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  #731  
Old October 20th, 2004, 01:25 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Hmm... Any suggestions for the auxilliary helm.

Anyway here is the Atmosphere Generator:
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  #732  
Old October 20th, 2004, 02:04 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

For auxilary helm you can place 3 glowing orbs on pedestals and round stool or something else (pillar, pyramid, etc) in the center.
What I would like to see are pentagrams, sculls, candles and all that magical stuff

About errors: no Ressuply Depots (5 types) have any roman numerals. They're all zeroed.
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  #733  
Old October 20th, 2004, 02:29 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

I was thinking of using some kind of circular runes or pentagrams for the summoning circles and astral monster gates. And perhaps a skull for the autonomous constructs, maybe.

Here is a new Minor Helm:


EDIT: And here are some Luxurious Crew Quarters:
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  #734  
Old October 20th, 2004, 03:06 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Autonomous constructs are more like golems than undead.

These are great, as usual.
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  #735  
Old October 20th, 2004, 04:39 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Yah, I kind figured that, skulls just didn't sound right. I'll have some more tomorrow. Any suggestions anyone has are helpful and welcome.

I was thinking of maybe for the flag bridge either having a large transparent sphere with clusters of small different colored lights in it to represent battle Groups or perhaps some kind of scrying pool. I can do some pretty good looking water.

And what about the Fanatical Command, you want something for that, I could do something like the Major Helm but with an addition chair facing the opposite direction.

Then there is the repair homunculus, which really needs a new pic, any ideas. I can do some limited lifeform modeling. You want something spiderlike or did you have something else in mind.

As for the Summoning Circles I was thinking of a pentagram or runes on the floor with Posts around the circle directed towards the middle. I could then put orbs on the Posts or I might be able to string lightning between them.

I could do something with an altar and candles for the Altar of Healing if that sounds good.

Are Psycotropic Drugs a very magical thing? Shouldn't it be some kind of berserker enchantment or potion.

Any ideas for the reformation node.

How about banks of glowing orbs for the Mana Shard Generators or perhaps some kind of large uneven crystal shard mounted in some kind of bracket.

That ought to keep me busy for at least another day. Remember any and all suggestions are welcome.
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  #736  
Old October 20th, 2004, 08:59 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Perhaps the luxurious crew quarters could contain a "desk" and bunk or something like that to suggest "luxury" - I'm thinking along the lines of a Captain's quarters on an old sailing ship. Perhaps even some of those multiple-windowed portholes with a view of the stars.

A basic crew quarters could have some sort of hay mat or hammock for a bunk. Maybe even 2 or 3 of them sinced they'd be shared accomidations.
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  #737  
Old October 20th, 2004, 09:17 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Luxury?
Then a plush four poster bed, with drapes and everything.
Fancy cushions
Desk and quill
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  #738  
Old October 20th, 2004, 10:39 AM

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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

CovertJaguar I really do like your images!

The scrying pool sound good, though maybe that should be a replacement pic for the sensors gained from the Scrying 'tech' area

For the Fanatical Command what about adding some melee [img]/threads/images/Graemlins/Dagger.gif[/img] weapons to the image or some lighting [img]/threads/images/Graemlins/Lightning.gif[/img] sweeping between the glowing 'Posts'?

I think your right about the Psycotropic Drugs, maybe some hallucinogenic fungi [img]/threads/images/Graemlins/icon04.gif[/img] or herbs woulf fit a magical low tech theme better?

I wonder if you can fit some Alchemical lab equipment [img]/threads/images/Graemlins/icon24.gif[/img] in you pics. Actually that would be a good replacement image for the magical base labs!
What do all you guys think?

Hopefully you can remove more of the anachronistic images the magical races have been stuck with (a pet hate of mine , unfortunatly i'm lacking in artistic talent myself)

Finally keep up the good work!
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  #739  
Old October 20th, 2004, 02:30 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

You guys dislike the current crew quarters for magical races?
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  #740  
Old October 20th, 2004, 04:32 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

In full tech games then playing nomad/pirate your HW starts with spaceport, resupply depot and SY only. No ancestral meeting grounds (forgot the actual name). So please add hitech Version of ancestral meeting groungs with small amount of mineral/org/rad production (1 per facility will be enough).
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Then there is the repair homunculus, which really needs a new pic, any ideas. I can do some limited lifeform modeling. You want something spiderlike or did you have something else in mind.
Dwarf with a hammer and saw!
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As for the Summoning Circles I was thinking of a pentagram or runes on the floor with Posts around the circle directed towards the middle. I could then put orbs on the Posts or I might be able to string lightning between them.
Yes, I think it could look like Stonehedge with glowing red pentagram on the floor. Lightning is welcome.

Reformation node: medium sized boat with primitive manipulators and instruments?
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How about banks of glowing orbs for the Mana Shard Generators or perhaps some kind of large uneven crystal shard mounted in some kind of bracket.
Crystal shards. And the amount of crystals increases with mana generator advancement. They could have different colors also.
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