacifier.com/~gladmill/ad...No%20Flare.png |
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They work for me. http://forum.shrapnelgames.com/image...ies/tongue.gif
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I like both of them, but the brighter ones are too bright.
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I like the bright ones, because i somehow think magic and brightness are connected http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Adamant Mod Discussion Thread
I'll admit that the gates were too bright, but I have to agree with Ragnarok-X on the staff; however, Fyron's vote counts more than the rest of ours. http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: Adamant Mod Discussion Thread
In my opinion, brightly glowing flares around components are just distracting, not really adding much to the visual appeal...
Oh, and please don't get the erroneous impression that I am satisfied with the image currently being used for Mana Barriers... http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Adamant Mod Discussion Thread
Real subtle Fyron. http://forum.shrapnelgames.com/images/smilies/wink.gif I was going to get to them eventually. I'm just not sure what to do, yet. Any ideas? I was thinking about something with crystals, everyone seems to like those ones. If fact if anyone has any ideas for the contingency device launcher, recon satellite launcher, some of the other engine components, the hunter-killer homunculi, the reformation node, and glyph detector that would be helpful.
Additionally Fyron I think you should think about renaming the psychotropic drugs, multiplex tracking, and combat sensors, and anything else that may need renaming before I make pics for them. And while I'm at it I have the first weapon pic, the Prismatic Sphere: http://www.pacifier.com/~gladmill/ad...c%20Sphere.png Opinions? Additionally I've been sitting on this one for a while, I figure I might as well post it and see what you guys had to say. It a possiblity for the Contingency Spell: http://www.pacifier.com/~gladmill/adamant/Spell.png Opinions? |
Re: Adamant Mod Discussion Thread
Those are very beautiful component pictures, CovertJaguar! http://forum.shrapnelgames.com/images/smilies/happy.gif
The details and lighting effects are just magnificent. I especially like the Astral Horse. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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As for psychotropic drugs, I don't see any reason why magic-weilding races couldn't concoct such substances with alchemical processes, possibly aided by a bit of magic. Quote:
Could you make a "Torpedo" combat image for this, so that the prismatic sphere will have an appropriate display when fired in combat? http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
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As for the combat sensors, how about some kind of compass perhaps. Magic Compass. Aiming Compass. Homing Compass. Something like that perhaps, that would be easy enough to make a pic for. Quote:
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P.S. I have played Baldur's Gate and know full well what a contingency spell is. Usefull things along with the sequencer spells. http://forum.shrapnelgames.com/images/smilies/wink.gif EDIT: Wait a minute! That's it! The Multiplex Tracking could be a sequencer spell. Use one spell to cast multiply spells at once. Perfect! http://forum.shrapnelgames.com/images/smilies/eek.gif |
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