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Re: We need more pirates!
I have joined, will upload my Pirate EMP once i can.
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Re: We need more pirates!
I'm intrested however the only problem i may have is the turn duration how long will the turns last?, and i've also downloaded the mod from PBW, i don't know if this is the latest version, also, i saw differents version i think i downloaded all of them, anyway is any version with AI? where is it?
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Re: We need more pirates!
The PBW versions are filled with extra features that the AIs simply can't handle. Extra fun for a PBW humans-only game, though.
You want a non-PBW version, like: http://imagemodserver.mine.nu/other/...dsV3.2-STD.zip There should be some stock AI files in there, but I suggest copying some races from the TDM modpack, and running the AI Patcher on them. The AI patcher will convert the races from stock to P&N settings so that they will build ships that can actually move and set up their races so they can actually colonize. |
Re: We need more pirates!
I've recently played as a non-pirate (to check out some of the different tech combos), and began to build some of the large hulls but found a funny problem I'm hoping somebody can help with. (I've tried to search for this, but either came up with so many hits I'd be reading for a week or came up with nothing...)
With both the base-ship and battle-moon I find that as I add additional engines the maximum movement at some point reverts back to zero. With the basemoon, it fluctuates from zero to one and then back to zero. With the Baseship, I can raise the movement to eight and then it drops back to zero and begins to increase again as I add more engines. I think that this is a code / data structure issue since it looks to me like there is some type of database out of bounds issue with the numbers going on that has the effect of zeroing the movement once some value raises over a certain amount. Without the source code it is hard to say, but I found that by playing with the base moon number of engines required to move I could increase the movement achieved before the values dropped back to zero, but they always seemed to drop back at some pre-determined point. Has anybody seen this go on with their P&N games? |
Re: We need more pirates!
I haven't had the chance to try out this mod yet. How many engines are you talking about. I know facilities max out at 255. It's been a few years since I ran into that problem, so I can't recall if they start overwriting or if it erases them, but it could be a simmilar thing with the engines I suppase
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Re: We need more pirates!
Basically, there is a maximum of 255 engine points, after which the game's variable wraps back around to zero and counts up again.
Battlemoons need 200 engine points per movement. A maximum speed of one is quite reasonable, IMO. http://forum.shrapnelgames.com/images/smilies/wink.gif The same thing happens with the Baseships. If you want full speed, go with the real "ship" hulls. They should all be able to reach 15+ The fastest possible ship IIRC is the light cruiser. It has the best ratio of C&C to free space without hitting the 255 limit before getting to 30 speed. |
Re: We need more pirates!
Got it, thanks! Yes, it was clicking over at 255 points.
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Re: We need more pirates!
In practical terms, though, I doubt the pirates will have more than 400 or 500 kilotons of warship hardware.
A flagship light cruiser, or a couple of frigates for when you need a show of strength. Any more, and you'll be burning too much money on maintenance to keep up in the game. Of course, if you do manange to monopolize the spacelanes and take over a significant territory, you might be able to afford more warships to lean on the other pirates with http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: We need more pirates!
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