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Old May 6th, 2001, 04:25 PM
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Default Re: Opinions wanted on new tech (Pirate Mod)

It looks like you didn't quite use this mod as intended
quote:
When you pick Nomad and Pirate as a racial trait, lots of components get doubled in the listings.

You really should only pick one of the three, unless you're trying to get a really easy game. Pirates are half-way between Nomad & Normal, so they have quite a few crossover techs, and the only way to do that is to double them up. If you play as only one type, you won't see that.

Also, the SE4's restrictions aren't working right now, cause otherwise you wouldn't be able to choose more than one

quote:
The Swashbuckler component shows up on the fighter list, but I get an error when trying to use it, saying that this vehicle [fighter] is not able to use it.

I'm afraid that is just SE4, it dosen't bother to even check to see if the fighter has a boarding component. Its hardcoded, but should be easy to change, so I left it in and am waiting for a fix.

quote:
Also, I must have tried about 40 times to capture an unshielded ship with it (using a regular ship) and it failed every single time. Maybe it was my bad luck.

If you check the description, they are only about half as effective as the Highly trained BPs. The crew from one crew quarters can defeat them, so you must destroy all crew quarters, or have more Swashbucklers than enemy crew quarters.

Thats a small failing in the description of Crew quarters . They don't even have an explicit ability for BP defence, but they have 16 defence each (80% of a BP1's attack)

quote:
Computer generated AI's (not the ones that you made the emp files for) for example neutrals (but not only them), don't start with a space yard on their planet. Hence they cannot build anything and are useless

Yep. They're not "Normal", and theyre not "Pirate" or "Nomad", so they get almost no technology.

You can add more races by randomly generating, save the race on turn 1, then start a new game, add them to the game, edit them, and give them "Normal". Save again, and they're ready to play.

SEE P&N

quote:
A few of the component family numbers need to be changed. The Swashbuckler component always overrides Boarding parties (even level 5) when upgrading ships

Can Do. Will update

quote:
Something is also wrong with that new Shield generator component you made (can't remember the name), as it overrides regular shielding components that are better.

The big ones or the little ones?
The First Heavy Shield Generator is slightly weaker, but is Way cheaper to operate. The next levels of Heavy are all more powerful than normal shields.
The Hardened mini-shields are half armor, so they actually provide more protection to your ship than shield generators.

quote:
Also on shielding, phased and regular shields seem to be alternating as they are researched

Yep. Cool eh?
You have to decide whether to get Lots of shield points, or some phased shield points, or research another level to get lots of phased. But then, one more level gets you PILES of normal shield points .

quote:
It is extremely difficult to fight against races that put self-destructs on their ships. Not a negative thing, just pointing it out.

Oh, yeah. Part of the challenge of being a pirate Some would rather die than be captured, tortued and sent to the slave camps!

quote:
Once you get a base installed in a red Nebulae system, though, you can never be beat, as the AI (I doubt) will ever clear it in order to see you.

As a Pirate, you could get starved out and killed by maintenance costs, but Nomads would potentially sit there forever.
Heck, a normal player could dump a few fighters and stay in a nebula forever too.

[desperate]I'm not dead yet! I'm not dead yet! I'm still good![/desperate]
-highly paraphrased from Homer Simpson.
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