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Re: A pirates life for me...
Oh so cool! So, is there a PBW Version? (humans only, I mean). So, are stock or modded AI's (ie TDM) still patchable? What about v3.0 games, are they upgradeable? Is the Image Mod now required?
Oh, yea, one more thing. Why doesn't your modinfo.txt include the history list for v3.1? [ August 21, 2002, 09:51: Message edited by: dumbluck ] |
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One thing; I didn't notice any crossover components for Tiny Crew and Living Ships, testing the 1.49 Version of P&N. If you haven't provided one, or if the Tiny Crew doesn't simply produce a brige/crew/Lifesupport MOUNT which can be applied ... please do so. Otherwise folks might end up wasting race-creation points picking both up, only to find they're incompatible ... [ August 21, 2002, 15:16: Message edited by: Pax ] |
Re: A pirates life for me...
Good point, Pax. If your ship is alive, and you're using neural tendrils instead of crew quarters, the size of your race dosen't matter.
EG: Attack dogs with a barking-triggered missile launcher don't usually have people riding them http://forum.shrapnelgames.com/images/icons/icon7.gif Also, having a tiny race mount could be useful. I didn't use a mount before because it simply wasn't possible. However, the way it is currently set up, "show only latest" will display the best combination of minor traits you have for each Category. It saves on clicking, and also makes the technology non-repairable. Dumbluck: I am working on the PBW Version now. My primary focus will be to rebuild the weapons tech, mines, and training facilities. The imagemod combatpack is included, but the componentpack is required as a separate download. Note that the game will still run without the componentpack, but you will not be able to see or right-click on many of the components. All gold AIs are still patchable, using the AIPatcher for v3.0 Savegames and EMP files are not compatible with earlier Versions, sorry. I have added "expansion slot" racial traits, so that future Versions that add racial traits have a better chance of being compatible. The reason why the history file dosen't include an entry for 3.1 is because I forgot to save my typing to disk before zipping and uploading the file http://forum.shrapnelgames.com/images/icons/blush.gif I didn't really keep track to much of the changes, either I just went ahead and did stuff http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
PS: sneak peak at my PBW Version to-do list: - Large mount drives - Racial/Ruins Crossover tech (maybe) - Training facilities will cost big bucks and be components. The maintenance costs will rise proportional to (training max)^3 (yes, cubed). - Racial armors will be 6kt (1/5th size) each, allowing them to be used on small ships. - Redo all the weapons. - redo mines & sweeping. -New Racial trait: "Gun Nuts": -200kt to all ship-mount requirements. (Ie: Frigates can hold Large mounts) - And, of course, add a funky population modifier curve, as in v2.5 PBW [ August 21, 2002, 17:38: Message edited by: Suicide Junkie ] |
Re: A pirates life for me...
Very hip.
The amount of work you put into these mods is incredible! Out of curiosity, what are you thinking of doing in terms of the engine mounts? |
Re: A pirates life for me...
Wheeeee!!! A new Version of P&N! http://forum.shrapnelgames.com/images/icons/icon10.gif
Say, how did you go about "fixing" Maintenance aptitude? I may have to steal your idea http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: A pirates life for me...
SJ: Did you make any changes to settings.txt? I really like your "funky pop bonus curve", and will have to cut and past it in if you made changes...
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More comments...
Your Baseship doesn't use the Baseship picture, and Battlemoons don't use the Worldship picture. What happened to the Gravitic cloak levels for all the ships? Only the pirate ships and singularity mines have them... or were those to be put in only in the PBW Version? Forgot to change the description of Emissive Armor II/III's ability... it still says "blocks damage below a certain amount" not "reduces damage" Your SFX are decidedly old... didn't update components.txt to use the new SFX! Whoa! Gotta pay attention to your supply usage - Shard cannons use 50 SUPPLIES!!! ... more than a Crystalline Torpedo??? I think this is a bug... the Hollowpoint Gravity Spike doesn't require Grav racial trait! It's definitely superior to the regular old warp-point opener, but it has the same tech requirement! Massive Ionic Disperser & massive shield depleter should do more damage, especially with QNP and lots-o-engines! 500 damage to engines will knock out 25 regular engines, or 16 2/3 reinforced mount engines, or 12 1/2 armored engines, or 8 1/3 armored, reinforced mount engines - and in P&N ships can have a lot more engines than that! (Now if only Solar Sails could be made immune to ionic dispersers...) And some large bases can reach over 1000 shields... Rube Goldberg designs??? LOL!!! What tech uses that??? What happened to all the pop modifiers??? Was that just PBW? Waah... I like the pop modifiers! |
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[ August 24, 2002, 11:05: Message edited by: dumbluck ] |
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