Author Topic: Adraax: Klyro's City Project  (Read 87090 times)

Arangol

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Re: Klyro's City Project
« Reply #675 on: August 12, 2006, 08:22:59 am »
Looks good Gentar, nearly the same ship and design as the Klyron Blockade Runner you drew here earlier. The mast needs to be tougher in the thinnest part, otherwise the sail can't take much air.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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Klyros City Project
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Inca Sator

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Re: Klyro's City Project
« Reply #676 on: August 12, 2006, 09:38:00 am »
I agree with Arangol about the size of sail. Also one serious weak thing in concept: it's ram. When your ship rammed the enemy vessel then it will jammed in it's broadside--> so, when enemy vessel start to go under - your ship will probably sank with it too :( What do you think, Gentar, about it... and about my last letter i sent you a week ago?

Baldur

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Re: Klyro's City Project
« Reply #677 on: August 12, 2006, 10:20:59 am »
A solution to that would be a disposable ram, one who can easily by chopped off and replaced. This means this boat will only serve as a one timer or until they've had the ram replaced. We could have a special lock mechanism for easily strapping on and disreplacing it.

Perhaps a concept would be this sail(one on the front)

It looks kinda like it, already, just make it bigger and let it loosen up.
It is used for fast travelling, often in competitions like Davi's cup. The first time one invented this they won a groundbreaking victory and everyone started using this.

I'm all ears of what you other's think :)

Also, 2 weeks late news: ArcaneFalcon is ready for our ideas and he is eager to know what, and how we want to do it. Should I PM him personally after a discussion with you, or do you want to send him one?

This discussion should probably  resemble a meeting where the members, us, add suggestions and personal viewpoints. These are later scribbled down by a secretary who, later on does a sum up for sending in.

What do you think?
« Last Edit: August 12, 2006, 12:10:09 pm by Baldur »

Gentar

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Re: Klyro's City Project
« Reply #678 on: August 14, 2006, 02:57:43 am »
Inca, early ships such as the greek trireme's main offensive attack was a ram situated simlar to the one on my concept. But the use of the ram on my boat is wrong as you say. In the greek triremes they would ram the enemy ship in order for it to be inmaneuverabvle so that it could easily be boarded. So, my ram ship could be used for this tactic; however, I think that if you were to ram a ship and then have all of the oresmen row in the reverse direction while haveing klyros on the bow of the ship pushing away form the enemy with long poles, it could be used for the the purpose of sinking

Xillix Queen of Fools

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Re: Klyro's City Project
« Reply #679 on: August 14, 2006, 03:26:39 am »
I say saw-like blades to cut the ship in twain through wave motion as the two are locked.

Baldur

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Re: Klyro's City Project
« Reply #680 on: August 14, 2006, 01:43:55 pm »
It seems we've slowed down. How are you guys making it? What have you done the last days?

My excuse is i'm working on getting better on anatomy and have been with my father 20, european, miles away from home partying with my realtives.

Arangol

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Re: Klyro's City Project
« Reply #681 on: August 14, 2006, 04:41:30 pm »
Enjoying the last vacation days on the beach  :innocent:

I haven't been working so much on my house boat, just some inside and outside smoothing and some small stuff.
Have been improving my 3d skills by making various different stuff like a human, some rock-human guy and clothes to both of them.

Now that school started again, I try to get better grades, so I wont have as much time to post on forums as usual, but more time to do 3d. ;)
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

Choose how the Klyros town will look like:
Klyros City Project
Klyros Names

Xillix Queen of Fools

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Re: Klyro's City Project
« Reply #682 on: August 15, 2006, 10:20:53 am »
if you all would like this to move to private as developement continues i offer use of my webspace for that purpose . . .let me know it'd take a few days to implement but i have room.

LARAGORN

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Re: Klyro's City Project
« Reply #683 on: August 15, 2006, 04:22:31 pm »
if you all would like this to move to private as developement continues i offer use of my webspace for that purpose . . .let me know it'd take a few days to implement but i have room.

I know this has been suggested before; however, I would like all of you to reconcider.
If this city is ever to be accepted and used, it cannot be on a public forum.
Talad will not use anything that has been viewed and critiqued by the public.

What do the rest of you think ?

All great truthes begin as blasphemies- SHAW
Adraax KCP Adraax Forum

Baldur

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Re: Klyro's City Project
« Reply #684 on: August 15, 2006, 05:06:59 pm »
If anyone of us want credit for what we have done, make this real then that would be a good idea. The Treecastle-project did move and is still operative, we simply need more space in order to make it easier to browse and through that enable a much easier overview. What has been done and what needs to be done.

The choice is if we want to keep this a training-tool or actually make something and, perhaps, add a few ideas to the developer team in time for the real "Klyro's City" Project.

I'd like to move out. We could use This(this page) as a place for recruiting if one doesn't find our forums/sites. This migration would enable our chances of getting things implemented, meantime continuing with our training.

Ladies, and gentlemen. What do you think?
« Last Edit: August 15, 2006, 05:15:58 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #685 on: August 15, 2006, 07:08:57 pm »
as inca would say, i tink we are tinking too much on the grand klyron city, and along this last month(s) we had been ever so forth deviant towards our initial objectives, this including my self too, as ive been making the 3d terrain, perhaps ive added too much importance to it.

too every one id like to remenber the purpose of this project, that is to discuss, and sugest, the klyros way of living, the architecture and habits(artistic, hunting, fishing etc etc).

about moving the project, hmm for me i stand as i standed before when joselis proposed the very same thing.

Baldur

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Re: Klyro's City Project
« Reply #686 on: August 15, 2006, 07:22:41 pm »
We do discuss this, but the project has developed more into something bigger then a city. We do have space for the old city bit also much more. Oh well, I always forget the main point :-\

* Baldur wanders off, getting the point but not really understanding how it could develop.

Xillix Queen of Fools

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Re: Klyro's City Project
« Reply #687 on: August 15, 2006, 07:43:58 pm »
I know the idea of moving has been suggested before. If this project is meant just for practicing skills etc that is cool. I want to make clear though that i dont think of this as a -grand Klyros city- or anything of the like. I think of the project as originally intended as a small fishing community but I also see that imaginations are hard to reign in. When I came aboard the history of the Klyros was very rich, and some rather epic things had happened to the Klyros of this area. Therefore when I wanted to justify a name offered for the city, that story mimicked the established tone of writing, it had to make sense. I think as per the title of this thread the guiding priciples moved from villiage to city and that is where it is at. There can be little denying that the city as it is now is actually imaginatively grand, you have  a floating area of the city and a sentinel who fought Talad himself here. If all of you (who have been doing this longer and are more invested in the project) think of this largely as a place to work out ideas and sharpen skills i will happily continue to aid in that mode. My point really is that even if you were making a single hut with the hope of it being included in the game eventually it would be best done privately.

I do not mean to be contentious and i am not arguing one way or the other for it to be moved just weighing in on previous arguments-
 

Inca Sator

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Re: Klyro's City Project
« Reply #688 on: August 15, 2006, 08:48:41 pm »
For my opinion, Minetus proclaimed the main tasks of KCP project very rightly. As i sad before, if we want this city be implemented in game the great work must be done - it got to be 150% originality and quality. We must prove that this project unique and worthy to be implemented. We must conquer the favor from Community and Team (Everybody - vote for KCP!!!)...also some of KCP team members can join the PS team during this processing.
As for me, i think we all invented many great ideas for klyron way of living, better understanding the PS-universe - i think this is toppingly. After reading Klyron History from Kixie and Xilix i can't regard to PlaneShift as to game anymore ->it's a New World, an entire Universe with very complex structure and concept - our Final Fantasy :)
... But, let's make some architecture for klyros, a? :D

P.S. If everybody approved Xilix story - then why our city still nameless? Adraax -Klyron City Project or just Adraax City Project.
One more thing - i suggest to take out all 3d content (.3ds,.obj) from open sources.

Baldur

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Re: Klyro's City Project
« Reply #689 on: August 15, 2006, 08:53:06 pm »
I'm sticking to Adraax...City