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

Ed Kolis October 27th, 2004 12:39 PM

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)

narf poit chez BOOM October 27th, 2004 01:38 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

CovertJaguar said:
I'm not sure what the comic has to do with anything

Neither am I, but it seemed perfectly sensible to my tired mind yesterday.

Aiken October 27th, 2004 01:49 PM

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

CovertJaguar October 28th, 2004 11:02 PM

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

Fyron October 29th, 2004 12:21 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Captain Kwok said:
I don't see how the "robot" guy can control a whole ship, why not give him a bank of controls with round-knob levers and maybe I can see him doing such. http://forum.shrapnelgames.com/images/smilies/shock.gif

You misunderstand how spelljammers operate... they are controlled through magical force of will by a spellcaster or a group of spellcaster sitting in a specially created and enchanted helm (similar to a chair). There are no levers or buttons to push... These golems are merely infused with even more powerful magic that allows them to control the ship without the constant presence of a wizard or other spell caster.

Captain Kwok October 29th, 2004 12:57 AM

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

Fyron October 29th, 2004 01:02 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Captain Kwok said:
Ok, sure. But why not throw in a few token knobs and levers they can move via spells?

Because that would be absurd. http://forum.shrapnelgames.com/image...ies/tongue.gif

Captain Kwok October 29th, 2004 05:29 AM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Imperator Fyron said:
Quote:

Captain Kwok said:
Ok, sure. But why not throw in a few token knobs and levers they can move via spells?

Because that would be absurd. http://forum.shrapnelgames.com/image...ies/tongue.gif

Absurd would be having them with bubbling cauldrons... http://forum.shrapnelgames.com/images/smilies/eek.gif

Makinus October 29th, 2004 10:27 AM

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).

Fyron October 29th, 2004 02:52 PM

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

Suicide Junkie October 29th, 2004 03:07 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
Quote:

Makinus said: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).

You could always play a tougher race... Leave your maintenance reduction at even and put the points into politics, for example.

Makinus October 29th, 2004 04:50 PM

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...

Fyron October 29th, 2004 07:16 PM

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

CovertJaguar October 30th, 2004 11:07 PM

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

Captain Kwok October 31st, 2004 04:06 PM

Re: Adamant Mod Discussion Thread (0.15.00 Release
 
I like that astral sail.

Fyron November 1st, 2004 04:08 AM

Adamant Mod Discussion Thread
 
Has anyone been playing the mod against the AI, and if so, how has the AI been doing?

Makinus November 1st, 2004 08:44 AM

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

Fyron November 1st, 2004 02:39 PM

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).

CovertJaguar November 4th, 2004 12:41 AM

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

Captain Kwok November 4th, 2004 12:44 AM

Re: Adamant Mod Discussion Thread
 
I think the trunk works well for the magic cargo bay.

CovertJaguar November 4th, 2004 12:48 AM

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?

Fyron November 4th, 2004 12:56 AM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:

I was wondering, Fyron, was this anything like what you had in mind for the dimensional pockets?

I didn't really have anything in particular in mind... The AST Versions don't really need separate images, unless you really want to make them... they should be quite similar to the regular Versions, maybe of a different shade, or slightly larger or something...

CovertJaguar November 4th, 2004 04:53 AM

Re: Adamant Mod Discussion Thread
 
It doesn't really matter to me, I'll just whip up a couple with different coloring for the AST tommorrow.

Captain Kwok November 4th, 2004 08:32 AM

Re: Adamant Mod Discussion Thread
 
The sack one reminds me of Santa. http://forum.shrapnelgames.com/image...ies/tongue.gif

Fyron November 4th, 2004 12:04 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Captain Kwok said:
The sack one reminds me of Santa. http://forum.shrapnelgames.com/image...ies/tongue.gif

Or the classic bag of holding...

narf poit chez BOOM November 4th, 2004 02:47 PM

Re: Adamant Mod Discussion Thread
 
/me drops a portable dimensional portal into the bag and runs away fast.

CovertJaguar November 5th, 2004 12:19 AM

Re: Adamant Mod Discussion Thread
 
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

Captain Kwok November 5th, 2004 09:47 AM

Re: Adamant Mod Discussion Thread
 
Neigh!!!

Ed Kolis November 5th, 2004 09:54 AM

Re: Adamant Mod Discussion Thread
 
CovertJaguar, you NEED to contact Aaron Hall about developing art for SE5, NOW! http://forum.shrapnelgames.com/images/smilies/laugh.gif

Ragnarok-X November 5th, 2004 12:39 PM

Re: Adamant Mod Discussion Thread
 
Indeed, great !

narf poit chez BOOM November 5th, 2004 04:45 PM

Re: Adamant Mod Discussion Thread
 
Like the horse. And the other stuff, but I'm pretty sure I already said that.

Fyron November 5th, 2004 05:38 PM

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

CovertJaguar November 5th, 2004 07:39 PM

Re: Adamant Mod Discussion Thread
 
Here you go:
http://www.pacifier.com/~gladmill/ad...0-%20Final.png http://www.pacifier.com/~gladmill/ad...0-%20Final.png http://www.pacifier.com/~gladmill/ad...0-%20Final.png http://www.pacifier.com/~gladmill/ad...0-%20Final.png http://www.pacifier.com/~gladmill/ad...0-%20Final.png

You are going to use the blue summoning circle?
http://www.pacifier.com/~gladmill/ad...0-%20Final.png

You only want the Atmosphere Generator? I'll post both the minor and major ones anyway:
http://www.pacifier.com/~gladmill/ad...0-%20Final.png http://www.pacifier.com/~gladmill/ad...0-%20Final.png

I think I'm going to redo the Luxurious Crew Quarters. I can give you the spartan ones that I just finished though:
http://www.pacifier.com/~gladmill/ad...20Quarters.png

Quote:

CovertJaguar, you NEED to contact Aaron Hall about developing art for SE5, NOW!

As I said before I really don't have time for more than one project. http://forum.shrapnelgames.com/images/smilies/smirk.gif

Fyron November 5th, 2004 11:59 PM

Re: Adamant Mod Discussion Thread
 
Quote:

You are going to use the blue summoning circle?

Wouldn't hurt to have two Versions, on for normal races and one for Zero Gravity Engineers. Or even to distinguish between ship and base mounted space yards (which are quite different in abilities) instead.

CovertJaguar November 6th, 2004 06:27 AM

Re: Adamant Mod Discussion Thread
 
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

CovertJaguar November 7th, 2004 06:55 AM

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

Captain Kwok November 7th, 2004 09:39 AM

Re: Adamant Mod Discussion Thread
 
The monster gates look a little too bright.

Fyron November 7th, 2004 06:09 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Captain Kwok said:
The monster gates look a little too bright.

Indeed. The Staff of Teleportation is as well. I would prefer a minimum of random light glares like that.

Captain Kwok November 7th, 2004 09:25 PM

Re: Adamant Mod Discussion Thread
 
I really like the astral collector.

CovertJaguar November 7th, 2004 09:36 PM

Re: Adamant Mod Discussion Thread
 
Quote:

I really like the astral collector.

Yah, that one turned out really well. http://forum.shrapnelgames.com/image...es/biggrin.gif



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

Captain Kwok November 7th, 2004 09:39 PM

Re: Adamant Mod Discussion Thread
 
They work for me. http://forum.shrapnelgames.com/image...ies/tongue.gif

Fyron November 7th, 2004 10:48 PM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
As for the less flare effects, do these look better:

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

narf poit chez BOOM November 8th, 2004 05:14 AM

Re: Adamant Mod Discussion Thread
 
I like both of them, but the brighter ones are too bright.

Ragnarok-X November 8th, 2004 01:09 PM

Re: Adamant Mod Discussion Thread
 
I like the bright ones, because i somehow think magic and brightness are connected http://forum.shrapnelgames.com/images/smilies/laugh.gif

CovertJaguar November 8th, 2004 10:08 PM

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

Fyron November 8th, 2004 10:35 PM

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

CovertJaguar November 9th, 2004 03:04 AM

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?

Kamog November 9th, 2004 03:35 AM

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

Fyron November 9th, 2004 04:01 AM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
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.

Other than psychotropic drugs, components like these without magic-sounding names are components for which I was unable to think of any good ideas... Suggestions are welcome.

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:

And while I'm at it I have the first weapon pic, the Prismatic Sphere:
Opinions?

Very nice. http://forum.shrapnelgames.com/images/smilies/happy.gif However, when reduced to a 36x36 mini, the bright white parts seem to take over, resulting in a component that will look rather detracting when shown with all of the other components on a ship. It looks good as is for the portrait image, but the mini just looks like a big white glob, losing much of the cool swirly effects in the upper hemisphere. Perhaps the white part in the top central area could be changed to a different color, or reduced in area, so that there is more pink between the white regions?

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:

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:
Opinions?

Hmm... This definitely has an even more pronounced brightness takeover affect for the 36x36 mini than the primsatic sphere image. The D&D contingency spell that the devices were based off of essentially finishes the casting of another spell, prepared at the time of the casting of the contingency, when a specified event occurs. Not entirely certain how this would translate visually to the SE4 entity... Perhaps some sort of archaic looking device with glowing runes etched on it?

CovertJaguar November 9th, 2004 05:39 AM

Re: Adamant Mod Discussion Thread
 
Quote:

Poster: Kamog

Those are very beautiful component pictures, CovertJaguar!
The details and lighting effects are just magnificent. I especially like the Astral Horse.

Thanks! http://forum.shrapnelgames.com/image...es/biggrin.gif


Quote:

Poster: Imperator Fyron
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.

Wouldn't that make it a potion then, because I'm sure they aren't going to use a syringe. http://forum.shrapnelgames.com/images/smilies/cool.gif

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:

Very nice. However, when reduced to a 36x36 mini, the bright white parts seem to take over, resulting in a component that will look rather detracting when shown with all of the other components on a ship. It looks good as is for the portrait image, but the mini just looks like a big white glob, losing much of the cool swirly effects in the upper hemisphere. Perhaps the white part in the top central area could be changed to a different color, or reduced in area, so that there is more pink between the white regions?

The texture is generated randomly. I can play around with the seed value and see what I come up with tomorrow. If all else fails I think I could edit it manually.

Quote:

Could you make a "Torpedo" combat image for this, so that the prismatic sphere will have an appropriate display when fired in combat?

I will have to do some research as to what is needed, but yah I can probably do it.

Quote:

mm... This definitely has an even more pronounced brightness takeover affect for the 36x36 mini than the primsatic sphere image. The D&D contingency spell that the devices were based off of essentially finishes the casting of another spell, prepared at the time of the casting of the contingency, when a specified event occurs. Not entirely certain how this would translate visually to the SE4 entity... Perhaps some sort of archaic looking device with glowing runes etched on it?

I was never really satisfied with it anyway. That's why I haven't done anything with it for about a week and half. I just happened to notice it today, and decided to see what you thought.

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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