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

jimbob May 7th, 2002 02:25 AM

Re: A pirates life for me...
 
Posted in the downloads area,

If I knew anything about anything, I'd have linked you to them... but I don't http://forum.shrapnelgames.com/images/icons/icon10.gif

Cheers,
jimbob

Suicide Junkie May 7th, 2002 11:49 PM

Re: A pirates life for me...
 
Cool.

Links are:
[ url=www.website.com]Text for link[/url]

I find it easiest to copy-paste from the address/location bar in my browser, rather than type out a long address.

There is also the "Instant UBB Code" buttons just below the add reply button when posting. The first option is "URL" http://forum.shrapnelgames.com/images/icons/icon12.gif

jimbob May 10th, 2002 12:19 AM

Re: A pirates life for me...
 
SJ,

Are the droids worth adding? I've play tested them, and they seem balanced enough. Do they add to the P&N universe (admittedly they're rather Star Warsy)?

Also, was the change in technology tree (RE: miniaturization branch and miniaturized weaponry) acceptable?

TerranC May 10th, 2002 12:27 AM

Re: A pirates life for me...
 
Quote:

Originally posted by jimbob:
SJ,

Are the droids worth adding? (admittedly they're rather Star Warsy)?


<font size="2" face="Verdana, Arial">I think SJ should add them; we are already using a type of droid: the Canadarm!

http://forum.shrapnelgames.com/images/icons/icon10.gif

jimbob May 10th, 2002 12:36 AM

Re: A pirates life for me...
 
TerranC

Oh stop, you're making me all teary eyed and patriotic...

[singing to the tune of God Save the Queen]
Our country reeks of trees
Our Yaks are really large
And they smell of rotting beef carcasses

And we have to clean up after them
And it's our great reward
Our saddle sores are the best...
And I can't remember the next line.

Suicide Junkie May 10th, 2002 02:30 AM

Re: A pirates life for me...
 
They really don't seem to be P&N-ish. At least with the StarWars aura. For sure, the Droid Versions should be listed in the standard SE4 roman numerals format, and have a different name.

Damage Control System would be good...
That would explain the extra hitpoints.
The extra speed would be because the drives can be run closer to or beyond their specs: the DCS can closely monitor them for imminent failure, and replace worn parts.
If the DCS handles organics as well, and will keep the fighter pumped full of coffee when he needs it, that explains the attack bonus:)

jimbob May 28th, 2002 01:18 AM

Re: A pirates life for me...
 
RE: Droids/R2D2 components... OK, sure. Maybe call them droids for now, and let the the Sci-Fi crossover guys worry about re-naming them later (that is, if they even use them)?

RE: P&N 2.6 beta... I don't know if it's really a bug or anything, more a play balance issue. I was testing several races, one of them with gravity manipulation. The G-spike engines seem really expensive, and I think will give me less propulsion per kT! They gave a slight edge in terms of distance travelled because of a lower supplies used value. At first glance they just seem a little too expensive to have a lower thrust ratio and only a slight gain in efficiency (In My Slightly Confused and Over-Caffienated Opinion).

[ May 28, 2002, 00:19: Message edited by: jimbob ]

Suicide Junkie May 28th, 2002 01:59 AM

Re: A pirates life for me...
 
I'm not sure what you're looking at but I have:

Ion Drive
10 size
3 mp
160 rads

Grav 1:
10 size
4 mp
400 rads

Quantum:
10 size
6 mp
500 rads

Grav 4:
10 size
7 mp
750 rads

The Grav drives give +1 thrust, and increased rads cost.

If you factor in the fact that you will need less engines to move the same speed, the rad costs are not as bad:
Grav 1:
400 * (3/4) = 300 = 188% rads cost.
Grav 4:
750 * (6/7) = 642 = 128% rads cost.
And you get a decent 25% to 14% reduction in the size of your engine room as a bonus.

[ May 28, 2002, 01:06: Message edited by: Suicide Junkie. ]

jimbob May 31st, 2002 07:04 AM

Re: A pirates life for me...
 
Yeah, so I guess I'm actually on crack then. http://forum.shrapnelgames.com/images/icons/icon12.gif
Sorry SJ, I must have read it wrong or something (though I can't imagine what that other possibility would be http://forum.shrapnelgames.com/images/icons/blush.gif ).

Suicide Junkie August 21st, 2002 09:32 AM

Re: A pirates life for me...
 
Behold! A new Version of Pirates & Nomads arises from the deep, dragging with it this ancient thread from the beginning of time!

Pirates&Nomadsv3.1.zip!
This is for GOLD v1.78 or higher.

If you find any bugs, please report them. I can't fix what I don't know is broken, but anything broken can be fixed quickly

Pirates&Nomads V3.1:
Quick List: </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Pirates, Nomads and Normals - Pirates and Nomads are intended for single player vs AIs, but can be successful if played carefully as a supporting race (arms dealer, etc) in a multiplayer game. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">New racial traits - Try them out in single player before you play. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Maintenance reduction - Big change, +10% reduction = 90% of normal costs </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Quality Mounts - When using armor, be sure to pay extra and recieve the "Premium" armor plating. In matters of life and death, every little bit helps. For non-military ships, such as population transports, "budget" mounts may be appropriate to reduce costs. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Weapons - Some balancing, New additions, Phased weapons heavily altered </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Defenses - Phased shields are mixed in with normal shields, Armor can be as strong as shields, though harder to repair. Special defenses to stop "only weapons" and other special damage types. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Quasi-Newtonian Propulsion - Big ships need Big engines, or they go slow. Simple as that. Except instead of bigger, you just use lots of little ones for now. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Battlemoons - The ultimate vehicle size, these are limited to 1MP on the map, and carry 10,000 KT of equipment. The default picture is from the "planets" directory. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Unit Mounts - Units use mounted Versions of your standard ship weapons. Just research Troop weapons or smaller weapons to get the mounts. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Resources - The build costs of all objects are roughly balanced. Since homeworlds start with about 10 mineral miners and only one farm and one radioactives extractor, you will need to supplement orgs and rads production quickly. Scrapping a homeworld's miner for a farm or rads extractor is usually a good idea. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Stellar Manipulation - All SM techs are vastly increased in size. Some of the major components can only be mounted on a Baseship or even a Battlemoon.

Full List:

Racial Traits: </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Pirates, Nomads, and Normals
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Selecting Zero will prevent you from building anything of value. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Selecting more than one will be cheating unless the game specifically is set up with this in mind. </font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Players with more than one trait will be obvious upon first contact: Click Report, and the Race tab to see their trait choices.
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif"></font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">There is a sixth major racial trait: Advanced Gravitic Manipulation. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">This trait mainly gives advanced propulsion technology, faster missiles, and advanced gravity weapons (including a Point-Defense Repulsor beam) </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">All of the 6 main racial Technology Traits (Psychic, Organic, Temporal, Crystalline, Religious, and Gravitic Manipulation) have crossover techs. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Most of the listed components are half of normal size, the lifesupport provides 1 repair per turn instead. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Tiny Race - All C&C components (bridge/Lifesupport/Crewquarters) are 70% of normal size. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Expanded Automation - All ships require one fewer Lifesupport and CrewQuarters compared to normal vessels </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Pack Rats - Crew Quarters add to your cargo capacity </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Think Big - All units are 25% bigger than normal
Racial Penalties</font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Naturalists - Planets store only 60% of normal cargo, population and facilities. Cost: -3000 Racial points. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Endemic Wastefulness - Supply Usage by all vehicles is doubled. Cost: -2000 Racial points
Racial Characteristics: This is mainly the same as normal, so that AIs will still work. Most areas have expanded limits, so you can go higher or lower than normal. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Environmental Resisitance is locked at 100% Since this has exactly the same effect as Reproduction, it has been removed from play. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Reproduction reduction - A significant bonus is given to players who take very low reproduction rates. Reducing yourself to a ZERO-reproduction race will net you 1600 racial points to spend elsewhere. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Farming and Refining skills are important in P&N due to balanced component costs, so don't neglect them. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Maintenance Aptitude has been fixed from normal SE4. The base maintenance rate is 25% of the ship's cost per month. In most mods, and unmodded SE4, taking 10% to maintenance reduction leaves you paying 25-10= 15% of the ship's cost per month. In P&N, 10% maintenance reduction leaves you with 25 - (10% of 25) = 22.5% of the ship's cost per month. The limit for maintenance reduction has been increased to 50%.
Weapons and Defenses: Weapons have been altered from normal SE4 to improve balance. Some major examples are below. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Troops and Fighters no longer have their own special weapons. Instead, they have "Micro", "Mini", and "Small" mounts for ship sized weapons. Yes, you can put a wave motion gun on a fighter, if you can find the space for it (WMGs on Large fighters are possible, but the fighter will be slow, and have no shielding). </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Antiproton beams have been weakened slightly. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Missiles come in more flavours. There is a Heavy Bombardment missile that does quad damage to shields and has 4x the hitpoints (vs PD) of a normal missile and weighs twice as much. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Wave Motion Guns are called "Helix Cannons" (you'll see why when they fire http://forum.shrapnelgames.com/images/icons/icon7.gif ) and have extended range to be more of an artillery weapon. HEM beams (crystalline tech) are similarily extended in range. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Phased weapons are no longer just Polaron Beams. Phased Energy Weapons technology will modify your APBs, Torpedoes and Missiles to carry shield-skipping warheads. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Ramming has a 200% modifier to the damage inflicted on both sides.
Defense options have been multiplied. From useful armor, to specialty weapon defeaters, to shields. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Troops and Fighters no longer have their own shield technologies. Instead "Small shield mounts" are used to add ship-class shields. Units of varying size get different shield strength out of the same shield generator. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Normal shields and Phased shields are developed simultaneously during shield research. The normal shields have more hitpoints per kt space than the phased. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">At the top levels of shield technology, "Heavy shield generators" are available (200kt, 2000+ shields generated). Beyond that, you can gain Planetary shield technology on your own. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Aside from special-effects armor, the standard defensive plating comes in "ablative" and "plasma projection" varieties, each smaller, but stronger than the Last. Using a mount, armor hitpoints can be even higher than shields. However, the best armor comes in 1kt pieces, and trying to repair 200 broken armor components takes quite a while. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">BuckyTube Gel armor - Not quite armor, but more like "decoy internals" This stuff WILL be hit by null-space weapons, not 100%, but it does sap some of the weapon's strength. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Tachyon Diffuser - is a high-hitpoint decoy weapon that will absorb some hits from weapon-destroying weapons. Not 100%, but it will absorb some hits. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Armored engines, and shield-armor hybrid technology resist their respective "only x" weapons better than normal.

Movement and propulsion:
P&N uses a Quasi-Newtonian Propulsion system. Bigger ships need more engines, and burn more fuel while moving. The number of engines on any ship is unlimited. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">On the largest hulls, you may reach a hardcode limit. In v1.67 this would cause a Range Check Error which could be cleared, and allow you to remove the offending engine. In the latest patch it seems that SE4 will simply reduce your ship's speed to zero and start over. Again, remove the offending engine, and your ship will be at maximum speed. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">It requires one thrust point to move 50kt of ship 1 square per turn. Ion engines provide 3 thrust each, increasing with technology to quantum engines which provide 6 thrust each. Thus 3 ion engines on an escort will move it at speed 3, while 3 quantum engines on that escort will move it speed 6. On a destroyer (300kt) 3 quantum engines will move the ship at only speed 3. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Because there is no limit on the number of engines for most ships, you can get ships that move upwards of 20 sectors per turn. However, the fastest ships will be unable to carry weapons or shields. A balance must be struck between engines, weapons and defenses, and exactly where that point is, is totally up to your empire.

Other: </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Resource producing facilities will store small amounts of resources as well as performing their main function. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Quantum reactors are not available in Pirates & Nomads. Dedicated supply ships must be used instead. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Supply tanks count as cargo components. Therefore, you may use Transport hulls as a fuel tanker. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Ground combat only proceeds one turn per month. Since most ground combats Last at least 5 turns, and major battles can Last 20+ turns, Capturing planets will take time. This gives time for reinforcements to be added to both sides of the conflict, affording room for troop-vs-troop action, and allowing many smaller transports to fight against a large defending force together. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">"Quality Mounts" Regular, non-weapon components can be built using anything from a "budget" mount to a "Premium" mount. Budget components cost only 80% of normal, but have half the hitpoints. Premium components have 40% more hitpoints and twice the price. Armor should almost always be premium mounted. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Planetary Core mount. Available for the Battlemoon, this tremendous mount multiplies the damage delivered by a weapon by 50 times! When viewing weapons that are core-mounted, the damage displayed will often be rounded to the nearest thousand points. Do not worry, the actual damage during combat is the full 50x the unmounted damage. </font>[*]<font size="2" face="Verdana, Helvetica, sans-serif">Planetary shields. These require basic shield technology to use. As you research further in shields, you will recieve upgraded planetary shields, from 20k shield points to 50k shield points, to 75k PHASED shield points.

[ August 21, 2002, 17:28: Message edited by: Suicide Junkie ]


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