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We need more pirates!
Now that I've got your attention... we really DO need more pirates - for the "P&N Syndicate Wars" game over at PBW! 2 regular empires (already taken) vs. up to 10 pirates in a super melee; the pirate with the most booty (minerals) at the end of some as-yet-unspecified amount of time wins!
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Re: We need more pirates!
Aargh matey, 'tis been too long so some of you scallywags need to join up!
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Re: We need more pirates!
Tell me more
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Re: We need more pirates!
It's a game where everyone plays as pirates with the exception of two players. The goal for the pirates is to accumulate the most resources by the time the game is finished. It's using SJ's Pirates and Nomads mod.
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Re: We need more pirates!
I guess I could join you, but I'd need some tips and stuff since I've never even istalled the Pirates and Nomad mod, let alone played it.
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Re: We need more pirates!
I was wondering, in order to go ahead and try the mod out, in order to keep other mods and changes, could I just copy and paste the actual text for things into the correct directory instead of whole folders?
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Re: We need more pirates!
What I mean is, instead of changing the path directory, taking the changed part of the files and pasting them into the normal files(after backing them up of course), so I can use any changes and mods I've made myself.
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Also will custom made races work with the mod? I took a glance at the AI scripts and couldn't see any changes. |
Re: We need more pirates!
The changes made by the P&N mod are quite numerous so it might take a bit of time to mix it up with some of your custom changes.
Note that you'll need an exact, non-modified version of the P&N mod to play on PBW or you'll get error messages regarding incorrect data files. The default AI will not work with the mod, but SJ did make a program that can patch AI's to work with the mod. I'm not sure where you can find it as I recall SJ's server is currently down? |
Re: We need more pirates!
Actually I've already started copying and pasting, and it hasn,t been that hard yet, since most of the original files I hadn't touched.
As for the PBW game, I understood that and have all of the original files backed up to replace in an instant, BTW, any news on that starting? And as for that AI program, that'd be great to have! |
Re: We need more pirates!
Actaully before I get to far in doing this, what is the current version of the mod? I've got 3.0, the one that came on the Gold disc.
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Re: We need more pirates!
There's is a 3.1b version for PBW (human players only) which would be needed for the game.
You can get version 3.1 that is safe for AI here: http://www.spaceempires.net/home/mod...it&lid=400 |
Re: We need more pirates!
Thx for the link. Unfortunately my little experiment wouldn't work. For some reason when I tried to start a game it said it couldn't find any of the empire .emp files. Ah well.
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Re: We need more pirates!
Thought I'd bump this up so we can get more people to sign up for the game. We've only 2 people playing pirates right now. C'mon you know you want to pilfer and hijack http://forum.shrapnelgames.com/images/smilies/wink.gif!
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Re: We need more pirates!
I've always wondered about something: Pirates need to leech off of other presumably normal-sized neighbors.... But what if everybody wanted to be Pirates? THAT would be a pretty tough game that would take FOREVER to play out.
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Re: We need more pirates!
Everyone won't be pirates. It's set up so that there are 2 normal players. The rest of the players will be vying for resources. whichever pirate player has the most resources at the end of the game wins.
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Re: We need more pirates!
ARRRRRRRRR!!!!
We still be needing more pirates for this game. Anyone interested just join up. |
Re: We need more pirates!
*bump*
Pay attention to what Darkant says!!! |
Re: We need more pirates!
I have joined, will upload my Pirate EMP once i can.
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Re: We need more pirates!
I'm intrested however the only problem i may have is the turn duration how long will the turns last?, and i've also downloaded the mod from PBW, i don't know if this is the latest version, also, i saw differents version i think i downloaded all of them, anyway is any version with AI? where is it?
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Re: We need more pirates!
The PBW versions are filled with extra features that the AIs simply can't handle. Extra fun for a PBW humans-only game, though.
You want a non-PBW version, like: http://imagemodserver.mine.nu/other/...dsV3.2-STD.zip There should be some stock AI files in there, but I suggest copying some races from the TDM modpack, and running the AI Patcher on them. The AI patcher will convert the races from stock to P&N settings so that they will build ships that can actually move and set up their races so they can actually colonize. |
Re: We need more pirates!
I've recently played as a non-pirate (to check out some of the different tech combos), and began to build some of the large hulls but found a funny problem I'm hoping somebody can help with. (I've tried to search for this, but either came up with so many hits I'd be reading for a week or came up with nothing...)
With both the base-ship and battle-moon I find that as I add additional engines the maximum movement at some point reverts back to zero. With the basemoon, it fluctuates from zero to one and then back to zero. With the Baseship, I can raise the movement to eight and then it drops back to zero and begins to increase again as I add more engines. I think that this is a code / data structure issue since it looks to me like there is some type of database out of bounds issue with the numbers going on that has the effect of zeroing the movement once some value raises over a certain amount. Without the source code it is hard to say, but I found that by playing with the base moon number of engines required to move I could increase the movement achieved before the values dropped back to zero, but they always seemed to drop back at some pre-determined point. Has anybody seen this go on with their P&N games? |
Re: We need more pirates!
I haven't had the chance to try out this mod yet. How many engines are you talking about. I know facilities max out at 255. It's been a few years since I ran into that problem, so I can't recall if they start overwriting or if it erases them, but it could be a simmilar thing with the engines I suppase
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Re: We need more pirates!
Basically, there is a maximum of 255 engine points, after which the game's variable wraps back around to zero and counts up again.
Battlemoons need 200 engine points per movement. A maximum speed of one is quite reasonable, IMO. http://forum.shrapnelgames.com/images/smilies/wink.gif The same thing happens with the Baseships. If you want full speed, go with the real "ship" hulls. They should all be able to reach 15+ The fastest possible ship IIRC is the light cruiser. It has the best ratio of C&C to free space without hitting the 255 limit before getting to 30 speed. |
Re: We need more pirates!
Got it, thanks! Yes, it was clicking over at 255 points.
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Re: We need more pirates!
In practical terms, though, I doubt the pirates will have more than 400 or 500 kilotons of warship hardware.
A flagship light cruiser, or a couple of frigates for when you need a show of strength. Any more, and you'll be burning too much money on maintenance to keep up in the game. Of course, if you do manange to monopolize the spacelanes and take over a significant territory, you might be able to afford more warships to lean on the other pirates with http://forum.shrapnelgames.com/images/smilies/wink.gif |
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