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

chewy027 April 8th, 2001 08:18 PM

Re: A pirates life for me...
 
SJ have you talked to MM about issueing your Mod into an upcoming patch? Or at least all these great pirate ideas into an expansion. A feature this good should be put in the game officially!!

BTY have you voted for the civil war feature yet in the vote thread? Any ideas or suggestions would be great. Please tell us what you think http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif And if your not up to date on the idea check out the overview in the intergalactic civil war thread http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Thanks for your time.

Suicide Junkie April 8th, 2001 09:12 PM

Re: A pirates life for me...
 
Here is the Pirates&Nomads mod, with some minor bugfixes, and the following:

-3 levels of Massive planetary shielding, 10K, 50K, and 75K phased. These now require shield technology too, at lev 3.
-Planetary Space yards for pirates are limited to 1000 each resource. (1/2 of SY I)
-Research facilities for pirates now produce 200 points (40% normal)
-Pirates cannot build full size spaceyards on ships, just their small yard.

So, we now have a built-in pirate traits of:
- Cunning (Intel) +100%
- Intelligence (research) -60%
- Construction aptitude -50%
- All 3 resource production -40%, with no ability to specialize in a specific resource during the game.

Pirate Race traits you still have to add yourself:
- Reproduction -9%
- Env. Resist. -50%
- Political Savvy -50%
- Physical Strength (ground combat) -50%
Anything other than these four, you can set to whatever SE4 will accept http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Suicide Junkie April 9th, 2001 07:22 AM

Re: A pirates life for me...
 
I'm just wondering how many people have downloaded my mod, and what you all think about a new, major change to shield components.

I'm currently testing some new shield effects.
- Shield regenerators provide bonus shielding (eg. regen 5pts gives 5 pts more total shields, too)
- Phased shields & standard shields are mixed. (normal are on odd tech levels, phased on even) The phased are slightly stronger than normal shields, but a "half" tech level higher.
This will stretch out the shield strength increase, making it comparable to the armor tech thread.

------Simulated War Story------
My prototype LCs have an interesting property with this change.
With a shield 4, and 3x S.regen 3s, they get 300+45 shields, and +45 per turn.
In a battle against two organic tech LCs, They got a string of lucky hits in, and puched through my armor, destroying my shield generator. I trashed one of the LCs that turn, since its shields were down, while the other chased me.
The 45 shields from the regenerators were restored every turn, and the enemy had weapons that did 50 damage. his normal accuracy is so bad, that he only could get one hit a turn, out of four shots, and only managed to destroy one engine in three hits before I took him down.


Comments are welcome.

Nitram Draw April 10th, 2001 01:22 AM

Re: A pirates life for me...
 
Have downloaded it but won't be able to try it for about a week. I'll give you feed back then.

mac5732 April 13th, 2001 08:50 PM

Re: A pirates life for me...
 
SJ, just wanted to congrats on your promotion, also how is the mod coming? Anything new or new additions?

just some ideas, mac

Suicide Junkie April 14th, 2001 01:42 AM

Re: A pirates life for me...
 
Just the massive planetary shielding thing.
The phased planetary shields will be all screwed up for anybody with the newest Version.

I'm in the middle of the final exam weeks, so I don't have a lot of free time.

PsychoTechFreak April 14th, 2001 11:01 AM

Re: A pirates life for me...
 
I don't know if this has been mentioned before:

The red-colored nebulae systems seem to have sight obscuration level 5. I have checked that with every nebulae system in a medium sized galaxy, 2 races (human control), high tech, cloaking device level 3 and the best sensors available.

If you need to hide pirate bases, I would recommend to do it in red nebulaes.

[This message has been edited by PsychoTechFreak (edited 14 April 2001).]

Suicide Junkie April 14th, 2001 07:25 PM

Re: A pirates life for me...
 
I tried changing the description of the level 5 nebulas to be "blocks all sensors", so I'd know which were which.

Are you sure it is all red and no other colors that are level 5s?

PsychoTechFreak April 14th, 2001 08:08 PM

Re: A pirates life for me...
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
I tried changing the description of the level 5 nebulas to be "blocks all sensors", so I'd know which were which.

Are you sure it is all red and no other colors that are level 5s?
<HR></BLOCKQUOTE>

No, there are other nebulaes (I have seen a green one which made everything invisible for level 4 scanners). But I'm pretty sure with the red ones (10 nebulaes tested yet).

PsychoTechFreak April 14th, 2001 08:53 PM

Re: A pirates life for me...
 
I have done another test:

In QuadrantTypes.txt I have set:

Ancient(just level 5 nebulae modification):

Type 8 Name := Storm 5
Type 8 Chance := 100

every other chance to zero.

Created a large galaxy, every one was RED.

SJ, where have you changed this one?:

I tried changing the description of the level 5 nebulas to be "blocks [b]all sensors"


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