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Old March 7th, 2001, 05:48 AM
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Default Re: A pirates life for me...

That scrap yard would provide the same abilities of the retro yard.

All you have to do is make a space yard that builds with 0 resources per turn.


The mini space yard was only really intended as a method of getting started on secret nebula-bases during the early years, since it won't require a cruiser hull, but only an escort hull (crammed), or a frigate hull (full movement), or destroyer (some defence)

It is clear to me that the first Ten years are most critical for a pirate race. They have to keep their homeworld alive & pumping research until they get ship capture. Then it's less critical, but still very important for retrofits, until you get cruisers around turn 80, and then can build secret bases by turn 100. A pirate racial trait that gives quick access to tiny space yards & basic ship capture would solve these problems, but until then its an epic struggle to capture the newest tech before you are overwhelmed.

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One thing that I have just recently added, is a bifurcation of the PD tech. Point defence Cannons, are kinetic-kill weapons, so they do good damage, but only at short range (2-4) PD lasers, do less damage (1/2), but extend out to range 4-8.

This works good, since you have to balance each type. Cannons defend you, lasers defend your fleet, but less powerfully.

Other than that, they are identical. I think I may link the cannons to DUC techs and the lasers to energy stream techs. Both will still require PD tech.

[edit]
The zip should contain:
-components.txt
-Facilities.txt (only the massive planetary shields changed)
-TechArea.txt (only a few increases of max levels)
-Pirate Alliance.emp Some basic settings for the Pirates. Anything thats not at its minimum value may be changed to your preferences, and you'll still be pirates.

Tell me if anything is missing/not working

[This message has been edited by suicide_junkie (edited 07 March 2001).]
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