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  #1011  
Old December 19th, 2004, 08:45 PM
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Default Re: Adamant Mod Discussion Thread

Here is a another one.

The Illusion Mephit:
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  #1012  
Old December 20th, 2004, 05:26 AM
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Default Re: Adamant Mod Discussion Thread

Are you sure?
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  #1013  
Old December 20th, 2004, 05:41 AM
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Default Re: Adamant Mod Discussion Thread

Could be an illusion I suppose, lol.
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  #1014  
Old December 22nd, 2004, 02:39 AM
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Default Re: Adamant Mod Discussion Thread

Here are some more.

The Earth Mephit:


The Longhorn Mephit:


The Lesser Mephit:


Just one mephit left. The wailing mephit. Any ideas? What is a wailing mephit supposed to look like?
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  #1015  
Old December 22nd, 2004, 02:40 AM
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Default 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.

Could you make the earth mephit look more like stone than... mud?
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  #1016  
Old December 22nd, 2004, 02:59 AM
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Default Re: Adamant Mod Discussion Thread

More like this:


I'll have to think about the wailing mephit a little, see if I can come up with something.
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  #1017  
Old December 27th, 2004, 10:17 AM

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Default Re: Adamant Mod Discussion Thread

Fyron, CJ what is happening with the images/mod?
This tread had dropped onto the 3rd page!

CJ how far along are you with the magic images, need any inspiration for the remaining ones? I love the recent Mephits, really good.
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 has Ed Kolis done more Organic paradigm components?
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  #1018  
Old December 27th, 2004, 12:50 PM
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Default Re: Adamant Mod Discussion Thread

No, just the multisensory input nodes and the discharge weapons...
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  #1019  
Old December 27th, 2004, 05:11 PM
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Default 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.

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  #1020  
Old December 27th, 2004, 05:26 PM
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Default 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.
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