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October 19th, 2004, 02:50 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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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
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October 19th, 2004, 03:14 AM
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Sergeant
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Join Date: Jul 2004
Location: Toronto, Canada
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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
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October 19th, 2004, 05:26 AM
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Sergeant
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Join Date: Jan 2004
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Re: New Adamant Mod Game with RPG required.
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. 
__________________
"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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October 19th, 2004, 11:32 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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...
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October 19th, 2004, 02:28 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
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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 !
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October 19th, 2004, 02:29 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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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. 
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October 19th, 2004, 02:53 PM
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Major
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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 !
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I vote for 15.01 for sure
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 
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October 19th, 2004, 07:10 PM
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Sergeant
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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.
__________________
"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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