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  #801  
Old October 27th, 2004, 12:39 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

How about this for the autonomous magical constructs, actually... floating protomechanical heads with all kinds of glass tubing and arcane equipment projecting out of them (fulfilling Kwok's desire to have some link to the ship), and each type (aggressive/defensive/etc.) could have a different emotion as well as a different color, so the aggressive could be red and angry, while the defensive could be blue and wary, and the others... hmm, depends on what they are - I suppose there could be a Conservationist which is green and smiling and and reduces maintenance, or a - hmm, this is starting to remind me of Star Trek Mod's Captains; why can't you place Captains of different types on ships before you've researched Master Computers? Just use recolored population pics or something like PBC does for the various avatars

(Great work though, CovertJaguar... have you submitted any of your work to Malfador to see if you can make art for SE5? Speaking of which, has anyone actually heard back about that? I remember one person said he was turned down, but I haven't heard back yet and I haven't heard any other reports... )
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  #802  
Old October 27th, 2004, 01:38 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
CovertJaguar said:
I'm not sure what the comic has to do with anything
Neither am I, but it seemed perfectly sensible to my tired mind yesterday.
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  #803  
Old October 27th, 2004, 01:49 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Guess that all approved artists signed NDA immediately. So we won't hear about their work until release
And they don't declare of their approval on public because of extraordinary modesty, which is inherent to all artist
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  #804  
Old October 28th, 2004, 11:02 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

One project is plenty for me, lol.

Who said that there was only one golem running the ship. There could be a whole host of golems represented by the picture. Or the the ship could be designed for one strong and fast golem to run. The golem stays.

Here is a possible candidate for the Displacement Device:
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  #805  
Old October 29th, 2004, 12:21 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
Captain Kwok said:
I don't see how the "robot" guy can control a whole ship, why not give him a bank of controls with round-knob levers and maybe I can see him doing such.
You misunderstand how spelljammers operate... they are controlled through magical force of will by a spellcaster or a group of spellcaster sitting in a specially created and enchanted helm (similar to a chair). There are no levers or buttons to push... These golems are merely infused with even more powerful magic that allows them to control the ship without the constant presence of a wizard or other spell caster.
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  #806  
Old October 29th, 2004, 12:57 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Ok, sure. But why not throw in a few token knobs and levers they can move via spells? Their ships are going to be just plain boring otherwise.
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  #807  
Old October 29th, 2004, 01:02 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
Captain Kwok said:
Ok, sure. But why not throw in a few token knobs and levers they can move via spells?
Because that would be absurd.
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  #808  
Old October 29th, 2004, 05:29 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Quote:
Imperator Fyron said:
Quote:
Captain Kwok said:
Ok, sure. But why not throw in a few token knobs and levers they can move via spells?
Because that would be absurd.
Absurd would be having them with bubbling cauldrons...
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  #809  
Old October 29th, 2004, 10:27 AM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

Just a question: how good is the AI in the latest Version of Adamant? I´m tempted to play the mod but since i only play single player games nowadays i wish for a good challenge from the AI...

Even if the Ai is a little weaker, what settings would you recommend for me to boost the AI so the game would pose a good challenge (except the setting All AI against the Human player, because i like some diplomacy).
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  #810  
Old October 29th, 2004, 02:52 PM
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Default Re: Adamant Mod Discussion Thread (0.15.00 Release

If you regularly squash TDM AIs with your hands tied behind your back and your eyes closed, the Adamant AI will be woefully inadequate, as will non-cheating AIs in any mod. If the stock game AI is still fun to play against, the Adamant AI should be good enough. It is a bit homogenous (as in, races will tend to use the same designs, research paths, etc.), but then, so is the stock game AI... There are likely still a few quirks here and there, but they are minor in comparison to what has been fixed in recent Versions...
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