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-   -   Pirates & Nomads - No Empires? (http://forum.shrapnelgames.com/showthread.php?t=5421)

NKD March 21st, 2002 10:26 AM

Pirates & Nomads - No Empires?
 
Was surprised to see the mod came with no empires customized for the new racial abilties and such.

Suicide Junkie March 21st, 2002 03:59 PM

Re: Pirates & Nomads - No Empires?
 
There are no .EMP files, but all of the standard races are in the ZIP, pre-tweaked for P&N.
When you start a game with random empires, they will all show up.

I did not include .EMPs for the "add existing race", but you can create them by simply saving the AI races during a game.

If you wish to add more races you can simply copy their pictures/races/[racename] folder into P&N, and run the AIPatcher.exe on them.
The AI patcher can convert any race designed for unmodded SE4 into a P&N race.
There is a known problem where AI designs without any extra ability calls will not work, but I've only seen this occur in one race.

=================

I highly reccommend the TDM modpack. They are very dangerous, even under PBW Versions of P&N.
PS: Be sure to disable quantum reactor techs (resupply tech area) when playing with AIs in a PBW game. Quantum reactors cost $40K, and can easily destroy an AI's economy with one per ship!

Admiral Grover March 22nd, 2002 12:38 AM

Re: Pirates & Nomads - No Empires?
 
Another question regarding P&N....how are the pirate and nomad racial traits intended to be used?? I tried playing with them and I couldn't find any way to generate resources.

Regards,

Suicide Junkie March 22nd, 2002 12:52 AM

Re: Pirates & Nomads - No Empires?
 
Almost all P or N money comes from leeching off of others. You need to play in a densely packed galaxy, but storms and nebulae are always useful for hiding resupply/scrapping bases in.

Money-making opportunities for Pirates & Nomads:
- The $1000/turn galactic welfare check.
- Capturing ships and scrapping them.
- Pirates can build slave labour camps.
- Capturing alien resource colonies.
- Alien Sponsorships (trade alliance)
- Selling services (to human players)

Nomads can rely on the $1000/turn to support a decent fleet, since they have the 1% maintenance components (Recycling Node).
Pirates concentrate on the other items in that list.

The captured alien planets one is by far the most lucrative, but is normally very temporary, since the owners will soon come to see what the problem is. Best to scrap all the facilities for a quick jolt of cash as soon as you see a significant enemy presence, and run with your loot http://forum.shrapnelgames.com/images/icons/icon12.gif .
Pirates should maintain a large collection of Pirate Hoards, so that they can keep all that loot for later. Capture some alien colony ships in order to get more land to bury treasure on!


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