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Re: A pirates life for me...
I will take a look at the cultures, and see what I can do.
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Re: A pirates life for me...
Is the P&N mod up to date for 1.84?
Is it playable in single player? Thanks, Ken |
Re: A pirates life for me...
Mods that worked in 1.78 will work in 1.84. They do not need to be updated for 1.84.
The PBW Versions of P&N are not playable single player. The Versions that are not entitled PBW are playable single player. [ January 31, 2003, 19:54: Message edited by: Imperator Fyron ] |
Re: A pirates life for me...
Quote:
Xenophobes: +15 intel, -5 (maybe lower) trade -5 happy Schemers: +15 intel, +4 trade, +2 SC, +1GC, -5 SY, -5 Research, -1 production. (Sneaky in more than just intel, but can't trust each other for stuff) Workers: +5 production, -3 research and intel, +5 SY, +10 repair (SY and repair are "work" right?) Artisans: +5 trade, +10 happy (Pretty things sell better right?) Scientists: +10 research PS: Thanks to Matryx, the psychic scanner facilities now decrease in cost for the higher tech levels (as in the unmodded game) since they bring no new abilities with tech level. Also, the Supply tanks' tech requirements have been fixed. There are now large and huge tanks which require levels in cargo tech. The Hawking reactor has been balanced and included as well, for half a million supply points in one component http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 31, 2003, 22:53: Message edited by: Suicide Junkie ] |
Re: A pirates life for me...
SJ: Are these changes in the current Version on your website?
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Re: A pirates life for me...
Say, you have those Tachyon Disperser thingies that deflect Tachyon Pulse shield-destroying shots... how about Ion Shunts to deflect engine destroyers, and similar things for the other damages-only-this-component weapons? Or would Ion Shunts make ion guns too useless now that they don't penetrate shields?
And with the psychic long range scanner facilities - it's nice to have them decrease in cost (never noticed they didn't before!) but that still doesn't help the Upgrade Facilities function... it will waste resources upgrading to a cheaper facility when you don't have any maintenance cost to save... why not just remove levels 2 and 3 of that tech, or give them special abilities... let's see, did I do that, maybe I can come up with some abilities... ah yes, here we go... Name := Psychic Scanner I Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system. Facility Group := Psychic Facility Family := 50 Roman Numeral := 1 Restrictions := None Pic Num := 42 Cost Minerals := 5000 Cost Organics := 15000 Cost Radioactives := 15000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Long Range Scanners Tech Level Req 1 := 1 Number of Abilities := 1 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Name := Psychic Scanner II Description := Psychic scanner which can perform a detailed scan of any enemy ship within the system. Can also detect possible hazards, allowing them to be prevented. Facility Group := Psychic Facility Family := 50 Roman Numeral := 2 Restrictions := None Pic Num := 42 Cost Minerals := 4000 Cost Organics := 12000 Cost Radioactives := 12000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Long Range Scanners Tech Level Req 1 := 2 Number of Abilities := 3 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Change Bad Event Chance - System Ability 2 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective). Ability 2 Val 1 := -10 Ability 2 Val 2 := 0 Ability 3 Type := Change Bad Intelligence Chance - System Ability 3 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective). Ability 3 Val 1 := -10 Ability 3 Val 2 := 0 Name := Psychic Scanner III Description := Psychic scanner which can perform a highly detailed scan of any enemy ship within the system. These scans are precise enough to pinpoint weak spots in the enemy's armor, increasing the damage of our weapons in the system. Can also detect possible hazards, allowing them to be prevented. Facility Group := Psychic Facility Family := 50 Roman Numeral := 3 Restrictions := None Pic Num := 42 Cost Minerals := 2000 Cost Organics := 10000 Cost Radioactives := 10000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Long Range Scanners Tech Level Req 1 := 3 Number of Abilities := 3 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Change Bad Event Chance - System Ability 2 Descr := Decreases the chance of any bad events in this system (only 1 facility per system effective). Ability 2 Val 1 := -10 Ability 2 Val 2 := 0 Ability 3 Type := Change Bad Intelligence Chance - System Ability 3 Descr := Decreases the chance of any sabotage activities in this system (only 1 facility per system effective). Ability 3 Val 1 := -10 Ability 3 Val 2 := 0 Ability 4 Type := Damage Modifier - System Ability 4 Descr := Gives a 15% damage bonus to all of our weapons used in this system (only 1 facility per system effective). Ability 4 Val 1 := 15 Ability 4 Val 2 := 0 The justification for the first two new abilities being that the scanner detects events and saboteurs, allowing them to be prevented, and the third is that it can act sort of like uber targeting sensors that target weak spots on the enemy hull - think Achilles Targeting Unit in MOO2 which doubles all damage that penetrates the shields! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: A pirates life for me...
Hey SJ:
You know how people often go and make up their race for a game, and everythings all ready to go, they start the game and surprise! they forgot to choose one of normal/pirate/nomad (I do this with disturbing regularity). I think it might be better if the three Economic Types were up at the top of the list on the Advanced Traits screen. I played around with the file and found that you can have them in any order, with apparently no affect on race creation. Would you be willing to change/cut and paste this for the next Version? [ February 05, 2003, 16:36: Message edited by: jimbob ] |
Re: A pirates life for me...
Changing the order of advanced traits makes current EMP files obsolete.
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Re: A pirates life for me...
DL:
No, I was waiting for some feedback. EK: There are armored engines available (as well as premium mounts http://forum.shrapnelgames.com/images/icons/icon7.gif ) which will help keep your engines safe. The Heavy Shield Generators (or premium mounts) will also provide excellent protection from shield disruptors. A Heavy Shield Generator is immune to pretty much anything short of a Massive Mount Disruptor-V at point blank range. JB / Krsqk: That is a good point. I usually pick out the economic type first, and then go back and fill in charateristics and traits. Changing the order is feasible; 5000 point EMP files would be unusable, though. I wonder how many EMPs would be affected, and how much work would it be to replace them? |
Re: A pirates life for me...
Still, it's a good idea/suggestion for, say, P&N 4.0 ... heh.
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