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Re: A pirates life for me...
Enough smileys?
No problem, glad I could help! |
Re: A pirates life for me...
Whats the latest news on this mod? Any new developments or add ons to report???
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Re: A pirates life for me...
Yeah, I did indeed make the little mistake of not selecting "normal" so got nadda for facilities at the start of the game <shame, such overwhelming shame>
However, I still didn't get a resupply base, nor could I build one... SJ: I had a look through the facilities file and found that there was a typo. Resupply base construction was written to require level "1000" which actually works when edited to "1". Oh, and I tried a few rounds of the game, very difficult (but realistic) with the proportions-like colony development. I'm really looking forward to getting into this Version, Thx SJ. |
Re: A pirates life for me...
http://forum.shrapnelgames.com/images/icons/icon10.gif Actually, that was intentional.
You are supposed to actually produce supplies just like other resources such as organics and minerals. There are no free supplies anymore. One of the first things you will need to build is a solar power station to use as a resupply depot http://forum.shrapnelgames.com/images/icons/icon7.gif PS: Are you going to join the PBW test game? |
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No free resources, great idea, I just didn't realize. I'll switch my copy back to "1000" and give it a whirl.
RE: joining, yeah, I just finished marking a three inch pile of lab reports, so I've got some free time again. Yeah, I'm free!!! I'll go to PBW tonight (PWB, whatever) and join. |
Re: A pirates life for me...
Otay,
I've played some of the new Version (2.6), and found just a few things. 1) many of the mini-images of components are missing. Do I need a file that is for some reason or another missing? Perhaps I need the 'Image Collection' for this Version? 2) fighters level 1 gives me small and large fighters. Shouldn't this be just small? 3) some races seem to not have chosen one of the three 'styles' of play - pirate, nomad, normal. Only have space port on their homeworld(s). It's a great mod though. I'll keep messing around with it at home. Looking forward to the PBW game (hint hint) |
Re: A pirates life for me...
1) Yes. The Imagemod. Componentpack and combat pack are required.
2) Are you a Nomadic race? If so this is normal, otherwise somethings wrong. 3) Have you run the AI Patcher on any of AIs that didn't come with the mod? |
Re: A pirates life for me...
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 1) Yes. The Imagemod. Componentpack and combat pack are required.<hr></blockquote>
Ok <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 2) Are you a Nomadic race? If so this is normal, otherwise somethings wrong.<hr></blockquote> I was/am playing a normal race. Go figure. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 3) Have you run the AI Patcher on any of AIs that didn't come with the mod?<hr></blockquote> Just using the out-of-the-box races. Your mod comes with the updates for these races, yes? Thanks jimbob |
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Is there anywhere other than your site SJ where I can find the patcher?
Site seems to be down...and I don't see it on the CD. Thanks |
Re: A pirates life for me...
Oh crappy, that's a big file (components). It'll take me some work to get that home (now who in the department forgot to lock their door and has a CD burner on their computer?..)
What about putting the facilities and planets imagemod files into the game? If I do this, will I mess things up on the PBW side?? Oh, and SJ, do we have an ETA on the start of the game? I'm chompin' at the bit to play (though I admit I've never done the PBW thing, so I'll probably get destroyed right quick!). |
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"What about putting the facilities and planets imagemod files into the game? If I do this, will I mess things up on the PBW side??"
No, you won't. The imagemod is designed to be backward compatable with normal SE4. Actually, you can do anything you like to the images without affecting multiplayer, but the imagemod doesn't affect standard SE4 images *at all*. Phoenix-D |
Re: A pirates life for me...
[quote]
Oh crappy, that's a big file (components). It'll take me some work to get that home (now who in the department forgot to lock their door and has a CD burner on their computer?..) [/quote[ Well... you could download it at the office, unzip it, work out which images you actually need and just take those home. |
Re: A pirates life for me...
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Is there anywhere other than your site SJ where I can find the patcher?
Site seems to be down...and I don't see it on the CD.<hr></blockquote>There are quite a few mirrors of it. See: Imagemod Page, which currently shows three other "Online" and an unknown. My mirror is back up now. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Oh, and SJ, do we have an ETA on the start of the game? I'm chompin' at the bit to play (though I admit I've never done the PBW thing, so I'll probably get destroyed right quick!).<hr></blockquote>I should have time to package up the mod, and start the game this weekend. You shouldn't worry about being destroyed too much, since this is a testing game. Arrange fights beforehand with the other player, and all ... I did mention that in the forum. |
Re: A pirates life for me...
Suicide,
I guess we'll only have about 4 people and no computer players playing/testing the game. Is it okay if I play several different races then? I'd like to give the pirates a run, but I'm afraid there won't be enough fodder http://forum.shrapnelgames.com/images/icons/icon12.gif It's just that the 4 of us aren't likely to play many of the facets of the game. I'd be happy (and should have the time) to play maybe 3 or 4 races. I promise to roll-play well and play them as arch-enemies. If this is okay, I'll go over to PBW and register as Yimbob1, 2, 3. |
Re: A pirates life for me...
If you can handle that many, I see no reason why not. I'll increase the playerlimit a bit.
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Re: A pirates life for me...
Just a quick question. Is the Gold CD Version still the latest? I'm (finally) getting around to installing the gold Version, but I didn't know if there was a >3.0 Version out yet. (And I'm too lazy to search through this thread to find out...)
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Re: A pirates life for me...
The CD Version is not the latest, but it is the most recent Gold Version...
I have v2.6 in testing, and will Goldify it to get v3.1 |
Re: A pirates life for me...
budda *bump*
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Re: A pirates life for me...
Ok. Thanx.
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Re: A pirates life for me...
SJ:
Okay, I eliminated the normal movement for the tiny fighters, they're only going to move by afterburners now, but with a good maximum velocity. I totally didn't see the "Launch from ship/Launch from planet" variables at the bottom (vehicle types)!!! So all the mini-fighters are now unable to launch from ship. That was what I was looking for originally! So, now the ships will be posted, give me a sec. |
Re: A pirates life for me...
Posted in the downloads area,
If I knew anything about anything, I'd have linked you to them... but I don't http://forum.shrapnelgames.com/images/icons/icon10.gif Cheers, jimbob |
Re: A pirates life for me...
Cool.
Links are: [ url=www.website.com]Text for link[/url] I find it easiest to copy-paste from the address/location bar in my browser, rather than type out a long address. There is also the "Instant UBB Code" buttons just below the add reply button when posting. The first option is "URL" http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: A pirates life for me...
SJ,
Are the droids worth adding? I've play tested them, and they seem balanced enough. Do they add to the P&N universe (admittedly they're rather Star Warsy)? Also, was the change in technology tree (RE: miniaturization branch and miniaturized weaponry) acceptable? |
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Re: A pirates life for me...
TerranC
Oh stop, you're making me all teary eyed and patriotic... [singing to the tune of God Save the Queen] Our country reeks of trees Our Yaks are really large And they smell of rotting beef carcasses And we have to clean up after them And it's our great reward Our saddle sores are the best... And I can't remember the next line. |
Re: A pirates life for me...
They really don't seem to be P&N-ish. At least with the StarWars aura. For sure, the Droid Versions should be listed in the standard SE4 roman numerals format, and have a different name.
Damage Control System would be good... That would explain the extra hitpoints. The extra speed would be because the drives can be run closer to or beyond their specs: the DCS can closely monitor them for imminent failure, and replace worn parts. If the DCS handles organics as well, and will keep the fighter pumped full of coffee when he needs it, that explains the attack bonus:) |
Re: A pirates life for me...
RE: Droids/R2D2 components... OK, sure. Maybe call them droids for now, and let the the Sci-Fi crossover guys worry about re-naming them later (that is, if they even use them)?
RE: P&N 2.6 beta... I don't know if it's really a bug or anything, more a play balance issue. I was testing several races, one of them with gravity manipulation. The G-spike engines seem really expensive, and I think will give me less propulsion per kT! They gave a slight edge in terms of distance travelled because of a lower supplies used value. At first glance they just seem a little too expensive to have a lower thrust ratio and only a slight gain in efficiency (In My Slightly Confused and Over-Caffienated Opinion). [ May 28, 2002, 00:19: Message edited by: jimbob ] |
Re: A pirates life for me...
I'm not sure what you're looking at but I have:
Ion Drive 10 size 3 mp 160 rads Grav 1: 10 size 4 mp 400 rads Quantum: 10 size 6 mp 500 rads Grav 4: 10 size 7 mp 750 rads The Grav drives give +1 thrust, and increased rads cost. If you factor in the fact that you will need less engines to move the same speed, the rad costs are not as bad: Grav 1: 400 * (3/4) = 300 = 188% rads cost. Grav 4: 750 * (6/7) = 642 = 128% rads cost. And you get a decent 25% to 14% reduction in the size of your engine room as a bonus. [ May 28, 2002, 01:06: Message edited by: Suicide Junkie. ] |
Re: A pirates life for me...
Yeah, so I guess I'm actually on crack then. http://forum.shrapnelgames.com/images/icons/icon12.gif
Sorry SJ, I must have read it wrong or something (though I can't imagine what that other possibility would be http://forum.shrapnelgames.com/images/icons/blush.gif ). |
Re: A pirates life for me...
Behold! A new Version of Pirates & Nomads arises from the deep, dragging with it this ancient thread from the beginning of time!
Pirates&Nomadsv3.1.zip! This is for GOLD v1.78 or higher. If you find any bugs, please report them. I can't fix what I don't know is broken, but anything broken can be fixed quickly Pirates&Nomads V3.1: Quick List: </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Pirates, Nomads and Normals - Pirates and Nomads are intended for single player vs AIs, but can be successful if played carefully as a supporting race (arms dealer, etc) in a multiplayer game. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">New racial traits - Try them out in single player before you play. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Maintenance reduction - Big change, +10% reduction = 90% of normal costs </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Quality Mounts - When using armor, be sure to pay extra and recieve the "Premium" armor plating. In matters of life and death, every little bit helps. For non-military ships, such as population transports, "budget" mounts may be appropriate to reduce costs. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Weapons - Some balancing, New additions, Phased weapons heavily altered </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Defenses - Phased shields are mixed in with normal shields, Armor can be as strong as shields, though harder to repair. Special defenses to stop "only weapons" and other special damage types. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Quasi-Newtonian Propulsion - Big ships need Big engines, or they go slow. Simple as that. Except instead of bigger, you just use lots of little ones for now. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Battlemoons - The ultimate vehicle size, these are limited to 1MP on the map, and carry 10,000 KT of equipment. The default picture is from the "planets" directory. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Unit Mounts - Units use mounted Versions of your standard ship weapons. Just research Troop weapons or smaller weapons to get the mounts. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Resources - The build costs of all objects are roughly balanced. Since homeworlds start with about 10 mineral miners and only one farm and one radioactives extractor, you will need to supplement orgs and rads production quickly. Scrapping a homeworld's miner for a farm or rads extractor is usually a good idea. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Stellar Manipulation - All SM techs are vastly increased in size. Some of the major components can only be mounted on a Baseship or even a Battlemoon. Full List: Racial Traits: </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Pirates, Nomads, and Normals </font>
Racial Penalties</font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Naturalists - Planets store only 60% of normal cargo, population and facilities. Cost: -3000 Racial points. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Endemic Wastefulness - Supply Usage by all vehicles is doubled. Cost: -2000 Racial points Racial Characteristics: This is mainly the same as normal, so that AIs will still work. Most areas have expanded limits, so you can go higher or lower than normal. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Environmental Resisitance is locked at 100% Since this has exactly the same effect as Reproduction, it has been removed from play. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Reproduction reduction - A significant bonus is given to players who take very low reproduction rates. Reducing yourself to a ZERO-reproduction race will net you 1600 racial points to spend elsewhere. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Farming and Refining skills are important in P&N due to balanced component costs, so don't neglect them. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Maintenance Aptitude has been fixed from normal SE4. The base maintenance rate is 25% of the ship's cost per month. In most mods, and unmodded SE4, taking 10% to maintenance reduction leaves you paying 25-10= 15% of the ship's cost per month. In P&N, 10% maintenance reduction leaves you with 25 - (10% of 25) = 22.5% of the ship's cost per month. The limit for maintenance reduction has been increased to 50%. Weapons and Defenses: Weapons have been altered from normal SE4 to improve balance. Some major examples are below. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Troops and Fighters no longer have their own special weapons. Instead, they have "Micro", "Mini", and "Small" mounts for ship sized weapons. Yes, you can put a wave motion gun on a fighter, if you can find the space for it (WMGs on Large fighters are possible, but the fighter will be slow, and have no shielding). </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Antiproton beams have been weakened slightly. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Missiles come in more flavours. There is a Heavy Bombardment missile that does quad damage to shields and has 4x the hitpoints (vs PD) of a normal missile and weighs twice as much. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Wave Motion Guns are called "Helix Cannons" (you'll see why when they fire http://forum.shrapnelgames.com/images/icons/icon7.gif ) and have extended range to be more of an artillery weapon. HEM beams (crystalline tech) are similarily extended in range. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Phased weapons are no longer just Polaron Beams. Phased Energy Weapons technology will modify your APBs, Torpedoes and Missiles to carry shield-skipping warheads. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Ramming has a 200% modifier to the damage inflicted on both sides. Defense options have been multiplied. From useful armor, to specialty weapon defeaters, to shields. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Troops and Fighters no longer have their own shield technologies. Instead "Small shield mounts" are used to add ship-class shields. Units of varying size get different shield strength out of the same shield generator. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Normal shields and Phased shields are developed simultaneously during shield research. The normal shields have more hitpoints per kt space than the phased. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">At the top levels of shield technology, "Heavy shield generators" are available (200kt, 2000+ shields generated). Beyond that, you can gain Planetary shield technology on your own. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Aside from special-effects armor, the standard defensive plating comes in "ablative" and "plasma projection" varieties, each smaller, but stronger than the Last. Using a mount, armor hitpoints can be even higher than shields. However, the best armor comes in 1kt pieces, and trying to repair 200 broken armor components takes quite a while. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">BuckyTube Gel armor - Not quite armor, but more like "decoy internals" This stuff WILL be hit by null-space weapons, not 100%, but it does sap some of the weapon's strength. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Tachyon Diffuser - is a high-hitpoint decoy weapon that will absorb some hits from weapon-destroying weapons. Not 100%, but it will absorb some hits. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Armored engines, and shield-armor hybrid technology resist their respective "only x" weapons better than normal. Movement and propulsion: P&N uses a Quasi-Newtonian Propulsion system. Bigger ships need more engines, and burn more fuel while moving. The number of engines on any ship is unlimited. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">On the largest hulls, you may reach a hardcode limit. In v1.67 this would cause a Range Check Error which could be cleared, and allow you to remove the offending engine. In the latest patch it seems that SE4 will simply reduce your ship's speed to zero and start over. Again, remove the offending engine, and your ship will be at maximum speed. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">It requires one thrust point to move 50kt of ship 1 square per turn. Ion engines provide 3 thrust each, increasing with technology to quantum engines which provide 6 thrust each. Thus 3 ion engines on an escort will move it at speed 3, while 3 quantum engines on that escort will move it speed 6. On a destroyer (300kt) 3 quantum engines will move the ship at only speed 3. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Because there is no limit on the number of engines for most ships, you can get ships that move upwards of 20 sectors per turn. However, the fastest ships will be unable to carry weapons or shields. A balance must be struck between engines, weapons and defenses, and exactly where that point is, is totally up to your empire. Other: </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Resource producing facilities will store small amounts of resources as well as performing their main function. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Quantum reactors are not available in Pirates & Nomads. Dedicated supply ships must be used instead. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Supply tanks count as cargo components. Therefore, you may use Transport hulls as a fuel tanker. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Ground combat only proceeds one turn per month. Since most ground combats Last at least 5 turns, and major battles can Last 20+ turns, Capturing planets will take time. This gives time for reinforcements to be added to both sides of the conflict, affording room for troop-vs-troop action, and allowing many smaller transports to fight against a large defending force together. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">"Quality Mounts" Regular, non-weapon components can be built using anything from a "budget" mount to a "Premium" mount. Budget components cost only 80% of normal, but have half the hitpoints. Premium components have 40% more hitpoints and twice the price. Armor should almost always be premium mounted. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Planetary Core mount. Available for the Battlemoon, this tremendous mount multiplies the damage delivered by a weapon by 50 times! When viewing weapons that are core-mounted, the damage displayed will often be rounded to the nearest thousand points. Do not worry, the actual damage during combat is the full 50x the unmounted damage. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Planetary shields. These require basic shield technology to use. As you research further in shields, you will recieve upgraded planetary shields, from 20k shield points to 50k shield points, to 75k PHASED shield points. [ August 21, 2002, 17:28: Message edited by: Suicide Junkie ] |
Re: A pirates life for me...
Oh so cool! So, is there a PBW Version? (humans only, I mean). So, are stock or modded AI's (ie TDM) still patchable? What about v3.0 games, are they upgradeable? Is the Image Mod now required?
Oh, yea, one more thing. Why doesn't your modinfo.txt include the history list for v3.1? [ August 21, 2002, 09:51: Message edited by: dumbluck ] |
Re: A pirates life for me...
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One thing; I didn't notice any crossover components for Tiny Crew and Living Ships, testing the 1.49 Version of P&N. If you haven't provided one, or if the Tiny Crew doesn't simply produce a brige/crew/Lifesupport MOUNT which can be applied ... please do so. Otherwise folks might end up wasting race-creation points picking both up, only to find they're incompatible ... [ August 21, 2002, 15:16: Message edited by: Pax ] |
Re: A pirates life for me...
Good point, Pax. If your ship is alive, and you're using neural tendrils instead of crew quarters, the size of your race dosen't matter.
EG: Attack dogs with a barking-triggered missile launcher don't usually have people riding them http://forum.shrapnelgames.com/images/icons/icon7.gif Also, having a tiny race mount could be useful. I didn't use a mount before because it simply wasn't possible. However, the way it is currently set up, "show only latest" will display the best combination of minor traits you have for each Category. It saves on clicking, and also makes the technology non-repairable. Dumbluck: I am working on the PBW Version now. My primary focus will be to rebuild the weapons tech, mines, and training facilities. The imagemod combatpack is included, but the componentpack is required as a separate download. Note that the game will still run without the componentpack, but you will not be able to see or right-click on many of the components. All gold AIs are still patchable, using the AIPatcher for v3.0 Savegames and EMP files are not compatible with earlier Versions, sorry. I have added "expansion slot" racial traits, so that future Versions that add racial traits have a better chance of being compatible. The reason why the history file dosen't include an entry for 3.1 is because I forgot to save my typing to disk before zipping and uploading the file http://forum.shrapnelgames.com/images/icons/blush.gif I didn't really keep track to much of the changes, either I just went ahead and did stuff http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
PS: sneak peak at my PBW Version to-do list: - Large mount drives - Racial/Ruins Crossover tech (maybe) - Training facilities will cost big bucks and be components. The maintenance costs will rise proportional to (training max)^3 (yes, cubed). - Racial armors will be 6kt (1/5th size) each, allowing them to be used on small ships. - Redo all the weapons. - redo mines & sweeping. -New Racial trait: "Gun Nuts": -200kt to all ship-mount requirements. (Ie: Frigates can hold Large mounts) - And, of course, add a funky population modifier curve, as in v2.5 PBW [ August 21, 2002, 17:38: Message edited by: Suicide Junkie ] |
Re: A pirates life for me...
Very hip.
The amount of work you put into these mods is incredible! Out of curiosity, what are you thinking of doing in terms of the engine mounts? |
Re: A pirates life for me...
Wheeeee!!! A new Version of P&N! http://forum.shrapnelgames.com/images/icons/icon10.gif
Say, how did you go about "fixing" Maintenance aptitude? I may have to steal your idea http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: A pirates life for me...
SJ: Did you make any changes to settings.txt? I really like your "funky pop bonus curve", and will have to cut and past it in if you made changes...
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More comments...
Your Baseship doesn't use the Baseship picture, and Battlemoons don't use the Worldship picture. What happened to the Gravitic cloak levels for all the ships? Only the pirate ships and singularity mines have them... or were those to be put in only in the PBW Version? Forgot to change the description of Emissive Armor II/III's ability... it still says "blocks damage below a certain amount" not "reduces damage" Your SFX are decidedly old... didn't update components.txt to use the new SFX! Whoa! Gotta pay attention to your supply usage - Shard cannons use 50 SUPPLIES!!! ... more than a Crystalline Torpedo??? I think this is a bug... the Hollowpoint Gravity Spike doesn't require Grav racial trait! It's definitely superior to the regular old warp-point opener, but it has the same tech requirement! Massive Ionic Disperser & massive shield depleter should do more damage, especially with QNP and lots-o-engines! 500 damage to engines will knock out 25 regular engines, or 16 2/3 reinforced mount engines, or 12 1/2 armored engines, or 8 1/3 armored, reinforced mount engines - and in P&N ships can have a lot more engines than that! (Now if only Solar Sails could be made immune to ionic dispersers...) And some large bases can reach over 1000 shields... Rube Goldberg designs??? LOL!!! What tech uses that??? What happened to all the pop modifiers??? Was that just PBW? Waah... I like the pop modifiers! |
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[ August 24, 2002, 11:05: Message edited by: dumbluck ] |
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256 spits out a fowl RCE
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Dumbluck:
I have made changes to settings.txt However, if you only copy-and-paste the pop modifiers, it will still work. Ed Kolis: Thanks for the reports. Vehicle images: Fixed Gravitic Cloak: PBW Version only EA Description: Fixed SFX age: Working On It Now Supply Usage: See note below. HP Grav Spike: Zounds! Fixed now! Massive Weapons: See below. Supply Usage: Supplies in P&N are now considered to be physical matter used by the device. Energy usage by a device will increase the rads cost of that device. You do have a point about the shard cannon & crystalline torpedo. The shard cannon should certainly have a high supply cost, but the missile's should be higher. Be wary of the bombardment missiles http://forum.shrapnelgames.com/images/icons/icon12.gif In the PBW Version, especially, supplies will be a critical concern. Defense ships will be able to mount the powerful, supply sucking weapons, while attack ships will have to use the slightly-weaker energy weapons, or maintain long supply routes. In this AI-friendly Version, the weapons still use only lightly-modded damage amounts. Massive Weapons: The damage does seem a bit wimpy now. However, one cannon can knock out 50 cheap mount engines (quite common, since engines are so expensive). Once the engine disruptors come into play, the enemy might be forced to spend more money to protect their ships. Rather than directly increasing the damage, I think I will simply make it an "Always Hits" weapon. That will effectively improve the damage rate, and make them much more effective in combat... For the massive shield depleter, an increase in damage is warranted. I shall go with double damage plus always hit. PS: As Fyron mentioned, the Rube Goldberg Designs are a joke tech in order to have dummy ruins that are indistinguishable from the real things. He also nailed the pop modifier reason http://forum.shrapnelgames.com/images/icons/icon7.gif Arkon: I've never asked, and he's never commented http://forum.shrapnelgames.com/images/icons/icon7.gif Jimbob: Nothing special, really. Just adding some hefty 50 or 100 kt drives so that players don't have to click quite so much when designing ships http://forum.shrapnelgames.com/images/icons/icon7.gif A ruins tech for "Massive Engines" (400kt?) might be fun http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: A pirates life for me...
Ok, thanx for the reply. I noticed that it hurt the AI, myself. But it makes for fun games non the less. Raising the kt/million population has a somewhat similar effect...
But you took away my DUC Autocannons? http://forum.shrapnelgames.com/images/icons/icon9.gif Unless there is just a new research requirement I haven't discovered yet... |
Re: A pirates life for me...
Maybe they became a mount for DUC weapons?
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Re: A pirates life for me...
Not that I've found. I'm thinking of starting my very first High Tech Start ever just to see...
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Re: A pirates life for me...
Or search for them in components.txt, and the compenhancement.txt to see if they are a mount. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: A pirates life for me...
Ooooo, I forgot to look in componentsenhancement.txt.... http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: A pirates life for me...
Nope, not there neither.
EDIT: Well, I started my high tech start game, and sure enough, there are my DUC Autocannons! Now I just have to figure out what to research to get them... 2nd EDIT: the Find command in Word is a wonderful thing! Autocannons require Smaller Weapons and Projectile Weaps. I don't know how I missed it the first time (well, actually I do. I kinda, you know, forgot about the Find command, and I tried to search components.txt by hand. http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/blush.gif ) [ August 25, 2002, 11:51: Message edited by: dumbluck ] |
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