quote:
Maybe if you change the way Nomads work and have them Remote Miners and Solar Collectors instead of negative maintenance?
Just my views. Feel free to trash them / ignore at will.
That sounds pretty good.
If I could make all of the shiphulls zero-maintenance, then your 500 basic production, plus any remote mining you do would fund the construction of additional ships.
In the beginning, nomads would remote mine resources, building ships with the profit, and would be forced to move to new territory when their remote miners run dry.
When they run out of uninhabited worlds, Nomads would jump in, attack a world, strip mine it of resources, then leave before the player can muster a defense force. The difficulty would be in taking planets with minimal losses, so you can actually make a profit after rebuilding lost ships. They would probably turn into pirates, and capture ships as a budgetary mainstay.
Pirates would be able to make better use of planets, with slave labour camps (they could even follow the nomads wake, putting slave colonies down on the large, zero value worlds).
quote:
One thing to note about the mod launcher : It only detects mods that are 1 directory deep
Could you possibly expand the program to search multiple levels?
I thought that the <author>\<specific mod>\<files> directory structure was really neat and tidy (and maybe a little innovative, too

).
quote:
SJ : Dont suppose I can hassle you to change the format of the .Zip file can I?
And also to include a ModInfo.txt in the mod's root directory?
I can even provide one for you if you want.
Players could always move the P&N folder to <SE4>\<P&N>. Just a click-and drag away.
I think I'll create my own ModInfo.txt, and make it a 50Kb monster detailing all the changes from SE4 classic

.
quote:
That or make a note that Living Ships don't have crew and so can't store cargo in their quaters *and* that living ships can't be miniaturised or automated.
You got it! I would have put more of a description, explaining these limitations, but they are fairly logical, and took up too much space on the screen.
Living Ships's C&C components are all brain, no body. You don't usually store your old junk in your brain or spinal cord. The living ships from a packrat race would just insist on having a cargo bay or two installed

.
Miniaturization occurs because your CREW is smaller, and need less open space. The living ships are not of your race, just the minds/brains of your race, enlarged to use the ship as a body.
Automation decreases the crew complement required to run the ship. A living ship has a crew anywhere from zero to one (inclusive), depending on your point of view. You can't reduce that any further without losing control of your ship.
quote:
*Finally* Weapons Platforms are units as well, yet aren't included in the Big Thinkers racial trait's effect
Well... OK. That would make them 250KT, 500Kt and 750KT in size.
I'll have to bump up the price of the trait, then too.
------------------
The latest info on
Pirates & Nomads (forum thread).
-<
Download V2.2>- (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)