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Re: A pirates life for me...
Here are the other colors:
Level 1: violett Level 2: cyan Level 3: orange/brown Level 4: green Level 5: red I don't understand why I haven't seen anything in the level 4 nebulae with my high-level sensors (see my Last but one post), it seems that level 4 scanning just can see level 3 and lower obscurations. So you are safe in green and red nebulae systems. [This message has been edited by PsychoTechFreak (edited 14 April 2001).] |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>SJ, where have you changed this one?<HR></BLOCKQUOTE>
In my own files. Name := Storm 5 Description := A nebulae system. System Physical Type := Nebulae Background Bitmap := Storm5.bmp Empires Can Start In := FALSE Mask Background Objs := TRUE Non-Tiled Center Pic := FALSE Number of Abilities := 1 Ability 1 Type := Sector - Sight Obscuration Ability 1 Descr := This storm is opaque to all scanners. Ability 1 Val 1 := 5 Ability 1 Val 2 := 0 WP Stellar Abil Type := Normal Warp Point Number of System Objs := 0 When I have the time, I'll copy those storm entries so the storms have random colors. [This message has been edited by suicide_junkie (edited 15 April 2001).] |
Re: A pirates life for me...
Re: Pirates mod.
I've added miniaturized shields & regenerators. Basically they're about quarter size components, and slightly less efficient than the full size equipment. At 10kt shields (25-75 pts), and 5kt Regenerators (2-4 pts/turn), these things are supposed to make it easier to add some basic shielding to ES and FG class ships. They are also good on satellites, when you only have a small bit of room remaining to cram stuff in. |
Re: A pirates life for me...
Almost done exams, just Quantum Physics left.
I will get a new Version of Pirates & Nomads out on the weekend, and it will include the components.txt changes from the latest patch(es). Any constructive critisisms or suggestions are always welcome. |
Re: A pirates life for me...
There you go!
Installation: 1) Create a modfolder within your SE4 folder. 2) unzip "Pirates&NomadsV1.3.zip" into the modfolder 3) unzip "Nomad Race EMPs.zip" into your "SE4\Empires" folder 4) Change your "path.txt" to point to your modfolder 5) When creating a new game, add existing empire, and only select empires saved under this mod. 5b) Edit empires to be sure they are under computer control & using their own minister style. 5c) When creating your own race, choose one of "Regular", "Pirate" or "Nomadic". If you choose "Pirate", also select characteristics of -9% reproduction, -50% environment resist, -50% trade, and -50% physical strength (ground combat). These characteristics will ensure you have a truly "piratey" adventure http://www.shrapnelgames.com/ubb/images/icons/icon7.gif To get more races to play with: 1) start a new game with many randomly generated empires (no neutrals) 2) set all players to human control, and save them to disk. 3) start a new game, use "add existing empires" to load the races you saved. 4) edit each saved race, and add the Advanced Trait "Regular" 5) Save the race again. 6) Post all your Nomads-enabled races to this message board! Changes: - Miniaturized shields & regen for ES, FG size ships. - Massive Planetary shields LVL 1-3. MPSG 3 is 75K standard shields, since somebody mentioned that in the new Versions, the phased shields were going to the facility not the planet http://www.shrapnelgames.com/ubb/images/icons/icon9.gif. Still, its effective against most weapons. -some minor changes to facilities, since I think AI's were not using the best facilities. (I think they might have chosen the pirate research center over the standard one) Normals no longer have access to pirate/nomad research or shipyards (the 50% effective Versions) I think I'm still short on Pirate and Nomad techs, though. Next Version: -More shield tech levels, which will provide "Large Shield Generators" for bases, and eventually, a (slightly weaker than ruin tech) form of the MPSG! -An "Armor" facility! Effective even against phased weapons & shield penetrators! Bury your cities under a layer of Fluidic Armor (flows like water to plug holes in the armor!). [This message has been edited by suicide_junkie (edited 20 April 2001).] |
Re: A pirates life for me...
This is one huge thread
------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard UCP/TCO Ship Yards |
Re: A pirates life for me...
Yes, it should be retired at 300 Posts and a new one born, in honor of patch 5 http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
And SJ, you should post #300, after all its your fault its so long http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by Marty Ward (edited 20 April 2001).] |
Re: A pirates life for me...
Why in the world would you want to start a new thread?
When its one big thread, you can flip back through the pages to see history! Below: people's thoughts in electronic form since <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>01 March 2001 17:31<HR></BLOCKQUOTE> |
Re: A pirates life for me...
You're not seriously saying that you have to load all 300 Posts to read this thread, are you?
One page of info is gonna load at the same speed as one page with links to 19 others. If you can't seem to find stuff, perhaps someone should post a combination summary/index. |
Re: A pirates life for me...
Woohoo 300 Posts!
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