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Re: A pirates life for me...
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Re: A pirates life for me...
SJ,
Thanks, here are the races. I'll try to get the rest next week |
Re: A pirates life for me...
My god!!! leave for a week and the ole Pirate thread jumps above 200... lots of good info and I've seen lots of progress made toward an actual Pirate Mod has been made - nice work SJ and the rest of you.
Hope to have some down time this weekend to see bout catchin up on the ideas since I was Last fiddlin with the Pirates. ------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: A pirates life for me...
SJ, how did you work maintenance costs for the pirate ships, bases,etc, did you leave as in orig game or did you tweak-em. If you start with 50K and only get 200 each turn what was the maintenance cost for your units?
Did this effect the amount or type of ships or units to build in beginning or later on? It sounds from all the Posts that there is a lot of interest in the Pirate mod and it looks like its really taking off. GREAT... mac |
Re: A pirates life for me...
In the settings.txt, the minimum storage is 50K. The minimum income per turn is 200 of each.
I started with High starting resources, so With 100K, I built one ship and wasted the other 45K. I went for no maintenance, and it is still very difficult. Building even one escort takes 2 years to fund (at 200 per turn), so the budget is critically important. The costs are original, but I just took racial traits for zero maintenance, since money is so scarce in a pirates life. |
Re: A pirates life for me...
As if being a pirate wasn't hard enough!
A third of my navy was just wiped out by a supernova! A supply base, 4 LCs and an ES, plus an alien DS about to be analysed! Well, at least I managed to deconstruct that medium carrier first! I now have shields V, without any knowledge of physics http://www.shrapnelgames.com/ubb/images/icons/icon7.gif, plus medium fighters! If only I can get the Eee to fund construction of those fighters somehow... http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------ Uh, scratch that idea. I just saw my first Eee dreadnaught, and, um I've got a total of 7 LCs and 3 ES to my name, after the Wertreken Nova debacle. Yeah, the Eee are in 1st, I'm 8th out of 8. They've got 6 times my score http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I think its time to spam mines everywhere now. [This message has been edited by suicide_junkie (edited 24 March 2001).] |
Re: A pirates life for me...
Are there plans to add resource producing components for the pirates? (via the Solar resource generation ability?)
Or is this ability going to be reserved for the nomad race, as pirates might not be very interested in solar farming? It would certainly help the Pirates if they could use a component like that. Pirates would at least be able to generate some resources that way. Still, pirates aren't known for being conservative or industrious so generating their own resources might be out of character... but at least they wouldn't be quite so hampered by a lack of minerals. Anyway, what are the plans in this department? This mod is shaping up to look very interesting. Lucas |
Re: A pirates life for me...
I think that the best way to get resources is from a trade partner.
In my game, the Eee are first place and offered a trade alliance. I get 20% of their 200K resource output, and they get zilch. Of course, they do get insurance against me stealing all their ships and colonies. I'm really getting hammered by intel right now, any suggestions? I have a planet of aliens that the crysies started a riot on. The other alien planet (with SY and orbital factory) in the system is unhappy. I have one construction station in orbit, which is building troops right now, and I'm sending some ships in, but they are really needed on the front lines of the war against the Crysies in the next system down. Whats the best way to stop the rioting with what little I have? |
Re: A pirates life for me...
To bad there isn't a way to give away some of that "Pirate Loot" you probably have stashed on some un-named moon. That would make'm happy http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: A pirates life for me...
Ok, now I need suggestions on what to change.
Changes so far for V1.1: - Disabled Crystal tech solar generators (for pirates). - Added a Basic Pirate Facility: Slave Labour Camp, gives 100 each resource, using solar generator ability. - Enabled shield regeneration on Small Shields, just like on full size shields. |
Re: A pirates life for me...
Ok, just my 2cents worth, havn't read this thread much but a pirate race/option would be nice. The pirates/smugglers I remember the most are the ones from the StarWars novels. A lot of them had asteroid bases, would it be possible for some mod to be made to colonize asteroids?? (just for them, a colonize asteroid racial ability or some such.), then they could have home bases without actually colonizing planets or just using ships/miners. Now if I'm sticking my nose where it dosn't belong, just ignore this post http://www.shrapnelgames.com/ubb/images/icons/icon7.gif, but hopefully I havn't covered something already said and sparked a new idea instead.
------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: A pirates life for me...
Unfortunately, asteroid colonies require code changes by MM.
You can always build a Starbase in an asteroid belt, (but storms are even better http://www.shrapnelgames.com/ubb/images/icons/icon7.gif), and with the pirate mentality, you don't have to have any planets - you just use captured ships by scrapping or retrofitting. Most of my bases happen to be located on the system's star, if there is no good storm to put it in, and the central location makes it easier to attack anything in the system from there. |
Re: A pirates life for me...
SJ, in regards to your rioting,& how did you set up intel for pirates? Did you leave as normal or tweak? You may want to raise the intel points for pirates or increase the amount their intel centers put out. As for rioting, it sounds like you need another base to build troops. Did you take away the ability for pacification centers for the pirates? Maybe look into giving them a new facility for population supression instead of the pacification centers, same results, different name/amt of points. Let pirates build this facility on planets they capture but I would not make for the entire system. It would have to be built on each captured planet... I don't know if this could be modded like this.... just some ideas. mac
As for now, I would just send as few ships as you can spare put over l planet at a time once they stop go to next. Do you have increase in builds by 150%, you may want to try this even though your next 10 turns or so will be slower building if you think your mail fleets can hold the line for this time. transport troops as fast as you build them don't wait until you have large amounts, get them there as fast as possible with whatver you have, maybe these with a few ships would help... good luck, mac [This message has been edited by mac5732 (edited 25 March 2001).] |
Re: A pirates life for me...
Thanks, its ok now. The rioting was an intel op, so only one planet was affected. Repeat building troops on the orbital factory, & a couple of BCs fixed it after 5 turns.
My only problem is budgetary now http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Pirates are only allowed to do defensive & informational intel (no offensive), but immediately get a Pirate intel facility, that provides 1000 points. |
Re: A pirates life for me...
SJ, glad it worked out, I did think of 2 other possibilities, however, I have never tried them so don't know if they'll work or if they are possible.
1. Upload and deep six rioting pop. replace with happy slave pop from another world. Will take awhile for pop increase but should buy you time to build troops. Transports easier to use then warships. No guarantee new pop won't riot but should buy time. 2. Trade rioting world to another race for none rioting world. again no guarantee they won't also riot, but should buy time I never tried either one so I don't know if they would work. If you try them let me know if they work. just some ideas Mac |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Upload and deep six rioting pop. replace with happy slave pop from another world. Will take awhile for pop increase but should buy you time to build troops.<HR></BLOCKQUOTE>
As a pirate, the pop increase will never happen. (-9% repro, -50% environment resist) There are fewer than 5 worlds in my known universe that can support even 1% growth http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Plus, I can't build colony ships, so I naturally don't have control of many http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: A pirates life for me...
Ok, there haven't been any suggestions lately, so I'm just gonna upload what I've got so far. The changes I mentioned a few Posts below are included as well as the EMPs kindly provided by:Nitram Draw
You'll have to move the emp's to your empires folder, but the zip structure should contain the entire mod directory tree. Create a Pirates mod directory, and unpack the zip into there. |
Re: A pirates life for me...
You can always post ideas, and there's probably somebody out there who will suggest an easier way, or will identify potential problems, or may even have already done something similar.
I'm going to be away for a bit this week, since I have a lot of assignments due. If theres some suggestions, I'll do another Version of Pirates on the weekend. |
Re: A pirates life for me...
SJ,
Been able to work on some of my ideas for the pirate race. Finally got most of the stuff to take. Need to test them and can probably do it this coming weekend. I will try to post my ideas here tomorrow or wednsday. Would you take a look at them and comment? Also, have you decided if other facilities should be removed from the pirates, like the mining ones? That idea really allows the pirates to be customized. A lot of my ideas seem very similiar to yours. One note though, there seems to be a limit on the number of components and techs you can add, so you can't go overboard adding pirate specific stuff. I had added a lot of items and had trouble getting them to show up. You can e-mail me at jward@matteicomp.com if you like. |
Re: A pirates life for me...
The "slave labor camp" facility raises the interesting prospect of a pirate/slaver class.
Slave trading was after all the mainstay of the classical pirate/buccaneer economy. Has anyone tried to trade population in SEIV? I'm sure that human players would be delighted to pay up for (say) methane breathers. Would probably require code changes to the colonization/population ministers to have the AI bid for them? Maybe should only allow trades from a modified cargo facility - "Slave Pen III" - to add to the atmosphere. Full support for pop trading could make the pirate/slaver class a fully viable race option. SJ, any chance of your mods making it into the next cut of the modpack? ------------------ Resistence is futile. |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I'm sure that human players would be delighted to pay up for (say) methane breathers.
Full support for pop trading could make the pirate/slaver class a fully viable race option. SJ, any chance of your mods making it into the next cut of the modpack? <HR></BLOCKQUOTE> Only problem is, they'd only pay once, then use their own reproduction to colonize new planets. If there was a trade option with some sort of rental effect, then you could charge them 10,000 minerals per turn. Otherwise, you're not going to get much outta the deal http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I don't know anything about the modpack, sorry. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Any ideas on how to get the game to recognize a new intelligence tech tree?<HR></BLOCKQUOTE> I'd just copy/paste the intelops from the file, change the ability/amounts and you're done. Just make sure it requires the tech area "Is A Pirate" level 1. |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Only problem is, they'd only pay once, then use their own reproduction to colonize new planets. <HR></BLOCKQUOTE> Do conquered/gifted populations retain their own racial reproduction rate or do they inherit that of their acquirer? (I used to find the game too easy if I used troops in SEIII so haven't tried yet in SEIV. Planets acquired via "Puppet Political Parties" are soon too angry to judge.) ------------------ Resistence is futile. |
Re: A pirates life for me...
A race that is brought into your empire appears to be genetically engineered to take all of your empire attributes except for the following 5 items that I have seen.
1. a different bitmap 2. a different racial name 3. a link to their former history of what they were 4. the ability to breathe their native atompshere 5. a different natural happiness modifier. (they will always have a trend to go to rioting unless you keep them happy) Ships retain their bitmaps until retrofitted and then attain the appearance of the race that retrofitted it. |
Re: A pirates life for me...
SJ,
I tried your copy and paste for intel but now I can't get the intelligence button to function. I changed some costs and added some projects so maybe that has an effect. Dam I wish I could test the game here at work http://www.shrapnelgames.com/ubb/images/icons/icon9.gif boss won't let me though. |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I tried your copy and paste for intel but now I can't get the intelligence button to function. I changed some costs and added some projects so maybe that has an effect. <HR></BLOCKQUOTE>
Copy/paste tends to introduce those sneaky little double blank line errors. check that first. Other than that, try going slower, making only one change at a time, to see which change is causing the problem. |
Re: A pirates life for me...
Some questions about the pirate race.
SJ has already removed the basic resource facilities for pirates. Are there any other base items that pirates should not have? Should Pirates components be small and cheap or large and powerful? What should the Pirate culture set up look like? I have a bunch of stuff done that I can upload later this week for comment on. I have only had trouble with creating a separate Pirate Intel tech for cheap pirate type intel stuff, hijacking, blackmail etc.. Any ideas on how to get the game to recognize a new intelligence tech tree? |
Re: A pirates life for me...
Ok!
Here is an updated Pirates Mod. Extract it to your Pirates folder, and unzip the empire zips found inside to your empires folder. Changes: -Reduced minimum resouce racial traits to 25%, for those pirates who want that extra bit of something useful http://www.shrapnelgames.com/ubb/images/icons/icon7.gif -Trade alliances max out at 10%. Leeching off of other empires via politics should not be encoraged so much. The Pirate's racial trait for trade should still be set at 50% -Psychic racial traits are OK now, I disabled the Allegiance Subverters for Pirates. -The minimum resoure production is now up to 500 resources per turn to assist at the beginning. |
Re: A pirates life for me...
Good job!
This is a fun way to play. |
Re: A pirates life for me...
Does anyone have ideas for new Pirate components or any changes or tweaks?
How about stories on how the game has gone so far, so we can work on balance? Should the pirates get resource converters early on? Right away? |
Re: A pirates life for me...
The only things I have added are facilities, a bordello for happiness, a tavern for intelligence, stuff like that and a separate ship set with cheaper ships.
I removed the no colonizer restriction but always play pirate games with only colonize home planet and breathable atmosphere. If you choose rock/none or ice/CO2 you don't find many places to build. I also play with maintenance, 5%. I haven't had much luck creating components on my own. I use yours. I wish I had more time to play/fiddle with them. I have much more time at work but I can't fire up the game http://www.shrapnelgames.com/ubb/images/icons/icon9.gif I've played about 5-6 games as a pirate, only won once, haven't mastered the boarding,capturing and analizing process yet. I like using a medium quadrant, small I meet other races to quick and large I am so far behind technically that my few ships get creamed. |
Re: A pirates life for me...
Things to discuss & maybe add:
- Pirate UPC (bordello) - new ship hulls Ideas on specifics anybody? - Capture-capable fighters? Perhaps the Pirates should not get any ship-building capability? Just build fighters & retrofit enemy vehicles. I'll see if I can set a fighter-type hull to go through wormholes for the Pirates. [edit] Nope Maybe just a really small ship size will do. Better yet, I'll try making mobile satellite http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Then wonder if they'll go through warp points? Nope. Oh well.[/edit] ---------------------- <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I removed the no colonizer restriction but always play pirate games with only colonize home planet and breathable atmosphere. If you choose rock/none or ice/CO2 you don't find many places to build. I also play with maintenance, 5%.<HR></BLOCKQUOTE> I think you'll find that with mastery of the capture process, you'll find that planets are really easy to come by, and you'll be able to pull ahead in tech even in large galaxies. There are two ways to go about capturing. A) I just wanna new ship for my fleet. B) I need technology. Step 1) Shoot until the shields are down. Step 2) Look for a self-destruct. 2.1) There is no self-destruct. Move in and capture. 2.2) There is a self-destruct. Goto step 3) 3 A) I just wanna ship, so pound the enemy ship to dust, but leave it with 10% hull strength left. 4 A) If the self-destruct is still there, blow the ship away, otherwise capture it. 5 A) Using the repair ship & Spaceyard Ships in your fleet, retrofit & repair. If you don't have the tech, repair the engines & send it to a planet to be rebuilt. 6 A) Rejoin the fleet & capture another ship. 3 B) I want the tech! So, shoot one weapon at a time, and try to use your smallest damage weapons only. In between shots, check for a Self-destruct. 4 B) As soon as the Self-destruct is gone, pounce & capture. 5 B) Using the Space Yard ship in your fleet, analyse the ship right away. (you won't be able to repair tech you don't have, then deconstruct & learn it http://www.shrapnelgames.com/ubb/images/icons/icon7.gif) Tips: -Colony ships rarely have shields or SDDs. Capture them whole, until someone mods the AI to put SDDs on 'em. *hint hint* -Against Crystal armor, use a shield depleter, then capture the ship with the armor intact. SDDs will prevent this after 50- 70 turns. -Get Shield Depleters & eventually, null-space weapons. Lucky shots can destroy the SDD, leaving lots of technological goodies intact. -Always use overwhelming force. Never fight a fair battle. If you don't outnumber and outgun the enemy 3 to 1, you'll probably lose more than you gain. -Don't Fight Large Fleets. Even if you greatly outnumber the enemy, you will still take casualties. -Bring a minelayer with your capture fleet. Deploy mines to protect you while you repair your prizes & prepare to move out. -Use troops to capture mineral miner worlds! Even one Mineral world can bring you untold riches. Put 1000 mines and fighters in orbit of this place! [This message has been edited by suicide_junkie (edited 01 April 2001).] [This message has been edited by suicide_junkie (edited 01 April 2001).] |
Re: A pirates life for me...
SJ - you have done one hell of a job on the little pirate idea. I finally have a break w/my work and I hope to be able to try out the "Pirate Mod" this week. Your changes look promissing and w/all the positive feedback I think you've got a winner on your hands.
good job... ------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
-Colony ships rarely have shields or SDDs. Capture them whole, until someone mods the AI to put SDDs on 'em. *hint hint* [/b]<HR></BLOCKQUOTE> uhm....and kill all those millions of innocent people on board?? |
Re: A pirates life for me...
Blow up a few million of my people, or let them be captured by pirates to work in slave labour camps & double the size of the pirate empire? Hmmm.
--------------------- Thanks, WhiteHojo. I still need all the ideas I can get. I'm looking on ways to slow down the expansion of the Pirates' colonies in the middle game. They really should be using space stations deep in enemy territory to stage raids, not just having planets all over http://www.shrapnelgames.com/ubb/images/icons/icon7.gif If somebody could get the Pirate AIs to put SDDs on the colony ships, then the pirates could get colonies fairly easily until turn 60 or 80, when the SDDs come out. Then you will be hard-pressed to capture colony ships intact & will have to use more troops & bases. ---------------------------- Question for anybody who's played the Pirate Mod (and even those who haven't): Should the Pirates be encouraged to use Fighters more, and have much fewer capital ships? Ie. if the Pirates have low-to-normal maintenance, then they will not be able to support many "Ships" Perhaps roughly one ship per planet. Then, we would give the Pirates many advanced, very large Fighter hulls, so that they can Capture ships and fight decently without maintenance. Then, in the late game, You might have a Pirate fleet enter your system, with a single PD-heavy dreadnaught, one Minesweeper LC and one Carrier full of Pirate fighters & a con-yard. We may need to give a maintenance-free "Pirate Outpost" base hull, so that the pirates can build secret Scrapper bases left and right without worrying about bankruptcy. --------------------------- Does anybody know if the Crystalline Solar Generator's ability works on components? It isn't tied to a planet, but to the # of stars, just like the Solar Panels. We may have been sitting on the key to Nomadic races all along. |
Re: A pirates life for me...
You have created a great mod.
My ideas for the perfect Pirate mod would be, in addition to your mod: Only allowed to colonize tiny planets. Not allowed any of the standard facilities, specifically resource, shipyard, intel or research. Have more special facilities in the pirate motif that give resources, intel etc. but not be as good as the standard ones. Be able to capture and ransom population. Definately have special fighters. More Pirate specific components, for additional flavor. The only ones that can't be done, I think, are the restriction on the planet size and ransom. Maybe MM would consider adding planet size as an option along with atmosphere type and planet type but that may be asking a lot. Don't know how ransom would work. I think Pirates should very rarely be able to stand up to a fleet. They should almost be forced to pick on individual or small Groups of ships. The challenge I have found with Pirates is to try to win in an unconventional manner, which I have been very poor at but it is great fun trying. [This message has been edited by Nitram Draw (edited 02 April 2001).] |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Not allowed any of the standard facilities, [such as] research.
<HR></BLOCKQUOTE> Poll: Who would like to see pirates with no research ability, other than from captured ships & planets? A) Leave it alone B) Severly restrict research (just like resources) C) No research for Pirates! D) No research, and get rid of the resource gathering slave labour camps too! E) None of the above [This message has been edited by suicide_junkie (edited 02 April 2001).] |
Re: A pirates life for me...
B
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Re: A pirates life for me...
(My first post on this thread but I have read every single post)
<Light bulb> Idea: Going back to a previous post on a different thread... Make a government/police facility which is available to everyone except pirates (They're not very good at law and order=-). This facility is cheap but essential, beacuse it keeps order within the system it is placed in. It is also destroyed if the planet is taken over by troops. Any planet in a system without a friendly government facility will inevitably fall to rioting and revolt within say, 7 turns. Pirates can then conquer and colonise as many planets as they like, but they can't hang on to them. They can only get a few turns' worth of mining / research out of the planet before they have to strip it/ ransom (ie trade) it and leave. </Light Bulb> <Light bulb II> Another idea: When the map / scenario editor comes out maybe it would be possible to mod pirate / nomad homeworlds to explode after a certain number of turns, so that they are forced to take to a space-borne way of life. </Light bulb II> ------------------ -- There is an exception to every rule. Including this one. [This message has been edited by dogscoff (edited 03 April 2001).] |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by dogscoff:
<Light bulb II> Another idea: When the map / scenario editor comes out maybe it would be possible to mod pirate / nomad homeworlds to explode after a certain number of turns, so that they are forced to take to a space-borne way of life. </Light bulb II> <HR></BLOCKQUOTE> that's a good one!! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif let them set things up for a few turns and then BOOM!! hehe.... [This message has been edited by LemmyM (edited 03 April 2001).] |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Make a government/police facility which is available to everyone except pirates (They're not very good at law and order=-).
This facility is cheap but essential, beacuse it keeps order within the system it is placed in. It is also destroyed if the planet is taken over by troops. Any planet in a system without a friendly government facility will inevitably fall to rioting and revolt within say, 7 turns. Pirates can then conquer and colonise as many planets as they like, but they can't hang on to them. They can only get a few turns' worth of mining / research out of the planet before they have to strip it/ ransom (ie trade) it and leave. <HR></BLOCKQUOTE> I don't know if you can set things up so a planet will riot on its own automatically, yet not do that with a facility. An easier way to implement the first parts of that would be to make a new troop size: Name: Police squad. Size: 2 kt. Cost: 10 Minerals Then you could make the AI pump out say 50 of them in one or two turns, and they would ensure the population is jubilant, Plus, they would provide more hitpoints for ground combat, giving the militia more time to fight back! I already use Police units, but a major part of their cost is the built-in hull price (100 minerals). A 2kt unit with 10 mineral base cost +20 kt cockpit means I can build around 100 a turn, and even though they have only 1 ECM, or one armor, they can dodge shots or absorb them for quite a few combat turns. Even if the militia dies first, the police can usually hold out for reinforcements from the new militia next turn. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif And they keep the population from rioting at the same time! |
Re: A pirates life for me...
You may be able to do it by giving the pirate culture a large negative happiness modifier, say -40. This would require them to build something to keep the population happy.
I recall there being some problem with negatives modifiers though so this may not work. |
Re: A pirates life for me...
How about if you made something that is present in all systems (like a space port, or better yet a stellar object*(see note)) that modifies hapiness by -80% or something, and then the law& order facility / unit could just be a +80% happiness modifier.
Obviously that 80% is just a number I made up and the real figure would have to be worked out by trial and error to give however many turns of stability before social collapse, but there must be a way: Reading the early Posts on this thread I initially thought "No way are they going to do all that stuff" but it's almost all been implemented one way or another. It amazes me the amount of mods you can make with just those little text files. (When I say "you" by the way, I mean "someone else". I'm strictly a back seat modder I'm afraid=-) *note: I know you can modify the way systems are generated and the object put into them. Would it be possible to invent a new type of invisible, untouchable "planet" that has no image and no effect other than the happiness modification, and which is present in every single system. -- <Edit> Sorry Nitram, didn't mean to ignore your post: My computer didn't display it until after my post had gone through. If your way can be implemented, it looks a lot less work than what I just suggested. </Edit> -- ------------------ There is an exception to every rule. Including this one. [This message has been edited by dogscoff (edited 03 April 2001).] |
Re: A pirates life for me...
No problem.
Actually population unhappiness fits right in with the Pirate motif. All true pirates would rather be pillaging and plundering. The ones left behind should get real pissed http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: A pirates life for me...
Is it just me or is it taking longer to load and reply to this topic?
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Re: A pirates life for me...
I lost the shrapnel server, couldn't post or view anything, now that its back, the thread loaded just as fast as ever.
BTW, Here is the new Pirates&Nomads mod. We need to redo all of the empires again, so that they include [not having] the Nomad racial trait. If you want to play without the nomads & use the old Pirate EMPs, just remove the Last racial trait from the file ("Is A Nomad") Note that the nomads are distinctly lacking in special components, I need ideas. Also, this is bound to need a lot of adjustments. Consider it a pre-beta http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: A pirates life for me...
Oops. I just fixed a capitalization error in the mod.
Note: Installing this over top of the Pirates mod will invalidate your savegame!! Use a different mod directory. Also, I've just gone and fixed up some EMPs for the mod, so you can get started playing it right away http://www.shrapnelgames.com/ubb/images/icons/icon7.gif To add more, just start a random game, save the random empires, then edit thier EMPs to include the "Is Normal" Trait (ie. not pirate, not nomad). Save once more, then post them to the board. [This message has been edited by suicide_junkie (edited 04 April 2001).] |
Re: A pirates life for me...
Man, I just don't get this Attachment manager thing http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Here is the latest Pirates & Nomads Mod. I have just realized that the nomads are in pretty big trouble at the beginning, since they don't get ship-based spaceyard. I'm giving them the same mini-shipyard as the pirates, and that is included here. |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
I lost the shrapnel server, couldn't post or view anything, now that its back, the thread loaded just as fast as ever. BTW, Here is the new Pirates&Nomads mod. We need to redo all of the empires again, so that they include [not having] the Nomad racial trait. If you want to play without the nomads & use the old Pirate EMPs, just remove the Last racial trait from the file ("Is A Nomad") Note that the nomads are distinctly lacking in special components, I need ideas. Also, this is bound to need a lot of adjustments. Consider it a pre-beta http://www.shrapnelgames.com/ubb/images/icons/icon7.gif<HR></BLOCKQUOTE> I think plain old 'Nomadic' would work for the name of the racial trait. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif And as far as components go, some sort of solar sail/solar collector combo would be good so they have absolutely minimal need for supplies. Then make 'small' Versions of everything you can think of and set them up to research fighters very early. Fighters don't pay maintenance but can travel around in-system on their own power. All they would need is a few small transports with fighter bays to ferry them through warp points. Now, equip fighters with everything. Small sensors, small cloaking devices, small solar sail/collector, etc. When they can do almost everything a ship can do and still pay zero maintenance they will help give the nomads enough kick to compete with the other races. I have yet to test if 'Solar Resource Generation' works on a component. Does it? If it does then the nomads should get it. Research and Intelligence are the weak point. I hope MM will let these abilites work for components sometime soon. Just keep requesting it. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Further thoughts: Maybe they can have a unique fighter hull at the start of the game. Make it larger than a standard 'large' fighter but with a lower engine limit so it's not so hot in combat. This combined with the solar sail/collector component could be a really useful advantage to get them started. The other thing they really need has to be added by MM. We need some way to let population carried in a vehicle grow like population on a planet. [This message has been edited by Baron Munchausen (edited 04 April 2001).] |
Re: A pirates life for me...
-Names are easy to change: Normal, Pirate, Nomad.
-solar sail/solar collector combo -'small' Versions of everything + fighters very early. Small sensors, small cloaking devices, small solar sail/collector, etc. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I have yet to test if 'Solar Resource Generation' works on a component. Does it?<HR></BLOCKQUOTE>Nope thats the first thing I tried http://www.shrapnelgames.com/ubb/images/icons/icon7.gif <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Research and Intelligence are the weak point.<HR></BLOCKQUOTE> Definitely, research is a problem, but intel is not. When the nomads lose their home planet, they will lose contact with all other races, and intel will not be a factor. Research will have to be done on the homeworld, and later stolen because of how the game works. -unique fighter hull, larger than a standard 'large' fighter. (instead of lower engine limit, multiple engines per move) (I really don't like arbirtary limits being imposed on stuff. This way you can decide for yourself how much to spend on engines) Thats a lot of good ideas. I'll get them started now. [This message has been edited by suicide_junkie (edited 04 April 2001).] |
Re: A pirates life for me...
-Names are easy to change: Normal, Pirate, Nomad.
-solar sail/solar collector combo -'small' Versions of everything + fighters very early. Small sensors, small cloaking devices, small solar sail/collector, etc. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I have yet to test if 'Solar Resource Generation' works on a component. Does it?<HR></BLOCKQUOTE>Nope thats the first thing I tried http://www.shrapnelgames.com/ubb/images/icons/icon7.gif <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Research and Intelligence are the weak point.<HR></BLOCKQUOTE> Definitely, research is a problem, but intel is not. When the nomads lose their home planet, they will lose contact with all other races, and intel will not be a factor. Research will have to be done on the homeworld, and later stolen because of how the game works. -unique fighter hull, larger than a standard 'large' fighter. (instead of lower engine limit, multiple engines per move) (I really don't like arbirtary limits being imposed on stuff. This way you can decide for yourself how much to spend on engines) Thats some good stuff. I'm on it. |
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