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

Captain Kwok December 16th, 2004 09:34 AM

Re: Adamant Mod Discussion Thread
 
I like the fire guy, he's hot. http://forum.shrapnelgames.com/images/smilies/eek.gif

Ragnarok-X December 16th, 2004 02:19 PM

Re: Adamant Mod Discussion Thread
 
Suggestion for the Air Mephit: Maybe create some "winds" swirling around him ?

Aiken December 16th, 2004 04:13 PM

Re: Adamant Mod Discussion Thread
 
And make air mephit semitransperent.

CovertJaguar December 16th, 2004 06:01 PM

Re: Adamant Mod Discussion Thread
 
I'm not sure how to do wind, but I could take a look. As for transparency, its hard to tell that something is transparent on black background. All transparency really does with a black background is make the object darker:
http://www.pacifier.com/~gladmill/ad...0-%20Trans.png
This is at 30% opacity. Do you like this better that the other one?

Aiken December 16th, 2004 07:23 PM

Re: Adamant Mod Discussion Thread
 
You are right. Transparency doesn't work here.
I just thought that air mephit's shape is too sharp. Could you blur the edges of the body, or make it glowing (like fire mephit)?

CovertJaguar December 16th, 2004 08:52 PM

Re: Adamant Mod Discussion Thread
 
Like this http://forum.shrapnelgames.com/images/smilies/happy.gif :
http://www.pacifier.com/~gladmill/ad...20-%20Blur.png

Aiken December 16th, 2004 09:49 PM

Re: Adamant Mod Discussion Thread
 
Yeah, something like that http://forum.shrapnelgames.com/images/smilies/happy.gif

Atrocities December 17th, 2004 01:29 AM

Re: Adamant Mod Discussion Thread
 
That is an interesting image. A very nice render and such. Very cool.

narf poit chez BOOM December 17th, 2004 05:46 AM

Re: Adamant Mod Discussion Thread
 
Give it a blue, cloudly background?

Woop, didn't really pay attention. Yeah, that works too.

Ed Kolis December 17th, 2004 12:08 PM

Re: Adamant Mod Discussion Thread
 
Actually, the new one looks more like it was carved out of ice to me... but it could pass for an air mephit http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar December 19th, 2004 08:45 PM

Re: Adamant Mod Discussion Thread
 
Here is a another one. http://forum.shrapnelgames.com/images/smilies/cool.gif

The Illusion Mephit:
http://www.pacifier.com/~gladmill/ad...n%20Mephit.png

narf poit chez BOOM December 20th, 2004 05:26 AM

Re: Adamant Mod Discussion Thread
 
Are you sure?

CovertJaguar December 20th, 2004 05:41 AM

Re: Adamant Mod Discussion Thread
 
Could be an illusion I suppose, lol. http://forum.shrapnelgames.com/images/smilies/wink.gif

CovertJaguar December 22nd, 2004 02:39 AM

Re: Adamant Mod Discussion Thread
 
Here are some more. http://forum.shrapnelgames.com/images/smilies/cool.gif

The Earth Mephit:
http://www.pacifier.com/~gladmill/ad...h%20Mephit.png

The Longhorn Mephit:
http://www.pacifier.com/~gladmill/ad...n%20Mephit.png

The Lesser Mephit:
http://www.pacifier.com/~gladmill/ad...r%20Mephit.png

Just one mephit left. The wailing mephit. Any ideas? What is a wailing mephit supposed to look like?

Fyron December 22nd, 2004 02:40 AM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
Just one mephit left. The wailing mephit. Any ideas? What is a wailing mephit supposed to look like?

A banshee. http://forum.shrapnelgames.com/images/smilies/wink.gif

Could you make the earth mephit look more like stone than... mud?

CovertJaguar December 22nd, 2004 02:59 AM

Re: Adamant Mod Discussion Thread
 
More like this:
http://www.pacifier.com/~gladmill/ad...0-%20Stone.png

I'll have to think about the wailing mephit a little, see if I can come up with something.

XenoTheMorph December 27th, 2004 10:17 AM

Re: Adamant Mod Discussion Thread
 
Fyron, CJ what is happening with the images/mod? http://forum.shrapnelgames.com/images/smilies/happy.gif
This tread had dropped onto the 3rd page! http://forum.shrapnelgames.com/images/smilies/shock.gif

CJ how far along are you with the magic images, need any inspiration for the remaining ones? I love the recent Mephits, really good. http://forum.shrapnelgames.com/images/smilies/cool.gif
If you are still unsure about the Wailing Mephit, maybe have its hands cupped around its mouth like it was about to shout really loud!

Fyron once CJ has finished the Magic paradigm images (and got them into the Image mod) how long do you think it will take to update the data files for Versions 14 & 15? Also how is Version 16 going, and will it include fully featured Machine and Plasma paradigms? Finally http://forum.shrapnelgames.com/images/smilies/wink.gif has Ed Kolis done more Organic paradigm components?

Ed Kolis December 27th, 2004 12:50 PM

Re: Adamant Mod Discussion Thread
 
No, just the multisensory input nodes and the discharge weapons... http://forum.shrapnelgames.com/images/smilies/frown.gif

Ragnarok-X December 27th, 2004 05:11 PM

Re: Adamant Mod Discussion Thread
 
Finally a question the mod itself, Fyron. I researched the concealed bioweapons mount. I took a look at it, and it doenst make any sense at all.
The mount increases the cost AND decreases the damage resistance. It says there is a smaller chance, that this weapon in particular get damaged or destroyed. This doesnt make sense at all. Since the weapon has still the same size, it still has the same chance to get a hit. But then it has less resistance, so in fact it will get destroyed easier.

Whats the point in using this ?

p.s. please add more mount, which increase range and damage for example. It gets quite boring that big ships offer you advantage, at least damage-wise.
imho.

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

Alneyan December 27th, 2004 05:26 PM

Re: Adamant Mod Discussion Thread
 
The probability to get hit depends on damage resistance, not on component size. So reducing damage resistance makes a component less likely to be hit, while increasing its hitpoints increase the odds of the component being destroyed. So, for a 10% increase in cost (if memory serves), your weapons are less likely to be destroyed before the rest of your components. This is quite important with leaky armour around, as weapons have a damage resistance fairly close to the one offered by the armour components.

In the case of genuine armour components (with the armour ability), the opposite occurs. The weaker the component is, the more likely it is to be hit, so Armour III (40 hitpoints) is more likely to be destroyed than Scattering Armour III (150 hitpoints) in the vanilla game. But since most armours in Adamant do not have this ability, they follow the usual rule, and so you should try to make them much bigger than all your other components.

Fyron December 27th, 2004 05:32 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Ragnarok-X said:
p.s. please add more mount, which increase range and damage for example. It gets quite boring that big ships offer you advantage, at least damage-wise.
imho.

Heavy Mount? http://forum.shrapnelgames.com/images/smilies/wink.gif

Big ships do not do more damage per kiloton than small ships...

Ragnarok-X December 27th, 2004 06:50 PM

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

Fyron December 27th, 2004 07:25 PM

Re: Adamant Mod Discussion Thread
 
Quote:

Ragnarok-X said:
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

There are quite a few mounts, you just have to research them. If you have suggestions for interesting and unique mounts, I am all ears. Or eyes, as it were.

Quote:

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

I'll keep game balance over silliness any day. http://forum.shrapnelgames.com/images/smilies/wink.gif Biggers ships get concentration of defenses, which can definitely be an advantage. They also require fewer redundant components. They had disadvantages as well, such as lower defense bonuses, higher maintenance costs, etc.

CovertJaguar December 27th, 2004 10:37 PM

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.

Atrocities December 28th, 2004 12:43 AM

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

CovertJaguar December 28th, 2004 09:18 PM

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

Aiken December 28th, 2004 10:15 PM

Re: Adamant Mod Discussion Thread
 
Great art, as always http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron December 29th, 2004 08:31 PM

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...

ironman December 29th, 2004 09:29 PM

Re: Adamant Mod Discussion Thread
 

oooo oooo can't wait for it http://forum.shrapnelgames.com/image...es/biggrin.gif

CovertJaguar December 30th, 2004 05:48 AM

Re: Adamant Mod Discussion Thread
 
Here is an Invisibility Sphere:
http://www.pacifier.com/~gladmill/ad...y%20Sphere.png

Captain Kwok December 30th, 2004 12:03 PM

Re: Adamant Mod Discussion Thread
 
Quote:

CovertJaguar said:
Here is an Invisibility Sphere:


No, this is really an invisibility sphere:






I like the potion, but maybe make the glass more blue and transparent so the fluid looks brighter. http://forum.shrapnelgames.com/image...ies/tongue.gif

XenoTheMorph December 30th, 2004 12:10 PM

Re: Adamant Mod Discussion Thread
 
I've been trying to think of things to help you (CJ) with ideas for the components and I think I have come up with a few (of varing quality) -

Spell Sequencer OR combat sensors - What about something like the end of one of your telescopes coming out of a large flat plate (facing 'out' of the picture), with a few mana crystals embeded in the plate (one for each 'level' if for the 'Spell sequencer'?).

Hunter Killer Homunculi - Like a 'squad' of miniture Mephits without wings, with long claws, teeth & spines coning out of their backs and joints. (O.K. that would be difficult but very nice)

Astral Projection engines - well sterotypically Astral projection is where the persons soul/spirit/mind leave the body and travels around. So what about a 'box' with mana crystals (of crude shape/design if on the basic engine) encrusted on it with an Astral cord (the thing that connects the traveller with their body, a silvery translucent glowing umbilical cord) that goes off of the picture or into the distance (either back to the 'Homeworld' or to the Helm whatever seems right to you, well you will only see the cord so it does not really matter).

Gravitic (Astral Flux) Sensors - maybe like the ancient Chinese earthquake detectors, a large urn with 6 or 8 'dragons' around the rim holding a metal sphere (maybe in this case one of your 'patented' mana crystals). The ball was released when the vibrations (in this case in the Astral Flux not the earth) reached the urn releasing only one (the one in the direction of the earthquake) of the very finely balanced balls into the urn.

For the seeders and bays sorry I've drawn a complete blank!

Magic Missile - Well the description says an arrow of magical energy. Personally I prefer a bright pinpoint light with a spherical corona and a trail after it (think pointsource comet). In both cases the idea of larger volleys being made at higher 'levels' appears to be common (so maybe make a Magic Missile V look like a volley of 5 whatevers). For the colour since they are pure mana using the colour of you 'common' mana crystals would be ideal.

Wailing Doom - A disembodied (possibly spectral) non-human mouth screaming

Slay Living - A skeletal hand or a spectral hand, pointing like a traditional weapon with using its index finger. either dark or greenish halos seem appropriate.

Locomotion Disruption - In keeping with the 'Slay Living' idea, what about a spectral hand in a Halt position.

Cobalt Warhead - not sure, but what do you guys think about calling it a Mana Warhead!

I seem to be in a really spectral mood today http://forum.shrapnelgames.com/images/smilies/wink.gif

douglas December 30th, 2004 03:35 PM

Re: Adamant Mod Discussion Thread
 
Are gas giants supposed to exist in sizes smaller than medium? I've noticed several tiny gas giants in the Galactic Invasion game, and it just doesn't seem right. "Tiny" and "Giant" just shouldn't go together.

XenoTheMorph December 30th, 2004 03:54 PM

Re: Adamant Mod Discussion Thread
 
Tiny & Small gas giant do exist in FQM (Fyrons Quadrent Mod) which is used in the Adamant Mod (by Fyron http://forum.shrapnelgames.com/images/smilies/wink.gif ). Many mods use the FQM since it includes Lots more Asteroids (proper 'belts'), Irradiated & Machine worlds and most importantly extra moons (some with atmospheres) http://forum.shrapnelgames.com/images/smilies/cool.gif. The smaller Gas giants are reasonably rare but do exist, though I do have to agree they might be a bit to common considering.

Fyron December 30th, 2004 04:17 PM

Re: Adamant Mod Discussion Thread
 
Think: magic. http://forum.shrapnelgames.com/images/smilies/wink.gif Nothing wrong with extra variety.

Ragnarok-X December 30th, 2004 05:00 PM

Re: Adamant Mod Discussion Thread
 
I agree. Gas giants are a must, even in small sizes http://forum.shrapnelgames.com/images/smilies/happy.gif

CovertJaguar December 30th, 2004 11:14 PM

Re: Adamant Mod Discussion Thread
 
I tried making the liquid in the flask brighter, but this is about as good as I could come up with and still be able to see the glass. Transparencys are tricky things to get right. I've had problems with them in the past:
http://www.pacifier.com/~gladmill/ad...-%20Bright.png

And here is the Spell Sequencer series. I couldn't think of anyway to put the telescope in and have it look right, but it think it turned out ok:
http://www.pacifier.com/~gladmill/ad...0Level%201.png http://www.pacifier.com/~gladmill/ad...0Level%202.png http://www.pacifier.com/~gladmill/ad...0Level%203.png http://www.pacifier.com/~gladmill/ad...0Level%204.png

Thanks for the suggestions. http://forum.shrapnelgames.com/image...es/biggrin.gif Although some of them are more complicated than can be easily implimented. Complex models like a dragon take a long time to make and just may not be worth it. http://forum.shrapnelgames.com/images/smilies/frown.gif I can do basic symetrical shapes and flowing tubes very easly, but anything organic is very hard. I will probably make me a skeletal hand eventually though, that shouldn't be too difficult, I hope. A skull would be harder. http://forum.shrapnelgames.com/images/smilies/happy.gif

Ragnarok-X December 31st, 2004 08:26 AM

Re: Adamant Mod Discussion Thread
 
I like the spell sequencer a lot. Well done !

XenoTheMorph December 31st, 2004 08:29 AM

Re: Adamant Mod Discussion Thread
 
CovertJaguar even without the telescope they look better than the idea in my head, I especially like the different colour mana crystals http://forum.shrapnelgames.com/images/smilies/cool.gif

When I mentioned the dragons it was mainly due to the fact that the only picture of one of the detectors I could remember had them as the motif. Really you could just have aything that could 'hold' the crystals untill disturbed, maybe some of your complex tubework would be nice. http://forum.shrapnelgames.com/images/smilies/happy.gif

The potion does look much clearer, and therefore a little bit better http://forum.shrapnelgames.com/images/smilies/wink.gif

Keep up the good work!

Atrocities December 31st, 2004 09:19 AM

Re: Adamant Mod Discussion Thread
 
Oh My GOD! Your work is just fantastic. Very nice indeed.

Kevin Arisa December 31st, 2004 02:26 PM

Re: Adamant Mod Discussion Thread
 
hey CovJag, your model style is strikingly familiar. you wouldn't happen to be using Rhino, would you?

CovertJaguar January 1st, 2005 02:50 AM

Re: Adamant Mod Discussion Thread
 
Yes, I use rhino. It makes stuff like this easy, though I'm not sure that it is the best for other things.

Kevin Arisa January 1st, 2005 03:15 AM

Re: Adamant Mod Discussion Thread
 
If you send me the rhino file for the flask I could use Flamingo to fix up the transparency for you. Flamingo is terrific for effects like that.

My email: kevinarisa at gmail dot com

Ragnarok-X January 1st, 2005 09:33 AM

Re: Adamant Mod Discussion Thread
 
Is Rhino free, if so, where can i get it ?

Aiken January 1st, 2005 12:43 PM

Re: Adamant Mod Discussion Thread
 
It's not. 900$. 200$ for students. More if you want good rendering capabilities.

CovertJaguar January 1st, 2005 07:29 PM

Re: Adamant Mod Discussion Thread
 
They did have a trial Version Last time I checked, if you want to check it out. Rhino3D

Kevin, I did the texturing and rendering in Max. So, I'm not sure if you can help.

Kana January 2nd, 2005 08:43 PM

Re: Adamant Mod Discussion Thread
 
Hey Kevin you sure you have time.... http://forum.shrapnelgames.com/images/smilies/happy.gif

Get back to work !!!!! http://forum.shrapnelgames.com/images/smilies/happy.gif

Kana

Kevin Arisa January 3rd, 2005 06:32 AM

Re: Adamant Mod Discussion Thread
 
Quote:

Kana said:
Hey Kevin you sure you have time.... http://forum.shrapnelgames.com/images/smilies/happy.gif

Get back to work !!!!! http://forum.shrapnelgames.com/images/smilies/happy.gif

Kana

Ouch, Kana the whipmaster. sheesh. http://forum.shrapnelgames.com/image...ies/tongue.gif

CovertJaguar January 7th, 2005 05:00 PM

Re: Adamant Mod Discussion Thread
 
Talk about a busy week. http://forum.shrapnelgames.com/images/smilies/rant.gif

Well, I have a new pic. Its one of the fire weapons, not sure which one. This is one of the best pics I've done yet in my opinion. http://forum.shrapnelgames.com/image...es/biggrin.gif :
http://www.pacifier.com/~gladmill/adamant/Fire.png

XenoTheMorph January 7th, 2005 07:49 PM

Re: Adamant Mod Discussion Thread
 
Magic! http://forum.shrapnelgames.com/images/smilies/cool.gif

Very nice illumination. I have to agree with your assessment, best yet http://forum.shrapnelgames.com/image...es/biggrin.gif


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