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-   -   New Adamant Mod Game with RPG required. (http://forum.shrapnelgames.com/showthread.php?t=21241)

douglas October 15th, 2004 05:05 PM

Re: New Adamant Mod Game with RPG required.
 
I'm in. I'll play a magical race, but the rest has yet to be decided.

brianeyci October 16th, 2004 03:46 AM

Re: New Adamant Mod Game with RPG required.
 
Quote:

Imperator Fyron said:Adamant 0.15.00 is now available on PBW, and your game is now using it. http://forum.shrapnelgames.com/images/smilies/wink.gif

Thanks Fyron.

About the RPG elements... I do not think that posting at least one message on the game forum every ten turns is too great a burden. However even one message every ten turns is IMO very little. When we start fighting space monsters, and we are not in contact with each other in the game, using the "plantir" will allow all of us to co-ordinate attacks and share enemy designs.

If you don't want to RP a lot, take the "xenophobe" culture. However, even with the xenophobe culture, you should have to post once every ten turns to vote for a new galactic leader, a vote that you cannot abstain from without being cast out of the galactic council.

I know it will be a big experiment. I hope it goes well. Now to wait for the game to fill up...

Brian

Aiken October 16th, 2004 06:05 AM

Re: New Adamant Mod Game with RPG required.
 
Thanks. Empire will be ready by Sunday.

se5a October 16th, 2004 06:49 PM

Re: New Adamant Mod Game with RPG required.
 
Quote:

aiken said:
I'd like to join too. Gonna test either nomads or pirates.

ah thats good, fyron will be pleased http://forum.shrapnelgames.com/images/smilies/wink.gif

I'll do mine sometime today.

se5a October 16th, 2004 11:45 PM

Re: New Adamant Mod Game with RPG required.
 
There its up. I am using taera, I hope douglas's shardeen hive wasent intending to use taera...
well to bad, I got it first! http://forum.shrapnelgames.com/images/smilies/wink.gif

my race is a reclusive and somwhat xenofobic.
focuses on seeker and fighter combat.

brianeyci October 17th, 2004 07:49 PM

Re: New Adamant Mod Game with RPG required.
 
Since the game is taking its time to fill up, I guess I'll set a hard deadline for empire submission and joining.

Joining Deadline : Thursday, October 21, 9:00 PM EST
Empire Submission : Friday, October 22, 11:59 PM EST

Brian

CovertJaguar October 18th, 2004 02:54 AM

Re: New Adamant Mod Game with RPG required.
 
I'll play. I've been playing Solo Adamant for a while now, reporting bugs to Fyron. I think its time for something more adventurous. I'll be playing an organic race using the Pequeninos shipset. I should have it sometime tomorrow.

Aiken October 18th, 2004 03:21 AM

Re: New Adamant Mod Game with RPG required.
 
It seems this game gonna be another one organic race battleground. I will be playing as an organic nomad, 8472 shipset. I'm trying to write some race story, without significant success though. Guess, I just need more coffee. http://forum.shrapnelgames.com/images/smilies/yawn.gif

Ragnarok-X October 18th, 2004 04:18 AM

Re: New Adamant Mod Game with RPG required.
 
I created an organic race as well http://forum.shrapnelgames.com/images/smilies/frown.gif quite boring if almost everyone takes organic..

Aiken October 18th, 2004 09:26 AM

Re: New Adamant Mod Game with RPG required.
 
The reason I chose organic race is seekers. I want to look at them closer. Other time I'm necro mage http://forum.shrapnelgames.com/images/smilies/evil.gif
Well, all organic game means that we will be able to exchange tech easily.

CovertJaguar October 18th, 2004 09:55 PM

Re: New Adamant Mod Game with RPG required.
 
I think this count is right, feel free to correct me:
4 Organics
1 Physical
2 Magical

The reason I chose organic was because of the inherent regen trait and the fact that they seem the most different from a stock physical race. The magic race could do with some new component pics and their are few shipsets that have a magic feel. It would be nice if we could use the other two paradigms, an energy race sounds like fun.

Fyron October 18th, 2004 10:27 PM

Re: New Adamant Mod Game with RPG required.
 
Quote:

The magic race could do with some new component pics...

Indeed. Have any to donate? http://forum.shrapnelgames.com/images/smilies/wink.gif

CovertJaguar October 18th, 2004 10:58 PM

Re: New Adamant Mod Game with RPG required.
 
lol, unfortunately no, but I have been keeping my eyes open for good magic shipsets, but I haven't found any really good ones yet. I will say that the magic facility pics are pretty good though.

Aiken October 19th, 2004 12:41 AM

Re: New Adamant Mod Game with RPG required.
 
Manai shipset is quite magical. And Pyron set has a ancient look.

Captain Kwok October 19th, 2004 01:32 AM

Re: New Adamant Mod Game with RPG required.
 
I always thought the Manai were more organic. http://forum.shrapnelgames.com/image...ies/tongue.gif

Fyron October 19th, 2004 01:44 AM

Re: New Adamant Mod Game with RPG required.
 
Quote:

Captain Kwok said:
I always thought the Manai were more organic. http://forum.shrapnelgames.com/image...ies/tongue.gif

Well you were dead wrong.

Captain Kwok October 19th, 2004 01:59 AM

Re: New Adamant Mod Game with RPG required.
 
Well, in my Adamant solo game, I played the Manai as an organic race - even named all my ships after things in the ocean. Except for crabs - cause those are on you!!! http://forum.shrapnelgames.com/images/smilies/Sick.gif

Fyron October 19th, 2004 02:50 AM

Re: New Adamant Mod Game with RPG required.
 
They don't really look organic, especially with all of the runes and energy circles floating about them. Also, keep in mind that the Spelljammer D&D setting, off of which the Magic races are in small part based, there are plenty of examples of organicy-looking ships. Most notably, elven ships tend to look green and living... It all depends on the race's style...

Examples:
http://spelljammer.org/art/pic.cgi?Elven_Warbird.jpg
http://spelljammer.org/art/pic.cgi?manowar.jpg

I wish someone would have taken my request to make shipsets based on stuff like those... as well as others on:

http://spelljammer.org/art/index.html

brianeyci October 19th, 2004 03:14 AM

Re: New Adamant Mod Game with RPG required.
 
Game is full. Gonna wait for deadline for peeps to make empire.

Also, anybody want to raise player count? I would be up for it, except that the map would be mighty small with more than seven players, and three space monster races (10 races). Anybody have any custom maps that are extremely large?

Brian

CovertJaguar October 19th, 2004 05:26 AM

Re: New Adamant Mod Game with RPG required.
 
1 Attachment(s)
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

Fyron October 19th, 2004 11:32 AM

Re: New Adamant Mod Game with RPG required.
 
We should probably move this to the Adamant Mod Discussion Thread so as to stop cluttering up this game thread... http://forum.shrapnelgames.com/images/smilies/wink.gif

Ragnarok-X October 19th, 2004 02:28 PM

Re: New Adamant Mod Game with RPG required.
 
A small bump and two questions:

Since Fyron has released a new Version of adamant mod (.1) should we go with that Version instead ? Secondly, i would like if every planet only started with ONE homeworld. Just my preference though !

Fyron October 19th, 2004 02:29 PM

Re: New Adamant Mod Game with RPG required.
 
0.15.01 would be a very good idea, as Organic Nomads (ie: Aiken) get the shaft in 0.15.00, due to lack of Research Teams and Covert Ops Teams. http://forum.shrapnelgames.com/images/smilies/wink.gif

Aiken October 19th, 2004 02:53 PM

Re: New Adamant Mod Game with RPG required.
 
Quote:

Ragnarok-X said:
A small bump and two questions:

Since Fyron has released a new Version of adamant mod (.1) should we go with that Version instead ? Secondly, i would like if every planet only started with ONE homeworld. Just my preference though !

I vote for 15.01 for sure http://forum.shrapnelgames.com/images/smilies/happy.gif

And did you mean 1 homeworld planet per race, instead of current 3 per race?
Well, I cast my vote for 3 planets to speed up game slightly, cause 1 planet start is too slow. Second reason is subjective completely: due to inability to colonise planets I need more resource storage from start. 1 planet is too little, 3 planets is ok.

But actually I'm ready to play even without any homeworld. I'm a nomad, mind you http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar October 19th, 2004 07:10 PM

Re: New Adamant Mod Game with RPG required.
 
1 planet or 3 planets doesn't really matter to me, but 1 planet does slow the game down.

brianeyci October 20th, 2004 09:47 AM

Re: New Adamant Mod Game with RPG required.
 
My preference is to go with 3 planets, and a VERY large custom map so that everybody has time to get about thirty-forty planets before meeting the space monsters!

Don't nomads get a homeworld?

15.01 it is then, can you upgrade the Version Fyron?

Brian

Fyron October 20th, 2004 02:51 PM

Re: New Adamant Mod Game with RPG required.
 
Actually, you will want Adamant 0.15.02, as I apparently forgot to add transports that lacked maintenance reduction (above and beyond the standard -75) for Organic and Magic races for Nomads. They were able to get negative maintenance transports... I have asked the PBW admins to update the mod on PBW. http://forum.shrapnelgames.com/images/smilies/happy.gif

brianeyci October 22nd, 2004 02:42 AM

Re: New Adamant Mod Game with RPG required.
 
Thanks the game is updated.

Peeps, make sure you get the 15.02 patch before we start.

And, do as monkey says not as monkey does. I haven't uploaded my empire yet so everybody gets a couple more days lol.

Brian

brianeyci October 28th, 2004 01:43 AM

Re: New Adamant Mod Game with RPG required.
 
Oct 28, 2004 12:41:24 AM EDT (Posted by brianeyci): Let the game begin.

Make sure to download the ships sets and extract to the Adamant 15.00/Pictures/Races directory, and make sure to get the Adamant 15.02 patch. The link to the patch isn't up on Fyron's website yet, only on the Shrapnel Games forum thread. The thread's url is in the description of the game.

First thing you'll notice is that you have three starting planets. I chose three because I didn't want too slow of a start because of the space monsters, and ten planets seemed too much.

As well, you are able to view the scores of all other space monster races. The house rule for this game is that at least for the first 80 turns, any encounter with a human player should result in a Trade + Research alliance. Partnerships are your choice. That should be enough time to eliminate the monsters, and we'll see if we want to continue after that. Also, a house rule is no peace with monsters. I have heard of errors where the monsters offer partnership treaties. None of that please. You have to be either in a state of War, or none treaty with the monsters. They are invading the galaxy after all.

Roleplay is in game. If you need to contact other races, you can do it through the forum, because you maintain contact through your plantir.

Brian

brianeyci October 30th, 2004 02:47 PM

Re: New Adamant Mod Game with RPG required.
 
I haven't been playing a few of my turns recently in my games, I apologize to whoever was affected.

"Turn Processing Failed"... I added three AI's to the end manually, could that have affected the turn processing? It looks like we need a restart...

Brian

Fyron October 30th, 2004 03:10 PM

Re: New Adamant Mod Game with RPG required.
 
Try processing the turn manually.


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