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  #761  
Old October 22nd, 2004, 02:20 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

I didn't realize I had a choice, it just sort of did it automatically and I never paid any attention to it.

Here is the alter with a black background:


And the bicolor Summoning Circle:


Does it need to be brighter on the black background?

EDIT: Well anyway here is a brighter one:
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  #762  
Old October 22nd, 2004, 03:12 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
Captain Kwok said:
If you made the one on the right have multi-colored beams it might look cool.
Ignore him. They already look cool.
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  #763  
Old October 22nd, 2004, 03:43 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
CovertJaguar said:
I'll try that.

Anyway here is the Altar of Healing:


EDIT: Hmm... This background does wierd things to my flames. It looks better on a black background
That is rally nice work.
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  #764  
Old October 22nd, 2004, 09:23 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

I like that Last summoning circle - the brighter one. That's cool.
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  #765  
Old October 23rd, 2004, 04:33 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Time for an update.

The Fanatic Command:

You like the glow on the sword and halberd or is it too much?
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  #766  
Old October 23rd, 2004, 04:36 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Like it.
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  #767  
Old October 23rd, 2004, 06:17 AM

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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

That is really good
I have to say I think the glow is just right!
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  #768  
Old October 23rd, 2004, 08:35 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

And Behold The Entire Mana Shard Generator Series:
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  #769  
Old October 23rd, 2004, 09:18 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Gimme a '1'! Gimme a '2'! Gimme a '3'!

Well, it was my first impression.
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  #770  
Old October 23rd, 2004, 09:49 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Lol, never thought about that.

Ok, its idea time.

I still need suggestions for the repair homunculus and the reformation node. I could do something along the lines of a quicksilver being that can assume whatever shape it needs or I could do a glowing orb that will repair the ship magically, or I could make a spiderlike being that can repair the ship. I could even make a smithy if that sounds interesting. Should the repair homunculus be a smaller Version of the reformation node or something entirely different? Is there something I have not thought of that would be cool looking?

For the apothecary bay I was thinking of a bench with a mortar and pestle and jars and bowls that sort of thing.

For the mirror image I was thinking of three orbs each with image of a the same ship in them.

For the see invisibility I was thinking of a large lens mounted in a bracket.

Any ideas for the combat sensors and multiplex tracking?

Any ideas for any other components are welcome.
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