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-   -   A pirates life for me... (http://forum.shrapnelgames.com/showthread.php?t=2143)

Suicide Junkie January 6th, 2002 10:56 PM

Re: A pirates life for me...
 
It is only potential.

The same thing occurs on a smaller scale if you try to build a single 200 mineral mine on a planet: you don't waste 1800 minerals and 2000 org & rads.

Suicide Junkie January 14th, 2002 04:21 AM

Re: A pirates life for me...
 
Update:
I'm in the middle of adding the grav techs, and I discovered that the sector - sensor interference ability dosen't work on components http://forum.shrapnelgames.com/images/icons/icon9.gif

I currently have:
engines for ships & fighters
(grav tech lev 1-4, and 2-5)
Graviton Flux Cannon (platform weapon)
(grav weapons lev 4-6)
Adv. PDR
(grav weapons lev 1-3)

In progress:
Missile Launcher upgrades (+4 speed all missiles)
(grav tech lev 1-5)

Still to add:
Singularity mines
(grav weapons lev 3-5)

Racial Techs (to be added):
Crystalline - missile upgrade
Organic - missile upgrade
Psychic - ?
Religious - ?
Temporal - ?

Note: I increased the power of those platform GravyGuns, and now, at optimum range, the level 1/2/3 cannon has a damage rating of 2.5/5.0/10.0, armor piercing http://forum.shrapnelgames.com/images/icons/shock.gif , but the damage does fall off exponentially (half power for each square away from optimum).

[ 14 January 2002: Message edited by: suicide_junkie ]

EDIT: Oh, almost forgot: To be Added: smaller/earlier warp point manipulation devices.

[ 14 January 2002: Message edited by: suicide_junkie ]</p>

jimbob January 14th, 2002 05:37 AM

Re: A pirates life for me...
 
"sector - sensor interference doesn't work on components"

Well crappy, I've got to say I'm disappointed with that limitation. I didn't really test it as well as I should have!

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> half power for each square away from optimum <hr></blockquote>
What is optimum distance now?

Ciao

Suicide Junkie January 14th, 2002 04:08 PM

Re: A pirates life for me...
 
Roughly 11 (same as your original IIRC). The max & min range spreads out from there as tech increases.

I thought we'd come up with some racial crossover techs, but I can't seem to find that in the thread...
We still need three more, as below.

For temporal-grav, how about "Relativistic Stasis Generator", which slows down time for ships (when idle only) reducing maintenance. (Similar to crystalline thing, but ship-based)

jimbob January 15th, 2002 03:01 AM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Graviton Flux Cannon (platform weapon)
(grav weapons lev 4-6)<hr></blockquote>

Is this the black hole projector? With the tech levels (4-6) that's my guess. What did you decide for a final damage, size and cost? Does it still have the minimum range limitation?

I didn't notice the inertial dampener stuff, did you keep it? [edit: never mind... engines]

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
Racial Techs (to be added):
Crystalline - missile upgrade
Organic - missile upgrade
Psychic - ?
Religious - ?
Temporal - ?
<hr></blockquote>

Yeah, cross overs are tough... Space-Time Ripper for the Temporal (massively nasty ramming weapon?)

Meditation dome for Psychic (fully re-create the experience of the womb through psychic harmonic memories backed by near zero-gravity effects).

For Religious construct absolutely massive temples by utilizing antigravity suspension systems.


Is the gravity tech tree as fleshed out as the other trees though? Biological and religious seem to have a great deal more techs than what we have for gravity. Am I wrong? Are these techs just really powerful, and therefore sufficient?

just some questions and thoughts
jimbob

[ 15 January 2002: Message edited by: jimbob ]</p>

Suicide Junkie January 15th, 2002 06:13 AM

Re: A pirates life for me...
 
Yeah. One thing I discovered was that a black hole big enough to be containable (low enough temperature) would contain enough energy to roast an entire solar system.
Therefore, I won't make any normal tech blackhole devices (SM is ok, since the effects are appropriate http://forum.shrapnelgames.com/images/icons/icon12.gif )
I'm going to explain away the Psychic MSG's as being gram range warheads, and allow the psy powers the ability to compress pebbles down to the plank scale (in order to form a BH). Obviously, it takes many hundreds to a thousand beings working together since the component takes up 70KT vs a 10KT crew quarters. http://forum.shrapnelgames.com/images/icons/icon7.gif

Name := Graviton Flux Cannon III
Description := Planetary gravity is focused into a massive, turbulent pulse, centered at the location of an enemy vehicle. The focal point is restricted to long range to avoid irreparable damage to the planetary surface.
Pic Num := 102
Tonnage Space Taken := 100
Tonnage Structure := 100
Cost Minerals := 1000
Cost Organics := 100
Cost Radioactives := 5000
Vehicle Type := Ship
Supply Amount Used := 1000
Restrictions := None
General Group := Weapons
Family := 2020
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Advanced Gravitic Weapons
Tech Level Req 1 := 6
Tech Area Req 2 := Physics
Tech Level Req 2 := 1
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 0 0 0 0 0 0 500 1000 2000 4000 8000 4000 2000 1000 500 0 0 0 0 0
Weapon Damage Type := Skips Armor
Weapon Reload Rate := 8
Weapon Display Type := Torp
Weapon Display := 36
Weapon Modifier := 50
Weapon Sound := gravhell.wav
Weapon Family := 20

Crossovers:
- "Sky Temples" (double effect? One facility slot for all 5?)
- Space-Time manipulation of some sort (weapon, maint reduction.
- Psy: Ooh, what about a remote control for ships? Something about combining Tk and grav abilities. Perhaps a more effective boarding defense (sit behind a bulkhead while shredding enemies with gravyguns)?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Is the gravity tech tree as fleshed out as the other trees though? Biological and religious seem to have a great deal more techs than what we have for gravity. Am I wrong? Are these techs just really powerful, and therefore sufficient?<hr></blockquote>While these techs are quite powerful, the most powerful ones have limitations as well. The racial trait covers quite a bit of ground as well:
- 6 missile types accelerated
- platform guns
- early/mobile warppoint manip
- powerful Q-BH mines (detectable by maxtech grav sensors, but just one can vaporize a big ship)
- point defense repulsors

For comparison, organic has:
- armor
- seeker, beam & 2 pulse weapons
- medical, reproduction & pure-pop facilities

dumbluck January 16th, 2002 01:09 PM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by suicide_junkie:
I thought we'd come up with some racial crossover techs, but I can't seem to find that in the thread...
<hr></blockquote>

Right now, its on pages 4 & 5. What, I'm not bored! http://forum.shrapnelgames.com/image...s/rolleyes.gif

Suicide Junkie January 17th, 2002 02:53 AM

Re: A pirates life for me...
 
LOL, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

So, how about "Sky Temples" (rel), "Predictive Grav Deflector Shield"(psy), and "Temporal space yard (component)"?

jimbob January 18th, 2002 04:53 AM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Description := Planetary gravity is focused into a massive, turbulent pulse, centered at the location of an enemy vehicle. The focal point is restricted to long range to avoid irreparable damage to the planetary surface.
...
Vehicle Type := Ship<hr></blockquote>

If the weapon is ship bound, then it no longer needs the range restriction... in fact one would be tempted to use it on enemy planets. Also, the weapon needs the presence of a large gravity well (ie. planet) to cause damage.. for the sake of continuity, what if the ship using the weapon is in a system with no planets? That is why the original Vehicle Type was set to "Platform" (and to balance the fact that it's really powerful).

I like the shield thing for the Psychic cross over. And the floating temple would be very cool (I'm looking forward to the picture.. would it have Aztec priests throwing the unfortunate sacrificees to their destruction? We can only hope http://forum.shrapnelgames.com/images/icons/icon7.gif )

Suicide Junkie January 18th, 2002 05:56 AM

Re: A pirates life for me...
 
Yikes, it appears that only the GFC III had "ship", the rest were weaponplatform only, as they should have been.

I thought I copied from GFC I to II to III. Wierd!

In other news, I've finished the missiles, and have put in the grav mines.
5K, 4K, 3K damage, and require grav sensors I, II, III to detect.
I have described the mines as blachholes, and to keep the total power output upon detonation lower than "Vaporize the entire star system", the mines use an external grav field to contain the radiation of a much smaller hole, pumping it back in to maintain stability until you want it to blow up.

RE: images.
I'm no artist, so I'm thinking of using the Vaccuum Gas Giant colony pic.

I think I'll go ahead and tweak all of the cloaking/sensor techs now... Gravity cloak levels will be based entirely on the mass of the ship, for one... Your grav sensor III will see Stealthy Baseships & BattleCruisers, but the Escorts can pass by undetected.

Small size defeats gravity sensors...
Stealth armor defeats passive sensors...
Scattering armor defeats active sensors...
Master computers defeat psychic sensors...

What could defend against temporal sensors, though?
If nothing, then what would be a good alternaive description for temporal sensors to allow hiding from them?

jimbob January 19th, 2002 02:44 AM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Small size defeats gravity sensors...
Stealth armor defeats passive sensors...
Scattering armor defeats active sensors...
Master computers defeat psychic sensors...<hr></blockquote>

Having an achilles heel for every sensor type, I like that! Was that in the original P&N and I just didn't see it?

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What could defend against temporal sensors, though?<hr></blockquote>

Sloth? Wait, no that's one of the seven deadly sins. http://forum.shrapnelgames.com/images/icons/blush.gif
Doesn't time slow down with an increase in the velocity of the ship (ie. time is distorted by higher velocities)? So the slower the ship, the harder it is to detect!?

[ 19 January 2002: Message edited by: jimbob ]</p>

Fyron January 19th, 2002 03:49 AM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What could defend against temporal sensors, though?
If nothing, then what would be a good alternaive description for temporal sensors to allow hiding from them? <hr></blockquote>

You could say that the temporal sensors use chronoton particles that are capable of detecting objects in the normal space-time continuum, and then have a "chronoton shield" that can cloak a ship from temporal sensors.

Alternatively, have a "time-flux generator" that removes the ship from the time-space continuum, which would cloak it from temporal scanners because it no longer creates any temporal distortions.

The second suggestion seems like it would require you to be a temporal race to do, so I think the first would be better.

Suicide Junkie January 19th, 2002 06:43 AM

Re: A pirates life for me...
 
Unfotunately, there is no way to determine the speed of a ship from the hull, or to set a cloak level depending on the number of engines http://forum.shrapnelgames.com/images/icons/icon9.gif

And it does sound like any sort of temporal defense would require temporal technology http://forum.shrapnelgames.com/images/icons/icon9.gif

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Was that in the original P&N and I just didn't see it?<hr></blockquote>No, I'm just thinking of adding it now... if I can figure out what to do with the temporal bit.

What about totally changing the temporal sensor to... a generic sensory thing.
It would have a little bit of all three standard scan types.
The larger the ship, shinier the hull, the bigger the effect it has on objects around it, leaving larger "causality ripples", detectable by the temporal scanner. Just filter out the background static, and known objects like planets & asteroids & visible ships.

I could then use the temporal ability to make a whole new cloak type, perhaps a Computer Security vs Hackers system?
Remove computer viruses, and use a biotoxin weapon to destroy both people & the organic bits of the MC.
Now, if you have an elite team of hackers aboard, you can spy on the automated systems aboard ships, unless the MC (Level 1 protection only) or E-security (Levels 1, 2, 3 & 4) teams block you.

If Destroyers are the first to be notices by top-level grav sensors, then we have 200KT to pack in the other cloaks on a Frigate.
20 for MC, 30 + 50 for EM.
That's half the hull space to provide enough cloaking to avoid All detection except by Temporal-?-&gt;Hackers.
That leaves 100KT for Engines, Defenses & Weapons, to be used when the ship decloaks.
At best, that might be an unshielded Plagueship, easily wiped out by platforms or sats, roasted in bunches by a ship, or invalidated by a medical ship.
As a long range scout, if equipped with solar panels and engines only, it might be useful.
Or, as an undetectable sensor buoy, if given grav sensors as well...

While awaiting comments on the temporal to multisensor, and temporalcloak to electronic security...
on to sensor packages!

Cost, size & platforms
Restricting sensors to maintenance-using platforms...
In order to make maintenance of your sensor nets an important issue, and thus enabling the cost & size to factor into buying decisions, only ships and bases should be allowed to carry sensors.
We can justify this for ship by requiring the sensor to be moved around in order to get a reliable reading. For bases, we can allow a much larger Version to be used, which works while stationary.

By now, you should be thinking that everybody will have to carry a grav sensor by default, since it can always see ships destroyer or above.
So, it will be a very expensive and large piece of hardware http://forum.shrapnelgames.com/images/icons/tongue.gif Perhaps 600KT, and $20K for the ship-mount, and 1200KT/$10K for the base mount (1/4th maintenance of the ship-mount). Mostly radioactives, but a few thousand minerals too.
These sensors will only become mountable once ships large enough to be detected arrive, so it all works out OK http://forum.shrapnelgames.com/images/icons/icon7.gif

The next thing: everybody already uses stealth armor for the 15% defense bonus, and the armor is only 30KT and dirt cheap. We can allow passive sensors on anything, though more powerful Versions should be larger.
30KT/50KT/90KT, say. You can fit even the biggest passive on a medium sat, or a small sat if you "think big" http://forum.shrapnelgames.com/images/icons/icon7.gif
Mineral cost all the way, but under $1000 for the level 3. Except, add $1000 rads, $250 organics and $9000 minerals for the self-powered, and self-maintaining sattelite Version http://forum.shrapnelgames.com/images/icons/tongue.gif

The other standard tech sensor: Active EM.
You're breaking through a 50KT lump of crappy armor that used to be of little use. 15% ECM in a 50KT space that is almost always better used for an additional shield generator or gobs of armor.
We can throw this one in between the others.
?60KT/120KT/180KT?
$3000 radioactives, plus $1000 minerals, and a bit of organics.
We can pack a level 1 onto a sat, 2 if we think big, and the level 3 can only be used on a ship/base.

OOh, the psychic sensor!
We get to go wild on organics cost, $5000, with $500 mineral/rads.
Space requirements should be in crew quarters/lifesupport... 2/4/8? (thats 40/80/160KT)
Only allowed on Ships/Bases, since sats can't support people permanently.
(This may seem harsh, but we'll see about the defenses later http://forum.shrapnelgames.com/images/icons/icon12.gif )

And, the Hackers.
They need some decent hardware, and lots of power to run it. They also need lots of snack food and coffee. Gobs of maintenance for the salaries.
100KT/40KT/20KT, since we start working better, not harder.
Cost still goes through the roof to get these people...
$1000 (all 3) up to $10,000 (all 3)

Defenses
Grav cloak is a basic part of the hull, no extra cost.
- Battlemoons and other bigboys block nothing
- 1599KT to 600KT block Level 1 (BattleStation)
- 599KT to 300KT block Level 2 (Cruiser/Space Station)
- 299KT to 1KT block Level 3 (Frigate/Any unit)

Both EM cloak types:
Armor tech alone Blocks Level 1.
Cloaking tech levels then upgrade the armor to block levels 2 and 3.
Prices may be increased.

Master Computers:
All MCs provide block Level 1 Hacking attempts
MC I/II/III, block psychic scans at Level 3/2/1.
IE: the more compact the computer, the easier to detect as a thinking lifeform!

E-Security:
Say, 30KT continuous, but rapidly increasing in mineral/rad cost.

PS: one more note, incase you've read this far http://forum.shrapnelgames.com/images/icons/icon12.gif
How about labelling the various scanning/cloaking levels with something meaningful.
IE: instead of "Level 1 Hacking" use "Script Kiddies"
Level 1 Passive is "Visible-band EM"
Level 2 Passive is "All-band EM"
Level 3 Passive is "Actively suppressed EM"

I need some suggestions for the hackers, psychics and active EM.

PPS: if you don't like the hackers idea, please suggest something else.

PPPS: in fact, any suggestions are welcome.

Phoenix-D January 19th, 2002 07:30 AM

Re: A pirates life for me...
 
"What about totally changing the temporal sensor to... a generic sensory thing.
It would have a little bit of all three standard scan types."

You could.. but this leaves you with another cloak type to play with http://forum.shrapnelgames.com/images/icons/icon7.gif You don't *have* to leave it temporal, I think; could be moved elsewhere.

Lesse.
Active EM
Passive EM
Gravitic
Psi

I'm trying to think of something else a ship could "leak" that would let it be picked up. Communications? Engine wash? Stray tachyons from the power plants? Warp emissions of some kind?

Phoenix-D

Suicide Junkie January 19th, 2002 05:56 PM

Re: A pirates life for me...
 
One minor detail: I was going to make the SENSOR do generic work, thus freeing the temporal CLOAK for something else...
such as Hackers/E-Security (acting like a cloak/sensor pair)
(Where hacking in only lets you see the location of the enemy ship, not control or damage it)

jimbob January 23rd, 2002 06:25 AM

Re: A pirates life for me...
 
I wish I could come up with a good idea for the temporal scanner, but no ideas yet... too bad ship velocity can't be used. No ideas yet http://forum.shrapnelgames.com/images/icons/icon9.gif

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> By now, you should be thinking that everybody will have to carry a grav sensor by default, since it can always see ships destroyer or above.<hr></blockquote>

Would inertial dampeners decrease the mass of the ship enough to hide larger ships from gravity sensors?

Suicide Junkie January 23rd, 2002 03:29 PM

Re: A pirates life for me...
 
Inertial dampers were converted into Grav-Spike engines. (+1 thrust, -1 supplies used)

PS: Is there any reason why nobody has commented on my idea about the temporal cloak ability being used for "E-Security" and temporal scanner ability being used for "Hackers"?

Suicide Junkie January 24th, 2002 04:57 AM

Re: A pirates life for me...
 
Finally here: The P&N v2.5 (Beta)
Direct any bug reports or tweak requests to this thread http://forum.shrapnelgames.com/images/icons/icon7.gif

Suicide Junkie February 11th, 2002 05:57 AM

Re: A pirates life for me...
 
P&N for PBW is out!

And, the AI Patcher has been revived, simpler to use:
- Browse your harddrive to get to the AI files.
- Click the "Patch this AI" button.

Features:
- All files from one AI are patched at the same time.
- Security feature prevents double-patching and lost backups.
- Will automatically decrement one characteristic if required because of the new "choose characteristics, then advanced traits" feature of SE4.

PS: Click the P&N "Downloads" link in my sig to get this.

[ 11 February 2002: Message edited by: suicide_junkie ]</p>

Phoenix-D February 11th, 2002 08:48 AM

Re: A pirates life for me...
 
"All files from one AI are patched at the same time."

ARG! http://forum.shrapnelgames.com/images/icons/icon7.gif So much for that. Techmod uses the same engine scheme as P&N, so I was just using your patcher to update the AIs. Oh well, I think I still have an old Version in here somewhere.. I just won't be able to refer people to your tool to make that easier.

Phoenix-D

dumbluck February 11th, 2002 08:52 AM

Re: A pirates life for me...
 
If you don't have one, I still have a copy of it.

ts22 February 11th, 2002 04:05 PM

Re: A pirates life for me...
 
So now that I have to wait another month for SEIV Gold, I have decided to check out this P&N mod. Without reading through 30+ pages (wow!), could someone tell me what I need to do to get this mod? Do I need to download all the Versions or just the latest? Thanks a bunch!

Suicide Junkie February 11th, 2002 07:03 PM

Re: A pirates life for me...
 
It sounds like you've found the download page.

All of the Versions are fully self-contained, so unless you need an old one (for example to play one of the scenarios), just D/L the latest Version.

V2.5 PBW has some tweaks that may hinder the AI a bit, but it shouldn't be too bad.
If you wait until wednesday night, I'll have a non-PBW v2.5, and I'll include some friendlier quadrant types.

Also, for maximum challenge, choose to be a pirate or nomad, rather than a "Normal" race.
As a Pirate/Nomad, feel free to use all the tricks in the book, assuming you can afford them http://forum.shrapnelgames.com/images/icons/icon12.gif

As the minimum, download one Version ZIP (the latest).
Extract it to your SE4 folder; it will create a "SuicideJunkieMods" folder and a "copy of path for P&N#.#.txt" file.
Replace path.txt with the "copy of..." file, and run SE4.

Note that most savegames and saved empires are not compatible with P&N v2 due to changes to racialtraits.txt
As a quick guide to compatibility. Savegames are not compatible between different Version numbers, but are compatible between different Version letters. Saved empires are slightly more flexible.

Addons:
- P&N comes with all of the standard races appropriately modified to play under P&N v2.5.
If you wish to add new races, such as TDM modpack races, you also need to download AIPatcher2.exe.
To use the AI patcher:
- run the patcher, and a blue program window will appear.
- from the combo box in the top-center of the window, choose "P&Nv2"
- on the left side, there is a directory tree with a drive selector below it. Double click folders in that to browse to the location of your AIs inside the P&N modfolder.
- When you get to a valid AI, you should see the words "Found AI_General.txt" in the status box on the right.
- Click the "Patch This AI" button.
- After a second, the status box should read "completed AI_general" and "completed AI_designcreation"
- if you see "Forced to decrement a characteristic", then the AI has lost 1% in something (likely maintenance reduction), but the patch has completed.

If an error occurs, clicking Abort will restore the files to their original state. Retry will try the patch again (in case you've changed the file in the meantime), and ignore will continue on with the next file to patch.

ts22 February 13th, 2002 06:39 AM

Re: A pirates life for me...
 
Thanks for the info! Got it working and it is very fun! I really like the way the engines now work, gives the game a more realistic feel. I haven't combined the P&N with the TDM Modpack files yet but will soon. Thanks again. Great work.

Suicide Junkie February 14th, 2002 02:49 AM

Re: A pirates life for me...
 
You're welcome.
Since you've gone with the PBW Version (I assume), I'll hold off on the basic v2.5 until I can include all of Val's component images. That should be very cool http://forum.shrapnelgames.com/images/icons/icon6.gif

Suicide Junkie March 2nd, 2002 09:12 PM

Re: A pirates life for me...
 
I found a bug in the AI patcher, and so a new Version has been uploaded.
This only affects conVersions to P&N.

Phoenix-D March 3rd, 2002 12:33 AM

Re: A pirates life for me...
 
"Temporal =&gt;=&gt; Electronic Security/Hackers (0% done)"

Hmm. I like changing things, but this doesn't seem right to me. IMO to hack something you need to be able to reach it, and see it. Having hacking allow you to see a ship seems strange. Maybe as an intelligence action, but I don't think that's possible..

Phoenix-D

Suicide Junkie March 3rd, 2002 01:43 AM

Re: A pirates life for me...
 
I was thinking along the lines of "pretending to be a civilian ship" sort of stuff.

If you have a suggestion for a regular-tech cloak/sensor combo to use instead, I'd welcome it.

Phoenix-D March 3rd, 2002 02:00 AM

Re: A pirates life for me...
 
Eh. OK, that makes more sense.

Let's see.. we have Active EM, Passive EM, Gravitic, Pysic (sp) and Temporal to work with. You want to change temporal.

The EM spectrum is covered, and I really don't see any way to do "active gravitic" other than, oh, throwing rocks..maybe Tachyons? Whups, the active sensor is named Tachyon sensor, isn't it.

Hmm.

Phoenix-D

Suicide Junkie March 3rd, 2002 02:36 AM

Re: A pirates life for me...
 
I'd renamed the tachyon sensors to just Active sensors.
Levels 1-3 are EM, wideband EM, then tachyons.

If you can think of something to fill in the top slot in the active Category, then the temporal sensor could be based on tachyons...

Note: they top slot must be defeatable by sufficiently advanced scattering armor.

Phoenix-D March 3rd, 2002 03:44 AM

Re: A pirates life for me...
 
Fullband EM perhaps? (wideband being more of the spectrum than standard, but fullband being ALL of it)

Phoenix-D

Suicide Junkie March 3rd, 2002 05:17 AM

Re: A pirates life for me...
 
Further into the high-energy bands, since they're harder to use/control, I suppose. Works for me. "X-raydar" http://forum.shrapnelgames.com/images/icons/icon10.gif

Any ideas about how to hide from three levels of tachyon sensors?

Phoenix-D March 3rd, 2002 06:35 AM

Re: A pirates life for me...
 
The tacyons would mostly come from the reactors and engines IMO..I use Engine Baffles for the equvilent in Techmod, but that might not make as much sense here (there it applied to passive sensors)

Hmm. "Tachyon Dampener" is already taken by the weapon-killer defense, isn't it.

EDIT: that would be for a passive-type tachyon sensor (it could go either way, but you only have one leftover sensor type..)

For an active type tachyon sensor, something like "Tachyon Scatterer" or "Tachyon Brake" might work. Tachyons are FTL only, so if you slowed them down below light speed.. poof. hence the "brake".

Phoenix-D

[ 03 March 2002: Message edited by: Phoenix-D ]</p>

Suicide Junkie March 3rd, 2002 07:23 AM

Re: A pirates life for me...
 
Well, we can go with the tachyons, and I'll just domino-bump the description of the weapon destroyers.

What king of thing could damage weapons only?
Something that causes ammo to prematurely detonate, perhaps?

Phoenix-D March 3rd, 2002 08:21 AM

Re: A pirates life for me...
 
Sure. But then you have a problem with energy weapons http://forum.shrapnelgames.com/images/icons/icon7.gif I suppose it could overload the power source for those or something.

EDIT: for that matter there's no reason tachyons couldn't do both. Think about radar vs laser. Both use EM radiation, but one is a sensor, the other a weapon.

Phoenix-D

[ 03 March 2002: Message edited by: Phoenix-D ]</p>

Suicide Junkie March 3rd, 2002 07:36 PM

Re: A pirates life for me...
 
Good point. Sounds like a plan http://forum.shrapnelgames.com/images/icons/icon7.gif
I can expand the tachyon damper tech into a cloaking device as well.

PS: An off-by-one bug in P&Nv2.5 PBW has been found:

"Heavy Bombardment Missile IV (G-spike)"
Number of Tech Req := 2

should be:

Number of Tech Req := 3

It is probably easiest to change this manually.

[ 03 March 2002: Message edited by: Suicide Junkie ]</p>

Suicide Junkie March 24th, 2002 07:08 PM

Re: A pirates life for me...
 
I have finally finished the major coding for v2.6 PBW. As well, I've done some preliminary testing this weekend, and cleaned out the obvious problems.

I am now looking for people to help test the mod, and to suggest improvements & tweaks.
It is certainly a No-AI mod, so I'm thinking of starting a PBW game. The PBW game forum would be quite useful.

See the P&N download page for some of the major changes since Last Version.

Anyone who is interested, please reply here.

Fyron March 24th, 2002 09:57 PM

Re: A pirates life for me...
 
I'd be interested in helping to test it. I haven't played much with P&N, but from what I have seen so far in "P&N on PBW, take 2" over at PBW, I like it. My colony ships and scout ships actually cost more Radioactives than Minerals! Aaron should take some of the basics of your mod (namely the balanced resources and QnP) and use them for standard SEIV.

jimbob March 26th, 2002 03:15 AM

Re: A pirates life for me...
 
I'm in.
There are a couple of other guys I've been bugging to try out P&N, so hopefully they'd be in too. I'll get back to you on that.

Gold? I couldn't find 2.6, just 2.5b and 3.0

Edit:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Weapon/Supply Restructuring
-Energy weapons have drastically reduced supply usage, boosted radioactives cost (PBW: 100% done)
-Matter weapons have drastically increased supply usage, resource prices only include launcher/cannon/etc (PBW: 100% done)<hr></blockquote>

I like the restructuring.

[ 26 March 2002: Message edited by: jimbob ]</p>

Suicide Junkie March 26th, 2002 06:38 AM

Re: A pirates life for me...
 
I've PM'ed you guys.
The more the merrier I say.

Suicide Junkie March 29th, 2002 02:54 AM

Re: A pirates life for me...
 
AIPatcher2b.exe is here!

Corrects an uncommon bug, where vehicles with zero misc abilities were incorrectly patched.
Added an explicit modchoice for P&N v3.0

jimbob March 29th, 2002 08:03 AM

Re: A pirates life for me...
 
So, not being the big modding guy and all, I generally come up with about... oh 1 idea per month. And so here's my idea.

[fanfare] The NanoTechnology tech tree [/fanfare]

I've been thinking of introducing a three levels of nanotech; i) miniaturization, ii) nanotech1, iii) nanotech2. I'm sure there's a mod out there with nanotech, so hopefully my ideas could be harmonized.

i) miniaturization would give astromech droids (a la Star Wars), 40% smaller plasma missile components, and a couple of other things that are sitting on my hard drive at home (ACOOTTASOMHDAH).

ii) nanotech1 would give some nasty bioweapons,ACOOTTASOMHDAH, and Sprite Fighters!

These would be tiny Versions of the fighters, very very fast, small size, and so an increased defense due to small size and high speed. They would be Uber-fragile, have a very low payload.
Basically cheap and quick. These would work best in a Pseudo-Newtonian universe. I'd have to bump the movement ratio of all other fighters up to 2 engines per move, but then I could double the output of all the fighter engines (and sails and afterburners?) to compensate. Then the Sprite Fighter would have a ratio of 1 engine per move.

Ok, I'll admit that the only reason I want to make the nanotech tree is for the Sprite Fighters, but hopefully something else will come of my efforts http://forum.shrapnelgames.com/images/icons/icon10.gif

iii) nanotech2 - more stuff, yet again ACOOTTASOMHDAH. Better sprite fighters, even smaller missile components to rival the point defense systems, yadda, yadda.

I hate doing work for my own edification, so if anyone thinks this would be worth persuing (i.e. you'd use them), please let me know.

[Edit - spelling errors]

[ 29 March 2002: Message edited by: jimbob ]</p>

Khamul March 29th, 2002 09:44 AM

Re: A pirates life for me...
 
I'm new and I have been trying to install the p&n v3.0 for gold. I have been problems and was wondering if any of you could please help?

I have the full gold Version, and I successfully installed the tdm modpack.

When I install p&n 3.0 from either the download page or the cd, I first unzip into the main SEIV folder. Then I change the path. When I then go to start a new game there are no empires present. I copied, in various combinations, the original emp files and the tdm emp files into p&n's empires folder but SEIV gave me "unable to open".

Also when I tried to use the AI Patcher, using the directions posted here 2/11/02, I open the AI folder then either the aggressive, defensive or neutral folder. That gives me the found general AI message put when I then click patch this AI to 3.0 I get failed:ai_designcreation.txt not found.

What in the heck have I managed to screw up here?
I have looked at the download web page for P&N but I can't find any installation instructions.

Phoenix-D March 29th, 2002 09:52 AM

Re: A pirates life for me...
 
" I copied, in various combinations, the original emp files and the tdm emp files into p&n's empires folder but SEIV gave me "unable to open"."

Can't do that. Any mod that adds additional racial traits, like P&N, makes the .emp files incompatable. Stick with random generation and make your own races, or use the AI patcher on the race in question.

You could also random generate and then go into the players menu, un-AI those players, and save their EMP files.

Phoenix-D

Suicide Junkie March 29th, 2002 05:12 PM

Re: A pirates life for me...
 
From really deep in this thread:

To get "add existing race" AIs
1) Start a game with lots of random AIs, plus yourself.
2) On turn 1, go into the file menu (looks like a checklist),
and choose "players"
3) Uncheck all of the players (IE. make 'em human controlled)
4) As each player's turn starts, open the file menu, and
choose "Same Empire"
5) Give each AI empire a recognizable name, such as "Phong
2000 RP" (RP=racial Points)
6) Repeat steps 4-5 for every player except your own.
7) Repeat steps 1-7 until you have lots of EMP files built up.


=========================
Jimbobs back!

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Ok, I'll admit that the only reason I want to make the nanotech tree is for the Sprite Fighters, but hopefully something else will come of my efforts<hr></blockquote>If that is the case, you could call the trait something along the lines of: "Space-Hardened Grunts"
That would get what you want, and keep the side effects down.
You get infantry in space/sprite fighters (not sure if I've got the right image, but you could use what amounts to a rocket seat and a roll cage, plus the hand weapon of your choice.

The other advantage that would be linked to this trait would be that all of your ship hulls need no lifesupport and/or crew quarters.

=====================

Not to be a wet blanket, but a true nanotech tree would have to be extensive and expensive, since it would impact all areas of society from entertainment to construction to pure research.

An "advanced miniaturization" trait would at least be limited to component mounts, copied facilities, and some new tiny vehicle sizes.
Until the patch which makes mounts require tech, even this would be infeasible http://forum.shrapnelgames.com/images/icons/icon9.gif .

[ 29 March 2002: Message edited by: Suicide Junkie ]</p>

Khamul March 31st, 2002 07:31 AM

Re: A pirates life for me...
 
Thanks for the help. Finally got a chance to play around with it. Excellent work.

Suicide Junkie March 31st, 2002 07:52 AM

Re: A pirates life for me...
 
You're welcome.

PS:
I just noticed you were having trouble with the AI patcher:
What you need to do is patch the races that are in /pictures/races/race_xyz.
Patching the default AI bits, as it sounded like you were doing, can't hurt.

Just be sure you're patching a copy of the AIs, inside the P&N modfolder, or you will be messing up your original data files.

jimbob April 1st, 2002 09:09 PM

Re: A pirates life for me...
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> I have finally finished the major coding for v2.6 PBW. As well, I've done some preliminary testing this weekend, and cleaned out the obvious problems.<hr></blockquote>

Hi, i've hit a snag,
I downloaded v2.6 & plopped it in my p&n (v?.?) folder from way back. I ran the mod, and got a really whacky set up on my home planet - 1st time I ran it, I got no resupply depot, and no option to build one. 2nd time I ran it, the only facility on the home planet was a trade-port thingy.
Is this a problem with how I dropped the new Version in the old directory (replaced ALL the files though!)? Just did it so that Mod Chooser would do it's job. Or is it a problem with the Version?
Thx

P.S. And by-the-by, which file do you need to tweak to change the homeworld facilities at the start of a game?

Fyron April 1st, 2002 09:21 PM

Re: A pirates life for me...
 
Did you choose one of the basic racial traits? Ie: Normal, Pirate or Nomad

jimbob April 1st, 2002 09:39 PM

Re: A pirates life for me...
 
http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/blush.gif
http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

http://forum.shrapnelgames.com/image...s/rolleyes.gif

(oh crap)

thanks IF


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