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Bug/typo in P&N v3.0??
here's the problem, in Components.txt there's this component:
Quote:
Quote:
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Re: Bug/typo in P&N v3.0??
Yeah, explosive warheads technology should be increased to 4 levels.
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Re: Bug/typo in P&N v3.0??
ok, thanks for the quick reply http://forum.shrapnelgames.com/images/icons/icon7.gif
[ May 25, 2002, 22:08: Message edited by: Lemmy ] |
Re: Bug/typo in P&N v3.0??
found 3 more typo's in the P&N mod, maybe you already know about them, but i'll list 'm anyway.
1.The facility Research Center, has 2 tech requirements, the 2nd one is Is A Nomad, and the required lvl is 2, but TechArea.txt says max level of "Is A Nomad" is 1. 2.In "Temporal Cloning Facility III", it says there are 2 required techs, but 3 are listed 3."Chop Shop" facility requires "Is A Pirate" lvl 3, but max lvl = 1 |
Re: Bug/typo in P&N v3.0??
Thanks. I hadn't noticed #2 yet.
I really need to get a new Version out soon. |
Re: Bug/typo in P&N v3.0??
SJ,
Did you ever think of making real planetless nomads ? I was a little bit surprised to see that my Nomads still depended on their HW to have research going .... I think that it may be possible to have real nomadic races, living in some "Arkship". My ideas for this are : * An huge ArkShip size (10,000 Kt+) and huge ship components that will produce Min/org/Rad/Res/Intl - I don't know of this work but it looks possible ... These will be accessible only with Nomad "tech" The ArkShip will have those huge comps, huge special engines, included SY and lots of cargo (to put 4B population !) * Cost and maint of the ship must be such that the Nomad can build one and only one - I don't know how to do that... * A special facility must allow them to build the ship in 1 turn - sort of super yard that will fill their HW (with "tags" in AI_facilities) but that will be so costly so as to be non-buildable. * Nomads will lose ability to have Research facilities, so they will need to build the ship if they want any progress... As I see it, on 1st turn the Nomad will build their Ark, then move it (slowly) across the Galaxy, it will act as resupply point for their ship too... It'll even be refittable ! As for combat it should be quite stiff to kill but killable, as an HW should be in fact ! Should be neat, isn't it ? Am I anywhere near a possible thing ? http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 27, 2002, 21:28: Message edited by: PDF ] |
Re: Bug/typo in P&N v3.0??
SE4 has no way of generating research or intel points without a planet.
However, without a planet, you will have no need of intel, since you lose contact with all other races. It is true that without a planet, nomads will no longer be able to direct their own research, but they can still analyse ships to gain technology. A worldship available right from the start is a good idea, though. You would spend your initial 150K on building the bare minimum hull, and then add upgrades as you travel... All I need to do is make a cheaper Version of the Battlemoon for nomads, and they will be able to add $150K worth of components before the maintenance costs get out of hand... [ May 27, 2002, 21:45: Message edited by: Suicide Junkie. ] |
Re: Bug/typo in P&N v3.0??
SJ. http://forum.shrapnelgames.com/images/icons/icon12.gif ,
Why is research "attached" to planets/facilities ? A component with the ability won't work ? Note that technically my nomads will have a planet at start (only it's a useless planet for them, think as a post apocalyptic situation...). A worldship could be cool, undoubtly human-only... |
Re: Bug/typo in P&N v3.0??
1) That's just the way it is.
2) Correct. Both Pirates and Nomads are humans-only for certain. They pretty much require tactical combat in order to flourish. As is, the Nomads get to be gradually weaned off of their planet as the research dries up (relative to other players), and intel becomes a threat. |
Re: Bug/typo in P&N v3.0??
SJ, Just a thought, would Pirates/Nomads still have intel problems if their only world was ,for example, cloaked or hidden in a nebula? That is easy to do with the map maker.
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