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Re: A pirates life for me...
I shall work on a new Version of the mod selector which will scan for deeper mods.
Not sure how well it'll work but I'm sure I'll find a way http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3) ------------------ Download as a .ZIP <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> |
Re: A pirates life for me...
Great!
BTW, where would the ModInfo.txt go? By default, I'm putting it inside the <SE4>\<sjmods>\<P&Nv2.2b> modfolder. Turns out the file's only 12Kb http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.2b>- (Now with EZ-Install, just extract to your SE4 folder) -<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) |
Re: A pirates life for me...
Lets say you just had it installed in \SE4\Pirates
The Modinfo file should be \Se4\Pirates\Modinfo.txt http://www.shrapnelgames.com/ubb/images/icons/icon7.gif and 12KB?!?!?! wow That's *huge* http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3) ------------------ Download as a .ZIP <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> |
Re: A pirates life for me...
oh.. you have named it wrong
you have Modinfo.txt.txt http://www.shrapnelgames.com/ubb/images/icons/icon7.gif My program won't work with that :P |
Re: A pirates life for me...
Also, you have the file format wrong.
Try to keep lines short as there is a limited display width and it'll look better if it's designed for the right width (it does wrap but it can look bad sometimes) I have uploaded a sample modinfo.txt for you to view ------------------ The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3) ------------------ Download as a .ZIP <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>oh.. you have named it wrong
you have Modinfo.txt.txt My program won't work with that :P<HR></BLOCKQUOTE>I noticed. I would have had the fix uploaded before you posted, but my internet crashed http://www.shrapnelgames.com/ubb/images/icons/icon9.gif. It is fixed now http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.2b>- (Now with EZ-Install, just extract to your SE4 folder) -<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) |
Re: A pirates life for me...
Here is another update to the modinfo.txt.
------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.2b>- (Now with EZ-Install, just extract to your SE4 folder) -<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) |
Re: A pirates life for me...
Ok,
I just finished getting off my lazy butt to play with some of the AI generals of some of my favorite races to produce "P&Nv2 Versions" of them which us the appropriate "racial quirks" so that the ai uses some of the cool flavour of the mod (gave the Cephalopeia the living ship tech, stuff like that). It got me to thinking about how cool it would be to have race designers make custume P&N Versions of their races. I wouldn't imagine it would be too much work if you already had a good base ai file to work with, and it would at a lot to the game IMO. Still, it would be extra work for people that already give me very cool stuff for free, and it probably isn't fair to bug them like this. Still, I can't help but wonder what people who make amazing races like the Cephalopeia, the aquilaeians (one of the toughes ai races I've ever had to face) and the rage collective would be able to do with a whole new tech tree to work with. TDM modpack P&N addition, anyone? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I mean, I know customn P&N Versions of races would be confusing to new players (hell, first time I had to install a new race, took me 3 trys to find the right directory) but I would really like to see AI designed to thrive in the P&N environment. Even AI with mod-patched (cool little utility, btw) ship designs (for a resonable amount of engines) and a re-mixed general AI to suit the environment would be cool. For example, I considered playing with the AI general of the Darlock shipset to give them miniture race addvantage (shapeshifters could use special shapes disigned to make more room for other things, right?) but then I thought maybe theyed be too dignified to make utilitarian shapechanges like that. While I can make my own decisions about stuff like that (I gave them the tiny race advantage) I think it would be cool to see what the guy who spent hours trying to re-create the Darlok race for the SEIV universe would think. But anyway, like I said, this may be pure ingratitude, asking for special mod Versions of races from people who already spent hours producing a free comercial quality product. But, as someone from the War Engine forum observed "gamers are a terminally dissatisfied lot" http://www.shrapnelgames.com/ubb/images/icons/icon7.gif P.S. typed this idea up quick before I left for town. So probably full of spelling/grammer mistakes and top-of-mind gibberish. Was kind of wondering if other people thought the same way... |
Re: A pirates life for me...
Excellent work SJ http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Couldn't have written a bett one myself http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Expect a new Version of my mod launcher by the end of the week, assuming I dont get bogged down much more than I am. This should support the option to specify other mod directories if you so chose http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ The Unofficial Space Empires 4 Mod Utility V1.7 (Revision 3) ------------------ Download as a .ZIP <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> |
Re: A pirates life for me...
Here we go.
P&N v2.3 -Nomads no longer get resource ships -Nomads have ultra-recyclers, reducing maintenance on ships and bases to 1% -Organic Armor regeneration has been halved! Your armor will heal over only 3 times per battle, rather than 6. -BioCrystal armor has both abilities reduced to 60-70% of the individual tech armors. You still end up with 130% abilities/Kt, plus, your crystalline effect dosen't degrade permanently. Note: Nomads, Beware! Having a damaged recycler can bankrupt your empire very quickly! |
Re: A pirates life for me...
SJ : Your Modinfo.txt had "Modinfo2 " as the first line when it needs to be "Modinfo2"
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Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>SJ : Your Modinfo.txt had "Modinfo2 " as the first line when it needs to be "Modinfo2"<HR></BLOCKQUOTE>sheesh. I took me a while to figure out what you were saying was wrong http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I guess that space got added when I copied from your example using my web browser. Whitespace problems are annoying... might that be easily tweakable (by stripping out spaces from the strings)? Anyways, I removed a bunch of trailing spaces, and the new zip should be easier on your modpicker. [This message has been edited by suicide_junkie (edited 23 August 2001).] |
Re: A pirates life for me...
I'll update my Mod Picker in a day or two to counteract a couple of trailing space errors I've seen.
Shouldn't be too hard http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: A pirates life for me...
I still am so confused...
Please explain this to me like a six-yearold.. If I install the P&N 2.3 does it overwrite my TDM? If no, then will the TDM races be available to play? Will they play properly? What is the P&N 1.7???? Do I need a create a new directory for the P&N 2.3 mod, and and how will I play it. Currently the path is directed towards the TDM stuff. Where does the AI Patcher come into play? Finally, Matryx has a mod switcher how does that factor in? Sorry about the multiple questions but it si soooo confusing. I really want to play this mod but I don;t want to disturb my current game under the TDM Mod. Please help? Remember to make it simple as possible. |
Re: A pirates life for me...
Firstly, I'll make the assumption that you have TDM installed in a directory called TDM or similar rather than overwriting the base data files (which would be a bad idea)
Next:- If you install P&N 2.3 it will *NOT* overwrite your TDM mod (disclaimer: unless you install it into the same directory which would be a bad idea) when you download the zip file, extract the contents (keeping folder structure) to your SE4 directory. This will create a SuicideJunkieMods directory under which will be Pirates and nomads. Now, my recommendation is you 'Cut' the P&N directory out of SuicideJunkieMods and 'Paste' it into your SE4 directory, then delete the SuicideJunkieMods directory. Sometimes it's nice to keep all the mods ordered like SJ does. Indeed I do too, but in this case when you only have 2 mods I dont think it's needed and it'll just complicate things. Next. Download my Mod Selection Utility (the link is in my signiature) The readme.doc explains how to use it but it's fairly easy to understand anyway. Using my Mod Picker means you wont have to continuously edit the path.txt file to change which Mod you want to run. By doing all of this you have 2 completely separate mods. This means the TDM races will *not* be available in Pirates And Nomads. SJ will need to explain about his AI patcher as I know nothing about that. I think I have covered everything. If I haven't answered anything correctly / completely then just ask again or call me incompetent ------------------ The Unofficial Space Empires 4 Mod Utility V2.0 ------------------ Download as a .ZIP <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> |
Re: A pirates life for me...
Thank you Matryx
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Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>What is the P&N 1.7????<HR></BLOCKQUOTE>P&N v1.x are Versions of P&N without the fancy propulsion scheme in P&N v2.x
P&N 1.7 is the second-Last Version 1 P&N, followed by "P&N Classic", which includes classic propulsion with a few more cool techs from P&N v2. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>By doing all of this you have 2 completely separate mods. This means the TDM races will *not* be available in Pirates And Nomads.<HR></BLOCKQUOTE>To make the TDM AIs available in P&N, just copy the TDM AI files over top of my AIs, then run the AIPatcher on them. Don't worry about messing up P&N, since you can reinstall any time. NOTE: TDM AIs are optimized for standard SE4. I suspect that most of them will be set up to produce tons of minerals at the expense of other resources. This could be a handicap, since radioactives are much more important in P&N v2. Adding Races to P&N v2 1) copy AI files (into the same place as the other AIs "images\AI" I think.) 2) Download and run my AIPatcher. 3) Check the box in the top right corner to make the process faster (though you can ruin P&N this way, that's no big deal) 4) Click browse, and find the P&N AI you wish to patch. Select its "AI_general.txt" and hit OPEN 5) Click the "Patch AI General" button once 6) Click browse, and find the "AI_designCreation.txt", then press open. 7) Click "Patch AI Design" once 8) Repeat steps 4-7 for any other AIs that you've added. 9) Have fun with P&N Before patching any files, the AI patcher will create a backup copy. It will then read through the AI file, spitting out a ".txt.patched" file with P&N v2 changes. If you leave the checkbox in the top right unchecked, then you will have to replace the original files with the ".txt.patched" files manually before the AIs will work properly. Trouble Shooting: AKA, if I missed a step. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif - When checked, the box in the top right will cause the AI Patcher to automatically overwrite your AI's files as they are patched. Trying to Patch a Patched file the second time will ruin it. If you left the box unchecked, or if you checked the box and hit "Patch AI _____" twice, then you will have to do some manual file moves or start over with that AI. If you have the box checked, and clicked one of the Patch buttons twice, you can recover. The ".txt.bak" file will be a backup of the Patched-Once AI, so replace the original with this backup and continue. If you have pressed the patch button more than once, you must delete the AI and start over. To get "add existing race" AIs 1) Start a game with lots of random AIs, plus yourself. 2) On turn 1, go into the file menu (looks like a checklist), and choose "players" 3) Uncheck all of the players (IE. make 'em human controlled) 4) As each player's turn starts, open the file menu, and choose "Same Empire" 5) Give each AI empire a recognizable name, such as "Phong 2000 RP" (RP=racial Points) 6) Repeat steps 4-5 for every player except your own. 7) Repeat steps 1-7 until you have lots of EMP files built up. ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3>- (just extract to your SE4 folder) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> [This message has been edited by suicide_junkie (edited 24 August 2001).] |
Re: A pirates life for me...
Pirates and Nomads V 2.3 is now supprted for games on PBW. Enjoy!
Geoschmo |
Re: A pirates life for me...
/me bumps cool topic thread
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Re: A pirates life for me...
Warning: A small addition for those of you using P&N v2.
Before playing P&N v2.0 through v2.3 Extract the attached ZIP to your P&N modfolder (typically, "SE4\SuicideJunkieMods\Pirates&NomadsV<Version#>"). It will place new ShipDesign files in Pictures\Races\<AI>, and you are finished. For P&N games in progress Apply the patch, and restart SE4. The patch is fully compatible with all savegames, and will not have any effect, except on future AI Baseship designs. When running my AI Patcher: Choose an "engine factor" of at least 45 to prevent illegal AI designs from causing deadly RangeCheckErrors in game. Edit: In fact, 42 is the theoretical limit before the AI can design itself an RCE. in theory... If you get an RCE, and were using older AI files, you must either repatch the AIs from original copies, or use the attached file. [This message has been edited by suicide_junkie (edited 01 September 2001).] |
Re: A pirates life for me...
Here is the new P&N v2.3b.
All that has changed, is that I've applied the patch described below. If you can't figure out how to apply it, are downloading P&N for the first time, or have a really great internet connection, take V2.3b ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder) -<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> [This message has been edited by suicide_junkie (edited 01 September 2001).] |
Re: A pirates life for me...
Ok, I have the P&N 2.3B mod loaded and ready to go...question the Mod only comes with the standard SEIV AI which I assume have been modified to handle the construction in the Mod...What other races have been optimized to use this GREAT MOD?
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Re: A pirates life for me...
None that I know of.
However, if you download my AI patcher (see sig), you can use it to adapt other AIs for P&N v2. Just copy the AI into P&N, and follow the instructions included in the ZIP. You must change the default "Engine Factor" in the patcher to a value greater than 42. 45 is now reccommended. If you don't some AI designs may cause RangeCheckErrors. Once you have used the patcher, the AI will be, not optimized, but useful in P&N v2. I don't consider any of the AIs to be "optimized" for P&Nv2. To be optimized, the AI would have to be tweaked to produce more refining worlds, and the research priorities would be changed a bit. An optimized AI would be set up to use the advanced armor available, and would probably include Heavy Shield generators in its designs. The AIs currently available for P&N v2 are reasonably good at at early tech levels, and I reccommend the highest tech costs with a low tech start. Playing against other humans would be the best way to play, of course. |
Re: A pirates life for me...
Hi All.... I have a few questions regarding P&N that I was hoping could possibly be answered???
I've seen that PBW has a game starting which is using P&N v2.3 (I thinking of joining and trying out P&N) .... I gather that P&N is a very well established mod to SEIV and has LOTS more components, facilities etc.. (Is that correct??) I downloaded the P&Nv2.3b Zipfile, and was looking for a summary of WHAT P&N is comprised of....could'nt really find one (other than ModInfo.txt) Is there such a summary available ?? thanks in advance! golf_prez |
Re: A pirates life for me...
The Modinfo.TXT is the detailed summary. It lists every change I've made, up to 2.3.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I gather that P&N is a very well established mod to SEIV and has LOTS more components, facilities etc.. (Is that correct??)<HR></BLOCKQUOTE>It is not so much "lots of new components" as turning classic SE4 things upside down. The top four ideas in P&N v2. 1)IDIC. Encourage players to make varied ships. Two defense examples: - Advanced armor is stronger than shields, but can take years to repair. Armor ships will win the first battle, but are then useless. Shield ships are weaker, but can fight campaigns. - Phased shields protect against more weapon types, but cost an extra tech level to get. Odd tech levels have vastly superior "normal" shields, even tech levels have slightly stronger "phased". 2)Propulsion was the whole point of V2. Now, a Dreadnaught cannot use escort-sized engines to cruise space. Spending 30%-40% of your available mass on engines is not uncommon in V2. 3)Crossover Techs. A race with more than one "Racial Techs" can use them in combination! Temporal plus Crystalline gives "Harmonic Shielding" (really fast regeneration). Organic plus Religious gives "Bio-Engineered Fanatic" which allows powerful 1KT sized troops. 4)Phased Weapons are more flexible. Researching "phased weapons" gets you nothing. You must combine that research with standard weapons technology to get phased Versions. The three types of phased weapons are Beams, Torpedoes and Missiles. The Short, Short Version of a very long list of changes from standard SE4 http://www.shrapnelgames.com/ubb/images/icons/icon7.gif - Propulsion: ships with twice the mass move half the speed. Engine limits are 42 engines per ship because of hardcode limits. Solar sails provide slower movement, but minimal fuel costs. - Resource Balance: Not much difference in prices, but be aware of the fact that fast ships will cost more radioactives than organics. - Racial traits Some new minor options, plus Living ships, which gives small C&C plus repairs from lifesupport components. The Major difference is the Crossover techs Choosing "Organic" plus "Crystalline" techs, gives "Bio-Crystal Armor", for example. - Vehicles: - BattleMoons!!! Get max tech in ships and bases, then you can build these 10,000 KT behemoths, and put a 50x damage "Planetoid Core Mount" Bwa Ha HA These will not move using Ion engines, but CT or higher can get you 1 movement point. They are immune to Allegiance Subverters. - Heavy / Massive Fighters. Only available to Nomads, but up to 50KT (62KT with "Think Big" racial trait) Can carry Anti-cloak sensors, full PDCs, and quantum reactors. - Mounts: - Satellite Siege mount: range +5, cost x5, size increase, slight boost in power. - "Planetoid Core Mount" x50 damage, x25 size. Only usable on Battlemoons. Accuracy penalty. - "Premium", "Durable", and "Budget" components. Applies to non-weapons only. Ranges from (80% cost, 50% hitpoints) to (200% cost, 140% hitpoints). - Offence: - To get phased weapons, you must research BOTH "Phased Weapons" AND the weapon tech to make the phased Version of. There are phased "Energy stream", "Torpedoes" and "Missiles" - Mine Warheads come in "Engine - only", "Weapon only" and "Null Space" flavours. - Heavy Bombardment Missiles are equivalent to CSMs, except they do Double damage to shields, and half-damage to armor. - Wave Motion Guns have range extended to 8, 10, and 11. - APBs are weaker at first, then become better. Compared to meson bLasters, they end up with +1 range, more damage close in, and less damage at max range. - Defense: - Point-Defense has been split into two types, they are researched simultaneously at the moment. Read the description carefully to deside which is best. - Counters are available for everything except Engine-Destroying weapons. See BuckyTube Gel armor, Tachyon Dampers, and Hardened Shield Generators. - Shields alternate between normal and phased, plus there are TONS of new choices. Planetary shields become available at the top levels. - Armor levels are mixed up a bit, and advances are spread evenly. At least five more levels are added at the end, with super-tough armor. At max-tech, Armor is tactically stronger than shields, but comes at a hefty strategic penalty. ----------------------------- For details on any specific topic, just ask http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder) --<Download my HomeComing scenario>- (For P&N v2.3b) --<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- -<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style) -<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN) Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> [This message has been edited by suicide_junkie (edited 19 September 2001).] |
Re: A pirates life for me...
Here is the latest Version with small bugfixes and a twist (Heavy shields are normal not phased, and have +500 HP)
The bugs: - Ion mines required Tachyon tech (weapon-destroying weapons) - The note about "+X% accuracy" on some weapons caused them to be hit by shield-disruptors. |
Re: A pirates life for me...
thanks suicide_junkie for the summary, just what I was looking for !!!
You have done some VERY interesting things in your MOD.... I will definitely be installing and learning the "Pirate Way" !! thanks again |
Re: A pirates life for me...
NP.
That is just the tip of the iceberg, though: remember the Titanic, and be careful http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif At the beginning, you will have a real problem with radioactives. I suggest building a space construction base, then converting some of your planet's mineral miners to radioactives colliders, while your base builds colony ships. |
Re: A pirates life for me...
In order to use this mod, do you have to create a new player race? I only ask this because no races show up in the add existing.
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Re: A pirates life for me...
This mod includes new racial traits, so most .EMPs are invalidated.
The only human races I have saved with the latest Version are my tech tester race and my Orion Syndicate race. Neither of which are terribly useful. You will definitely want to create your own from scratch. NOTE: If you are playing as pirates or nomads, I highly reccommend reducing your planet-based traits to minimum. Since you cannot build colony ships or resource extractors, you will need those points for other things. Once you are comfortable with the mod, try my Homecoming scenario: You are a neutral race (confined to one system), and have just learned that your star is about to go nova. You must brave the dangers of the outside world, and one day return to rebuild your homeworld. |
Re: A pirates life for me...
Actually, I tried to load up the Homeworld Scenario, but it simply gave me an error and failed to load.
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Re: A pirates life for me...
I am just discovering the 'Pirate Way'...I would like to mod some of my own AI's to use with this mod...What exactly should I know for changes?? So far (by the designcreations files) all I need to change is the engine numbers?? Or am I missing something....
------------------ "We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'. "Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by."- Kevin McCarthy/David Silva "The Family:Special Effects".. |
Re: A pirates life for me...
To fix AIs, in order of priority:
- They MUST choose the racial trait "Normal" - The should have many more engines (My AIPatcher adds a "one engine per 45KT", but thats not the only way to do it) - The AI should probably designate more colonies as "Refining Colony", roughly equal in number to Mining colonies. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Actually, I tried to load up the Homeworld Scenario, but it simply gave me an error and failed to load.<HR></BLOCKQUOTE>Problem is probably SE4 v1.41. I started that scenario game using SE4 v1.35, since 1.41 freezes on me. If you've got space on your harddrive, you could make another SE4 and patch it to 1.35. Dang. That is a really cool scenario too. PS: If you do decide to install an SE4 v1.35 and try the scenario, be aware of this: - If you save and reload, you are no longer playing the scenario, just a normal game that looks exactly like it. - The timely updates on your star's progress are part of the scenario, so if you save and reload, you won't get the countdown. Therefore, try to play the first 30 turns is one sitting, so you don't get your exodus fleet vaporized because you thought you had a few more turns left http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif [This message has been edited by suicide_junkie (edited 20 September 2001).] |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> originally posted by Deathstalker:
I am just discovering the 'Pirate Way'...I would like to mod some of my own AI's to use with this mod...What exactly should I know for changes??<HR></BLOCKQUOTE> Good question. I also want to make a Version of the Vikings for P&N, but have not played P&N as much as would like to. Deathstalker, maybe we can exchange ideas/experiences of the conVersion of races for P&N. suicide junkie would be of invaluable help here, because I am not sure that I have the time to "explore" this mod by myself just with playing it or looking at the files. Homecoming scenario I downloaded this and played it a little bit yesterday. No problems here with SE4 v1.41, P&N v2.3b. Rollo |
Re: A pirates life for me...
SJ,
I was a little confused yesterday by your P&N2.3c.zip. It had two folders in there: 2.3b and 2.3c, but all the the 2.3c subfolders were empty. So I am not entirely sure which Version I have now. Not important though, because I didn't have any problems, yet http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. Rollo |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I was a little confused yesterday by your P&N2.3c.zip. It had two folders in there: 2.3b and 2.3c, but all the the 2.3c subfolders were empty.<HR></BLOCKQUOTE>I'll look into it and upload the ZIP again once I get home.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Good question. I also want to make a Version of the Vikings for P&N, but have not played P&N as much as would like to. Deathstalker, maybe we can exchange ideas/experiences of the conVersion of races for P&N. Suicide junkie would be of invaluable help here, because I am not sure that I have the time to "explore" this mod by myself just with playing it or looking at the files.<HR></BLOCKQUOTE>I suggest running my AIPatcher on a copy of your AI. That way, you get all of the repetitive busywork out of the way (Adds engines to ship designs, and takes "Normal" every time) Once that is done, you can tweak other stuff to your liking. ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3c>- (minor bugfixes; just extract to your SE4 folder) --<Download my HomeComing scenario>- (For P&N v2.3b) --<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- -<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style) -<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN) Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> |
Re: A pirates life for me...
S_J - your .sig file will soon be bigger than
most ppl's mods... Thought you mignt be interested in seeing the new Space Viking Battlemoon. It's on the main viking page (click on the URL in my nice, compact .sig down there=-) ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: A pirates life for me...
Wow. That Space Viking Battlemoon looks great!
Just to doublecheck, the files should refer to "MassiveBaseShip", rather than "BattleMoon". <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I was a little confused yesterday by your P&N2.3c.zip. It had two folders in there: 2.3b and 2.3c, but all the the 2.3c subfolders were empty. <HR></BLOCKQUOTE>Oops. My bad. I've fixed the ZIP's directory structure and re-uploaded the file. ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3c>- (minor bugfixes; just extract to your SE4 folder) --<Download my HomeComing scenario>- (For P&N v2.3b) --<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- -<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style) -<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN) Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> |
Re: A pirates life for me...
I would like to try your mod, but there are no Empires. ...try, try again.
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Re: A pirates life for me...
QUOTE:
Wow. That Space Viking Battlemoon looks great! /QUOTE: Thanx=-) QUOTE: Pirates&NomadsModv2.3c.zip Just to doublecheck, the files should refer to "MassiveBaseShip", rather than "BattleMoon" /QUOTE: Thanx again. I'll point Rollo to this thread (if he's not reading it already.) He compiles the zips=-) Don't know if you're aware though, in your pirates zip, the massivebaseship images are there twice, once as "massivebaseship" and once as "battlemoon". QUOTE: Wow. That Space Viking Battlemoon looks great! QUOTE: Pirates&NomadsModv2.3c.zip Just to doublecheck, the files should refer to "MassiveBaseShip", rather than "BattleMoon" /QUOTE OK, I'll make sure Rollo's aware. (He's been compiling the zips so far.) I don't know if you know S_J, but your battlemoon image is in the generic directory twice in your zip, once as "massivebaseship" and once as "battlemoon". Is this deliberate then? QUOTE: I would like to try your mod, but there are no races /QUOTE Keep an eye on the viking thread. There will be a P&N compatible race available, if you canjust be patient... ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by dogscoff:
... I'll point Rollo to this thread (if he's not reading it already.) He compiles the zips=-)<HR></BLOCKQUOTE> I noticed. Thanks, Rollo |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I would like to try your mod, but there are no Empires. ...try, try again.<HR></BLOCKQUOTE>That is absolutely NOT true.
I have no .EMPs associated with the mod, but EVERY SINGLE AI that comes with SE4 in included in the zip (appropriately modified). Just play a game with randomly generated AI players or neutrals, and then save them to .EMP files. Also, any AI that works under unmodded SE4 can be quickly altered to run under P&N v2, simply by applying my AIPatcher to them (read the instructions and make a backup of the AI first http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif) ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3c>- (minor bugfixes; just extract to your SE4 folder) --<Download my HomeComing scenario>- (For P&N v2.3b) --<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- -<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style) -<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN) Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> |
Re: A pirates life for me...
I think I found a bug with P&Nv2.3b (haven't gotten around to unzipping 2.3c yet). ANYONE gets the Big Thinker units, not just those w/ the racial trait. I noticed it when I got mines (the first unit I used). I am not a big thinker, and yet I got two mine designs: Small Mine and Small Mine (TB). the (TB) mine is 12kt (as opposed to the 10kt regular mine). Then I checked out Small Satellites. Same thing; 2 sizes, Regular (80kt) and (TB)(100kt)
Also, On the ship/base/mine/sat design screen, BEFORE you pick a hull size, it says that i have 0kt/4kt. Ummmmmmmmmm..... huh? I have no Idea what that means. I just checked, the same 0/4kt thing is in TDM Modpack, too. Or it may just be my antique computer, too.... And another thing. I don't know if this is a mod bug or a hard code bug, but in the combat replay in simmove, the heavy bombardment missles show up as regular cap ship missles. I don't know if they perform like regular missles or as you designed them though. Gosh, i'm finding so many problems. Let me just reaffirm something here. I _LOVE_ this mod!!!!! [This message has been edited by dumbluck (edited 23 September 2001).] |
Re: A pirates life for me...
Thanks for the Big Thinkers bug report.
In fact, while I was playing my HomeComing scenario, I was surprised at how much stuff the AI had crammed into its units, but I didn't catch it as a bug http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Download either the new vehiclesize.txt or the full zip to fix the bug. Saved games will work fine after it is installed. (BTW, I've changed the link in my sig to "Latest P&N" which will updated in every post whenever I upload) The 4KT hull size is the default for SE4 when you haven't chosen a hull yet. I assume that is so you don't get a division by zero error before you can choose a size to design. Any missile uses the same picture, from your race style. Seeker spores look the same as Nukes. The damage they do is real, though. If you check the component you will see "Quad to Shields". Since they are twice the size as CSMs, they essentially do 2x to shields and 1/2x to armor/internals. They're also better at soaking up PD fire (you may have noticed that in the replay). ------------------ The latest info on Pirates & Nomads (forum thread). -<Download the Latest Version of P&N>- (just extract to your SE4 folder) --<Download my HomeComing scenario>- (For P&N v2.3b or higher) --<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- -<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style) -<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN) Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> [This message has been edited by suicide_junkie (edited 23 September 2001).] |
Re: A pirates life for me...
No, I did check the item in combat replay. I pointed at a ship, which brought up it's components. Right click on the heavy bombardment missle 3, and it brought up the info on Cap Ship Missle 3. But I never checked to see if it was doing the right amount of damage; in fact, I don't know that I can because combat replay doesn't show damage done, or even whether the missle hits or misses. the missle just moves on top of the ship and disappears, no explosion.
Sorry if this sounds kind of disjointed, I'm running on a significant lack of sleep... |
Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Right click on the heavy bombardment missle 3, and it brought up the info on Cap Ship Missle 3. <HR></BLOCKQUOTE>From the ship view in combat, you can't tell whether it has a CSM or HBM until you click the component. When you did, it appeared to be a CSM.
Who is your opponent, BTW? Or is this your own ship design? Are you sure that the ship is carrying HBMs vs CSMs? The two are almost identical. -Same damage -Same range -Same pic -etc EDIT: To clarify, they have the same damage #s, but different damage types, and different damage Ratings(dgm/kt/reload) <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>But I never checked to see if it was doing the right amount of damage; in fact, I don't know that I can because combat replay doesn't show damage done, or even whether the missle hits or misses.<HR></BLOCKQUOTE> You could always try a simulator battle. ------------------ The latest info on Pirates & Nomads (forum thread). -<Download the Latest Version of P&N>- (just extract to your SE4 folder) --<Download my HomeComing scenario>- (For P&N v2.3b) --<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- -<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style) -<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN) Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> [This message has been edited by suicide_junkie (edited 24 September 2001).] |
Re: A pirates life for me...
I was looking over the P&N components.txt file today, to see how you did the anti-weapon destroying stuff. I think I found a minor problem- the tachyon cannon and grid have the same weapon family. So if anyone makes an AI using the weapon destroying weapons.. what happens?
Phoenix-D |
Re: A pirates life for me...
The weapons come later in the components file, so the AI would probably add the Tachyon defense at the beginning, then upgrade/replace it with tachyon weapons once it has the tech.
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Re: A pirates life for me...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
From the ship view in combat, you can't tell whether it has a CSM or HBM until you click the component. When you did, it appeared to be a CSM. <HR></BLOCKQUOTE> Correct. In nice big letters, it said "Capital Ship Missle III". <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Who is your opponent, BTW? Or is this your own ship design? Are you sure that the ship is carrying HBMs vs CSMs? <HR></BLOCKQUOTE> Sallega, i think. But it is my design; that's how I know for a fact that it has HBMs on it! <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> The two are almost identical. -Same damage -Same range -Same pic -etc EDIT: To clarify, they have the same damage #s, but different damage types, and different damage Ratings(dgm/kt/reload) <HR></BLOCKQUOTE> Everything matched up with Cap Ship Missle 3 in the combat replay. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Quote:
Have you tried to replicate the problem? Maybe it's just my antique excuse for a computer that's messing things up ..... [This message has been edited by dumbluck (edited 26 September 2001).] |
Re: A pirates life for me...
Well, I can't play under 1.41 for long (message crashes), and I don't have a simul game going right now.
I have been playing 1.31 sequential turn games, and haven't noticed a problem. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Heh. I never thought of that. Personally, I think it's just displaying the wrong info and using the right info in the actual calculations. But what do I know?<HR></BLOCKQUOTE>So, you have checked the plans for that design, and they show up as HBMs. Then in the replay, they appear to be CSMs? You could take a close look at the replay, and write down how much shield strength and hull hitpoints the enemy should have had. Add up how much damage the missiles should have done so far, and see how many missiles it takes to destroy. If you want to make that kind of thing easier, build a base with lots of shields, but nothing else. Then attack it using a different player (real combat), using a ship with a single HBM. If the base dies, the missile hits were doing HBM damage. A single CSM should not be able to breach the shields. |
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