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Re: A pirates life for me...
BUG: Multiplex tracking and Combat sensors use the same picture...
Edit: SJ, check your PMs. http://forum.shrapnelgames.com/images/icons/icon10.gif [ August 25, 2002, 11:57: Message edited by: dumbluck ] |
Re: A pirates life for me...
WOO-HOO! 600 Posts!!!
I can remember a time when this thread was by far the longest. Then that damn Cantina got built next door, and Wham! Relegated to second fiddle. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: A pirates life for me...
Pirates & Nomads V3.1b.zip
The bugfixes suggested below, plus: - Revamped sounds to use Gold standard ones. - Upgraded all weapon animations to use full imagemod capabilities. - +100% to massive weapon accuracy - massive shield depleter strength doubled - Graviton Hellbores skip armor, so they are not totally useless. Edit: sig repair [ August 25, 2002, 21:07: Message edited by: Suicide Junkie ] |
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SJ: You really should clean out your Savegame folder before zipping your mod up for distribution... http://forum.shrapnelgames.com/images/icons/icon10.gif
Another BUG (I think): Both the destroyer and Colony ship sizes (300kt) get a defence bonus for size, but the Small Transport (300kt) does not. At least, I couldn't get the game to tell me that it did... [ August 26, 2002, 09:57: Message edited by: dumbluck ] |
Re: A pirates life for me...
Ok, but that will mean I have to put a defense penalty on the medium & large transports http://forum.shrapnelgames.com/images/icons/icon12.gif
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Here's another bug... The description for the Planetoid Core Mount says 100x to damage, but it only gives 75x.
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Is there a readme that descrbes everything that is in this mod? I keep getting confused, plus I never could get enough racial points to get every trait to try them out.
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I love the mod so far, but I would love to see a readme as well. It's great for what changes have been made, but a sort of overall view of the idea of the mod and the concepts of the various race types would be a good thing.
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Re: A pirates life for me...
Two pages back from this point is my first post about releasing the new Version. There is a hefty summary of the mod right below.
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David, can you please not bump old threads again?
It's a bit confusing and annoying, at least to me. Phoenix-D |
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..another *bump* for honorable mention in the 'Popular Threads' This one wasn't quite as far back as the 'Gryphin and Growltigga thread'!
Cheers! |
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But this is such a cool thread... when will that Gold PBW Version of P&N ever be ready anyway?
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Do you all remember when this was THE thread around here. Back before the Cantina, before the thread with no name, before the B5 mod thread. This one is probably the oldest continually active thread out there. http://forum.shrapnelgames.com/images/icons/icon7.gif
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That's cause SJ just doesn't stop rollin'! http://forum.shrapnelgames.com/images/icons/icon10.gif
And by the way, I do indeed remember when this was THE thread. http://forum.shrapnelgames.com/images/icons/icon10.gif (I was only a mere lurker back then, but so what http://forum.shrapnelgames.com/images/icons/tongue.gif ) [ January 17, 2003, 08:09: Message edited by: Imperator Fyron ] |
Re: A pirates life for me...
When I first started coming to this forum this thread was still alive. Wasn't extreamly active but it was still going.
I forget how far along the first Cantina was then. But I don't remember seeing the GT/Gryphin thread. |
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..I saw the thread had quite a bit of dust, but it wasn't dead, and calling it 'old',... well! ..besides, since there is talk of 'pirates' in StarFury, I think this thread should be revived! Cheers! |
Re: A pirates life for me...
S_J - looking back through this page, I have to agree that some kind of readme or user guide would be handy - just some hints and tips on how to get started using pirate or nomad races, since these details aren't included on your feature list.
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Bumping a thread without adding any content wastes the time of people who use the "New post in topic" flags to navigate the forums. This is more of a problem for people who don't have a broadband connection. |
Re: A pirates life for me...
Here's some content for you then http://forum.shrapnelgames.com/images/icons/icon7.gif
P&N v3.1 PBW! I'll write up a decent description for the changes in the next week or so. If you really want to know, check out the Horrible Doom thread... I've got a checklist of suggestions and things I wanted to do in there. |
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Weehee! http://forum.shrapnelgames.com/images/icons/icon10.gif
{joins "Horrible Doom"} Comments... How come the "Nutty" mounts don't require the Gun Nuts racial trait? You do know that you don't have to make duplicate copies of every quality mount and small mount just for different unit types, don't you? Just list them separated by slashes or commas! (Heck, spaces would probably even work - it's one of the few places SE4 isn't anal about its data files!) The "Buckytube Weave I-III" mounts have the same abbreviation... how about Bt1/Bt2/Bt3? Also, why does only the third one have shields generated at 100%? (The rest are at 0%!) Do the earlier ones negate the ability of shield generators, or is that mount not applicable to shield generators Machine Shop I is still missing its roman numeral... Training Facilities require Training Methods level ZERO??? http://forum.shrapnelgames.com/image...s/confused.gif ... whoa, a million organics, those things must take CENTURIES to build, even longer than a facility! How about making them cheaper but giving them a negative maintenance reduction so they cost more in upkeep? Oh, and might I suggest making each level a separate component family so you don't have to turn off Only Latest to put on a lesser one, and so you don't automatically upgrade to the fanciest Version when you upgrade your design? I can think of many situations where you would not want to put the best one on a base - it might just be too expensive! 60 familiies might be a bit much, but I think it would be well worth it... Of course I could be wrong - if you don't want it don't research it - but it might be nice to have the tech available if necessary, and you might have several grades of training bases, some for the front and some for the homeworlds... Oh, and the Training Facility 3x should say "triple the normal rate" not "double", and what is the point of increasing 3% per turn up to 1%??? ... and the 3x are no more expensive than the 2x? I'd thought they'd be 100K min/rad! I like how fancier standard-class master computers prevent fewer & fewer psychic scans - if they're so smart, why CAN'T the psychics detect them! I don't think automated bridges should have the Boarding Defense attribute - WHAT command staff??? I don't think you need to give Crew Quarters the Boarding defense attribute either - don't they get that automatically? Spirit crew quarters are only 5 kT? What, are they monks who live in spartan conditions? Scavengers are better at combat than swashbucklers? Gee, somehow that doesn't seem right... It would be nice to know exactly how much boarding defense your security stations provide, rather than "elite personnel" or somesuch... http://forum.shrapnelgames.com/image...s/rolleyes.gif Hunter killer drones take up ONE kiloton??? And they're almost as effective as boarding parties??? http://forum.shrapnelgames.com/images/icons/shock.gif Solar Reactor I and that zero tech level requirement again... Nomads who start with Solar Sails... Sounds about right! Kind of like "Treasure Planet" huh? Solar Sail II has 60 kT structure while the others only have 6! (And why don't they have the Armor attribute? They are a very vulnerable part of the ship!) Why do the large engines have "Generates 0 bonus movement" as their first ability? Would kind of distract the eye from the other abilities - QNP HAS no bonus movement anyway! Ah, research weapon overloading weapons to get temporal cloaks! Interesting... or was that supposed to be a surprise? (I see they start on level 2 so you wouldn't notice unless you started down that path or looked at the data files... oh well by the time the game starts I'll forget probably! ) Uh, what is the point of multiple levels of buckytube gel plating if they don't get a better damage resistance/cost ratio? Organic armor's solar supply generation should say "per month for each star in the system" All right, did you actually take the idea of "make the Talisman huge but decrease its size with tech advancements" from me or did you think of it independently? Why are active scanners so expensive, both in research and radioactives cost? The Long Range Scanner I is still fairly useless... so is the Graviton Hellbore (why not give it a + to hit, if it creates a big gravity well...) Yeah, I know, I expect P&N to fix everything that's wrong with SE4 The DUC I for fighters/troops is missing... Did you hear that a weapon can't have zeroes for its damage at close range and then have actual damage farther out or else it won't fire - the game hits a zero and thinks it's run out of range! How about changing the Graviton Flux Cannon to do 1 damage at close range... PD cannons/lasers still don't have an ability highlighting their accuracy bonus... Whoa, CSM's are cheap! Maybe they will be useful now - sure, my destroyer won't Last long against yours, but when I can build four times as many of them as you can... MUWUHAHAHA Of course with all those supplies you'll need this will REALLY give a rustic space-pioneer feel - yar, I've got this ship here, she's got four o'them missile bays, but boy howdy do we need to keep her fueled up or we can't fahr anything! ION PULSE CANNONS! Woohoo! OK, it's nothing big, but I like how you borrowed from MOO2 - sure, you can't cause a warp core breach (those were fun ) but MOO2 just plain rocks But it's still called "Planetary Napalm"? I know it's not literally napalm, but wouldn't "Thermonuclear Bomb" be a bit more accurate? Dropping napalm on a planet just doesn't quite cut it for sci-fi... Ooh, with kamikaze warheads' damage pumped up, they might actually be useful! (Who needs drones... when you have hordes of suicidal fighter pilots! ... uh oh your name is Suicide Junkie, better watch out ) Ooh... massive shield depleter has massive Accuracy bonus... looks like fun Those ultra-recycler nodes... If you bump up your Maintenance Reduction, will you get a NEGATIVE maintenance cost??? I think you can remove the mount placeholders from Components.txt soon - I hear the latest beta patch reports the mounts as researched properly... what IS that Last generic "Mount Reports" for anyway? Yay, robotoid factories are less effective so it's worthwhile to build mineral scanners and such! (Funny, I got that idea too... don't recall telling anybody ) Ooh, custom spaceyards! So you can build some that specialize in minerals, orgs, and rads! I likey! But why do they all cost the same? System grav shields no longer stop ordinary star destroyers, just black hole/nebula creators? "Legacy Infrastructure"? something removed in a previous Version? yoink, spaceyards are expensive! so much for my strategy of building one on every planet! Darn... you know, now that I've gone through everything, I wish I'd just waited till the game started so it would be new longer... oh well, I forgot most of this stuff already! Couldn't those invisible civilian ships really keep pirates in the game interminably long without being destroyed? The reported masses of Battlestations and Spacestations are off... So far... way past cool! http://forum.shrapnelgames.com/images/icons/icon10.gif still I wish I'd waited edit: stupid smiley count limit have to go back and edit out all the smileys http://forum.shrapnelgames.com/images/icons/icon8.gif <-- look it's a smiley http://forum.shrapnelgames.com/images/icons/icon10.gif Warning: PhD thesis precedes. Oh wait too late |
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Ed, you're not the only one that can think of stuff. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Why are there 2 Versions of Mental Shredders, that do different types of damage, have the same names, same tech reqs, and same family numbers? Shouldn't they have different families and names?
Solar Sail 2 has 60 structure instead of 6. [ January 23, 2003, 05:22: Message edited by: Imperator Fyron ] |
Re: A pirates life for me...
How come the "Nutty" mounts don't require the Gun Nuts racial trait?
Fixed! You do know that you don't have to make duplicate copies of every quality mount and small mount just for different unit types, don't you? Just list them separated by slashes or commas! (Heck, spaces would probably even work - it's one of the few places SE4 isn't anal about its data files!) Actually, I did not know that. Having them already there, I shall leave them for now, but I shall certainly try it in the future! The "Buckytube Weave I-III" mounts have the same abbreviation... how about Bt1/Bt2/Bt3? Also, why does only the third one have shields generated at 100%? (The rest are at 0%!) Do the earlier ones negate the ability of shield generators, or is that mount not applicable to shield generators Fixed! Machine Shop I is still missing its roman numeral... Fixed! Training Facilities require Training Methods level ZERO??? http://forum.shrapnelgames.com/image...s/confused.gif ... whoa, a million organics, those things must take CENTURIES to build, even longer than a facility! How about making them cheaper but giving them a negative maintenance reduction so they cost more in upkeep? Oh, and might I suggest making each level a separate component family so you don't have to turn off Only Latest to put on a lesser one, and so you don't automatically upgrade to the fanciest Version when you upgrade your design? I can think of many situations where you would not want to put the best one on a base - it might just be too expensive! 60 familiies might be a bit much, but I think it would be well worth it... Of course I could be wrong - if you don't want it don't research it - but it might be nice to have the tech available if necessary, and you might have several grades of training bases, some for the front and some for the homeworlds... Oh, and the Training Facility 3x should say "triple the normal rate" not "double", and what is the point of increasing 3% per turn up to 1%??? ... and the 3x are no more expensive than the 2x? I'd thought they'd be 100K min/rad! 1) Yes, training methods is more of an "Improved Training methods" type tech. 2) Use retroseries, and you will be able to retro up at least one level per turn. 3) I placed them at the beginning, so you can turn off "only latest" and scroll through them easily, or turn on "only latest" and compact 'em down to one space. 4) Double->triple Fixed! 5) Since training facilities on the same object stack in a funny way, you could combine a 3%/1% with a 1%/20% to get 3%/20% (rate/max) 6) Just for you, I'll up the price http://forum.shrapnelgames.com/images/icons/icon7.gif I like how fancier standard-class master computers prevent fewer & fewer psychic scans - if they're so smart, why CAN'T the psychics detect them! Yep! I was having a conflict between better CPU vs Better cloak, and the "only latest" effect, so I split it into two areas! I don't think automated bridges should have the Boarding Defense attribute - WHAT command staff??? It is expanded automation, not complete http://forum.shrapnelgames.com/images/icons/icon7.gif That means the command staff are the entire crew for ships smaller than Cruisers. I don't think you need to give Crew Quarters the Boarding defense attribute either - don't they get that automatically? That is for extra defense ability beyond the default, AND to add 2x defense to Psychic crews, AND also to make them vulnerable to mental shredders. Spirit crew quarters are only 5 kT? What, are they monks who live in spartan conditions? They are ghosts and spirits of the dead heroes! They spend most of their leisure time elsewhere http://forum.shrapnelgames.com/images/icons/icon12.gif Scavengers are better at combat than swashbucklers? Gee, somehow that doesn't seem right... Well, the scavengers are more professional... I probably need to readjust the numbers, though. It would be nice to know exactly how much boarding defense your security stations provide, rather than "elite personnel" or somesuch... Ok, I can add some relative skill Ratings to the description. Hunter killer drones take up ONE kiloton??? And they're almost as effective as boarding parties??? 20kt of them do cost 4000 rads, but you are right that they are surprisingly effective, given their special abilities as well. Research wise, they do require computers level 6. Solar Reactor I and that zero tech level requirement again... You need to be able to gather supplies from day 1, or your scouts would have to be scrapped and rebuilt http://forum.shrapnelgames.com/images/icons/tongue.gif That is intended. Nomads who start with Solar Sails... Sounds about right! Kind of like "Treasure Planet" huh? Yep! They start with +2 levels in fighter tech too. Solar Sail II has 60 kT structure while the others only have 6! (And why don't they have the Armor attribute? They are a very vulnerable part of the ship!) Well, I considered that, but sails would be huge, and firing torpedoes and antiproton beams at them would leave tiny rips and holes only. You would need to hit the anchor point(s) to do any real damage, which seems best modeled as an internal, just like weapon ports. Why do the large engines have "Generates 0 bonus movement" as their first ability? Would kind of distract the eye from the other abilities - QNP HAS no bonus movement anyway! Hrm. The first and Last ones were correct, so I never noticed! Thanks! Ah, research weapon overloading weapons to get temporal cloaks! Interesting... or was that supposed to be a surprise? (I see they start on level 2 so you wouldn't notice unless you started down that path or looked at the data files... oh well by the time the game starts I'll forget probably! ) Its the whole tachyon thing. Perhaps I should rename things to make it clearer. Uh, what is the point of multiple levels of buckytube gel plating if they don't get a better damage resistance/cost ratio? I believe they have a better chance of absorbing hits as they get larger. Considering the tech difference, you are right that a better cost effectiveness is in order. Organic armor's solar supply generation should say "per month for each star in the system" And the crossover tech variants too... Fixed! All right, did you actually take the idea of "make the Talisman huge but decrease its size with tech advancements" from me or did you think of it independently? I don't believe so. Plus, that is not the entire thing to it. You are not intended to use the talisman components so much, since there are talisman mounts available as well. With the mount, you trade off the bonus damage of large mounts for the 100% accuracy. Why are active scanners so expensive, both in research and radioactives cost? Partly because they are blocked by scattering armor, which is a hefty component, and partly to reduce the number of scanning ships floating around. The Long Range Scanner I is still fairly useless... so is the Graviton Hellbore (why not give it a + to hit, if it creates a big gravity well...) Yeah, I know, I expect P&N to fix everything that's wrong with SE4 Well, easy to fix the scanners. +1 range for everybody! As for the hellbore, it already carries Armor Skipping damage. Useful for scaring the enemy into using the lower hp/kt shields, rather than piles of 20 hitpoint A+ PPA. The DUC I for fighters/troops is missing... Yes, because the range on such a weapon would be zero as soon as you place it on a small mount. Did you hear that a weapon can't have zeroes for its damage at close range and then have actual damage farther out or else it won't fire - the game hits a zero and thinks it's run out of range! How about changing the Graviton Flux Cannon to do 1 damage at close range... Nope! And I have thrashed many a Battleship, and even battlemoon with instant death from extreme range, so I know it works! PD cannons/lasers still don't have an ability highlighting their accuracy bonus... Fixed! Whoa, CSM's are cheap! Maybe they will be useful now - sure, my destroyer won't Last long against yours, but when I can build four times as many of them as you can... MUWUHAHAHA Of course with all those supplies you'll need this will REALLY give a rustic space-pioneer feel - yar, I've got this ship here, she's got four o'them missile bays, but boy howdy do we need to keep her fueled up or we can't fahr anything! Yep! Probably best to keep them at home, sitting over a supply depot http://forum.shrapnelgames.com/images/icons/icon7.gif Your attack fleets will likely be very different from your defense fleets! ION PULSE CANNONS! Woohoo! OK, it's nothing big, but I like how you borrowed from MOO2 - sure, you can't cause a warp core breach (those were fun ) but MOO2 just plain rocks Uhm, no, those are classic SE4 weapons... I may have tweaked the name to sound more realistic, but it is basically the same thing as unmodded. But it's still called "Planetary Napalm"? I know it's not literally napalm, but wouldn't "Thermonuclear Bomb" be a bit more accurate? Dropping napalm on a planet just doesn't quite cut it for sci-fi... It sounded OK to me as it was... I imagine some sort of plasma clusterbomb effect. Ooh, with kamikaze warheads' damage pumped up, they might actually be useful! (Who needs drones... when you have hordes of suicidal fighter pilots! ... uh oh your name is Suicide Junkie, better watch out ) No comment http://forum.shrapnelgames.com/images/icons/icon7.gif Ooh... massive shield depleter has massive Accuracy bonus... looks like fun Yes, as they are so very massive, and being low-efficiency one-shot weapons, I felt they needed that advantage. Those ultra-recycler nodes... If you bump up your Maintenance Reduction, will you get a NEGATIVE maintenance cost??? No. The components are carefully balanced such that you end up with exactly 1% maintenance. DOH! Bases will be messed up now http://forum.shrapnelgames.com/images/icons/icon9.gif Must rebalance the details. I think you can remove the mount placeholders from Components.txt soon - I hear the latest beta patch reports the mounts as researched properly... what IS that Last generic "Mount Reports" for anyway? It would be there to keep the "only latest" mount report unchanged as mounts are researched. Less reason to poke around in otherwise useless components. Yay, robotoid factories are less effective so it's worthwhile to build mineral scanners and such! (Funny, I got that idea too... don't recall telling anybody ) That idea was all over the forum a while ago. Everybody wanted something to that effect. Ooh, custom spaceyards! So you can build some that specialize in minerals, orgs, and rads! I likey! But why do they all cost the same? Planning and building the facility costs the same. It is just an assembly building after all. Workers, cranes, conveyor belts, etc. System grav shields no longer stop ordinary star destroyers, just black hole/nebula creators? "Legacy Infrastructure"? something removed in a previous Version? Nope! Added. This is similar in nature to the Proportions homeworld super city things, except much less so. yoink, spaceyards are expensive! so much for my strategy of building one on every planet! You still can if you have the time. You can also build up expansion projects to make the ones you do have run faster! Couldn't those invisible civilian ships really keep pirates in the game interminably long without being destroyed? Yes. The civilian transport is big enough to carry a spaceyard, too, so the Pirates can rebuild even after being beaten badly. The reported masses of Battlestations and Spacestations are off... Fixed! Why are there 2 Versions of Mental Shredders, that do different types of damage, have the same names, same tech reqs, and same family numbers? Shouldn't they have different families and names? Where? I have two copies of the Mental Shredder, one for weapon platforms and one for ships/bases... I don't see the problem you are referring to. |
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(sorry about the arrows in funny places, I edited this message in notepad so the margins are probably wrong http://forum.shrapnelgames.com/image...s/rolleyes.gif )
>Well, easy to fix the scanners. +1 range for everybody! I thought of that as a possibility, but noted that if LRS III got 6 range then you could park a ship with one in the middle of the system and scan the entire system, and thought you might not want that to happen, so I didn't mention it http://forum.shrapnelgames.com/images/icons/icon10.gif >Your attack fleets will likely be very different from your defense fleets! This will make for a very fun strategic game... Sure you're attacking me with APB's, but that doesn't necessarily mean you'll be defending your planets with them! http://forum.shrapnelgames.com/images/icons/shock.gif >Uhm, no, those are classic SE4 weapons... I may have tweaked the name to >sound more realistic, but it is basically the same thing as unmodded. Yeah, I know it does the same thing, I just like the new name http://forum.shrapnelgames.com/images/icons/icon10.gif >It would be there to keep the "only latest" mount report unchanged as mounts >are researched. Have no idea what you're talking about http://forum.shrapnelgames.com/image...s/confused.gif what only latest mount report? >>"Legacy Infrastructure"? something removed in a previous Version? >Nope! Added. This is similar in nature to the Proportions homeworld super >city things, except much less so. That might mean you'll have to twiddle with some of the intel ops and (if you gave them the Resusmart bombs - don't want Industrial Sabotage or Puppet Political Parties to take one of those out! http://forum.shrapnelgames.com/images/icons/shock.gif (PvK are you listening?) >>Couldn't those invisible civilian ships really keep pirates in the game >>interminably long without being destroyed? >Yes. The civilian transport is big enough to carry a spaceyard, too, so the >Pirates can rebuild even after being beaten badly. Doesn't sound quite fair - I know Pirates are at a disadvantage, but giving them basically a permanently cloaked ship that can build other ships is essentially making it impossible for them to lose! http://forum.shrapnelgames.com/images/icons/shock.gif >I have two copies of the Mental Shredder, one for weapon platforms and one for ships/bases... >I don't see the problem you are referring to. Oh, must not have seen the can be mounted on field... always easy to miss one http://forum.shrapnelgames.com/images/icons/icon7.gif |
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That one spot will not change, eliminating an unnessesary distraction to shipbuilders http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
These facilities are just barely better than the default facilities, and turn out to be relatively unimportant in the long run. Quote:
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[ January 24, 2003, 21:34: Message edited by: Suicide Junkie ] |
Re: A pirates life for me...
So... where can I get the current PBW Version? I really ought to look at the mod a bit if'n we're going to start Horrible Doom up sometime soon...
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Click this link for the latest downloads. I think there will be a patch coming out soon to fix the problems discovered below.
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Or here:
P&N v3.1 PBW! |
Re: A pirates life for me...
Is that the fixed v3.1?
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That is the same one as posted below. I have a few more suggestions to implement before I upload, and I'll do that after I'm done my homework tonight.
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Bad SJ! Putting homework in front of SE4! http://forum.shrapnelgames.com/images/icons/icon12.gif
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hey SJ, are you going to backfit the new goodies from the PBW Version into the non-PBW Version, where applicable?
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Re: A pirates life for me...
New Version, with many of those suggestions!
Pirates & Nomads V3.1B - PBW Quote:
A few things may filter back, such as the warstation, but most of these changes would ruin the AI no matter what. |
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Hmm, as I created my .emp file for Horrible Doom (hey aren't you going to join, SJ?), I noticed that the Xenophobes culture type is still as useless as ever, providing only the same benefits as Schemers but with some penalties tacked on as well... Maybe if Schemers had penalties (perhaps to production, since they spend all their time scheming) or Xenophobes had advantages (production or research, since they are such a cohesive society... or just make them the anti-Renegades...)
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SJ: PM
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...I just noticed today that this thread was not actually started by Suicide Junkie http://forum.shrapnelgames.com/images/icons/shock.gif
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I will take a look at the cultures, and see what I can do.
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Is the P&N mod up to date for 1.84?
Is it playable in single player? Thanks, Ken |
Re: A pirates life for me...
Mods that worked in 1.78 will work in 1.84. They do not need to be updated for 1.84.
The PBW Versions of P&N are not playable single player. The Versions that are not entitled PBW are playable single player. [ January 31, 2003, 19:54: Message edited by: Imperator Fyron ] |
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Xenophobes: +15 intel, -5 (maybe lower) trade -5 happy Schemers: +15 intel, +4 trade, +2 SC, +1GC, -5 SY, -5 Research, -1 production. (Sneaky in more than just intel, but can't trust each other for stuff) Workers: +5 production, -3 research and intel, +5 SY, +10 repair (SY and repair are "work" right?) Artisans: +5 trade, +10 happy (Pretty things sell better right?) Scientists: +10 research PS: Thanks to Matryx, the psychic scanner facilities now decrease in cost for the higher tech levels (as in the unmodded game) since they bring no new abilities with tech level. Also, the Supply tanks' tech requirements have been fixed. There are now large and huge tanks which require levels in cargo tech. The Hawking reactor has been balanced and included as well, for half a million supply points in one component http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 31, 2003, 22:53: Message edited by: Suicide Junkie ] |
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SJ: Are these changes in the current Version on your website?
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Re: A pirates life for me...
Say, you have those Tachyon Disperser thingies that deflect Tachyon Pulse shield-destroying shots... how about Ion Shunts to deflect engine destroyers, and similar things for the other damages-only-this-component weapons? Or would Ion Shunts make ion guns too useless now that they don't penetrate shields?
And with the psychic long range scanner facilities - it's nice to have them decrease in cost (never noticed they didn't before!) but that still doesn't help the Upgrade Facilities function... it will waste resources upgrading to a cheaper facility when you don't have any maintenance cost to save... why not just remove levels 2 and 3 of that tech, or give them special abilities... let's see, did I do that, maybe I can come up with some abilities... ah yes, here we go... Name := Psychic Scanner I Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system. Facility Group := Psychic Facility Family := 50 Roman Numeral := 1 Restrictions := None Pic Num := 42 Cost Minerals := 5000 Cost Organics := 15000 Cost Radioactives := 15000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Long Range Scanners Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Name := Psychic Scanner II Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system. Can also detect possible hazards, allowing them to be prevented. Facility Group := Psychic Facility Family := 50 Roman Numeral := 2 Restrictions := None Pic Num := 42 Cost Minerals := 4000 Cost Organics := 12000 Cost Radioactives := 12000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Long Range Scanners Tech Level Req 1 := 2 Number of Abilities := 3 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Change Bad Event Chance - System Ability 2 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective). Ability 2 Val 1 := -10 Ability 2 Val 2 := 0 Ability 3 Type := Change Bad Intelligence Chance - System Ability 3 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective). Ability 3 Val 1 := -10 Ability 3 Val 2 := 0 Name := Psychic Scanner III Description := Psychic scanner which can perform a highly detailed scan of any enemy ship within the system. These scans are precise enough to pinpoint weak spots in the enemy's armor, increasing the damage of our weapons in the system. Can also detect possible hazards, allowing them to be prevented. Facility Group := Psychic Facility Family := 50 Roman Numeral := 3 Restrictions := None Pic Num := 42 Cost Minerals := 2000 Cost Organics := 10000 Cost Radioactives := 10000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Long Range Scanners Tech Level Req 1 := 3 Number of Abilities := 3 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Change Bad Event Chance - System Ability 2 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective). Ability 2 Val 1 := -10 Ability 2 Val 2 := 0 Ability 3 Type := Change Bad Intelligence Chance - System Ability 3 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective). Ability 3 Val 1 := -10 Ability 3 Val 2 := 0 Ability 4 Type := Damage Modifier - System Ability 4 Descr := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective). Ability 4 Val 1 := 15 Ability 4 Val 2 := 0 The justification for the first two new abilities being that the scanner detects events and saboteurs, allowing them to be prevented, and the third is that it can act sort of like uber targeting sensors that target weak spots on the enemy hull - think Achilles Targeting Unit in MOO2 which doubles all damage that penetrates the shields! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: A pirates life for me...
Hey SJ:
You know how people often go and make up their race for a game, and everythings all ready to go, they start the game and surprise! they forgot to choose one of normal/pirate/nomad (I do this with disturbing regularity). I think it might be better if the three Economic Types were up at the top of the list on the Advanced Traits screen. I played around with the file and found that you can have them in any order, with apparently no affect on race creation. Would you be willing to change/cut and paste this for the next Version? [ February 05, 2003, 16:36: Message edited by: jimbob ] |
Re: A pirates life for me...
Changing the order of advanced traits makes current EMP files obsolete.
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Re: A pirates life for me...
DL:
No, I was waiting for some feedback. EK: There are armored engines available (as well as premium mounts http://forum.shrapnelgames.com/images/icons/icon7.gif ) which will help keep your engines safe. The Heavy Shield Generators (or premium mounts) will also provide excellent protection from shield disruptors. A Heavy Shield Generator is immune to pretty much anything short of a Massive Mount Disruptor-V at point blank range. JB / Krsqk: That is a good point. I usually pick out the economic type first, and then go back and fill in charateristics and traits. Changing the order is feasible; 5000 point EMP files would be unusable, though. I wonder how many EMPs would be affected, and how much work would it be to replace them? |
Re: A pirates life for me...
Still, it's a good idea/suggestion for, say, P&N 4.0 ... heh.
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