Author Topic: Adraax: Klyro's City Project  (Read 86772 times)

Baldur

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Re: Adraax: Klyro's City Project
« Reply #795 on: September 04, 2006, 12:18:44 pm »
True, but the grown Baku would be more important, who wants a drifting city-hall?

rast

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Re: Adraax: Klyro's City Project
« Reply #796 on: September 04, 2006, 12:20:09 pm »
point taken ;)
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minetus

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Re: Adraax: Klyro's City Project
« Reply #797 on: September 05, 2006, 11:24:10 am »
back from my 3 day vacation.. wa 2 pages of new posts ;D

about the rising/lowering tide we discussed it a few pages back and the city is located at the highest tide point so there is no floods, at low tide there is a few rivers that cross town and can be used for transport up/down river :D
reference picture:

theres possibility for part of the town to be nomad with the tide height floating up and down with the tide, making the city very populated at high tide and less at low tide.
this same nomad part of the city could meet a nolthir camp at a lower level and open a merchant way between both races, if this was the case klyro architecture in this city would have some influences of nolthir architecture
« Last Edit: September 05, 2006, 05:24:11 pm by minetus »

Xillix Queen of Fools

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Re: Adraax: Klyro's City Project
« Reply #798 on: September 06, 2006, 05:02:22 am »
I meantioned the contest in earlier posts in the thread

the two things most needed

Flora

and

Architechture

I will give every item i possess to this cause and i can make it worthwhile in game for artist to contribute to the contest, i would need unilateral support from other members of the adraax community to want to open a contest to the fine folks of yliakum. Xillix is bored enough that material gains have no meaning anymore. I would much rather enable this project than retain my material wealth.

Baldur

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Re: Adraax: Klyro's City Project
« Reply #799 on: September 06, 2006, 08:34:19 am »
We could wait until everyone's rested out from the Texture contest. No haste.

Xillix Queen of Fools

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Re: Adraax: Klyro's City Project
« Reply #800 on: September 07, 2006, 01:58:55 am »
sounds good but beggining the debate and discussing rules is not too soon

RayvenD

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Re: Adraax: Klyro's City Project
« Reply #801 on: September 07, 2006, 02:38:06 am »
Just a question is this city going to be implemented in game?
Let it whip!

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Karyuu

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Re: Adraax: Klyro's City Project
« Reply #802 on: September 07, 2006, 02:39:38 am »
Read the first post :]
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Baldur

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Re: Adraax: Klyro's City Project
« Reply #803 on: September 07, 2006, 07:27:38 am »
sounds good but beggining the debate and discussing rules is not too soon
Of course. Just warning in advance.

Xillix Queen of Fools

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Re: Adraax: Klyro's City Project
« Reply #804 on: September 09, 2006, 10:52:07 pm »
have not seen inca in a while . .. where is Inca?

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Re: Adraax: Klyro's City Project
« Reply #805 on: September 10, 2006, 05:36:34 am »
A good album i know is the

Yoshida Brothers (1&2)
it will go very well with PS...

here is a site where you can listen to their songs for free:

YB 1:     http://www.jukeboxalive.com/album.php?album=255317
YB 2:     http://www.jukeboxalive.com/album.php?album=255298

 :D

rast

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Re: Adraax: Klyro's City Project
« Reply #806 on: September 10, 2006, 11:31:08 am »
sounds ok - but remember everything for planeshift has to be specificly made for planeshift...though if someone could make something like this it would go well with the algae farms and streets of klyro city :)
"You're just jealous because the voices are talking to me and not you...."

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Re: Adraax: Klyro's City Project
« Reply #807 on: September 11, 2006, 05:57:47 am »
oh ok   :D

minetus

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Re: Adraax: Klyro's City Project
« Reply #808 on: September 14, 2006, 05:18:14 pm »
i would like to start a discussion about possible construction materials involved in:

• house building (includes anything that may be inhabited by klyros or animal, also fences and other military fortifications in case of need)
• roads and city walk ways
• outdoor artistic decorations (includes statues, decorative tissues, plants etc)

example:
*insert name here* - bamboo type wood - commonly used in small houses, stables and fences

Baldur

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Re: Adraax: Klyro's City Project
« Reply #809 on: September 14, 2006, 05:39:53 pm »
*As we have cliffs and obviously limestone(judging from the Baku) minerals will be easy to find to build roads and walk ways.
*Houses can not consist of limestone if they are to be underwater, neither can a Baku host a family subdue. I would suggest a rubber material both applied to houses subsurface and above it, Klesstron perhaps.
*Wave-inspired art, possibly air and earth influenced too.

Possible building materials
Klestron - Rubbery material used to cover buildings beneath and above surface.
Limestone[Bakla(Bak-la:Baku-stone)] - A very common mineral in Eklato Bay. Used for making pavement and complicated structures*once wet*
Deggu - Mangrove-like swamp tree. Used for furniture and structure skeletons because of rubber qualities when wet.

Personally, I think we should dig through what we already instead of making new materials which we forget along with the old materials. Keep old ideas alive. Klestron was a good and original idea, so was the high values of Limestone in Eklato Bay making it possible for the Baku to live.

I hope that helped some, i'm not sure it did.
« Last Edit: September 14, 2006, 05:54:24 pm by Baldur »