Re: Adamant Mod Discussion Thread
I have been fiddling around with nomads and pirates against the AI. I was playing a nomadic race and was trying to get a functional pirate AI working. The pirate AI isn't doing very well, but it will build pretty good boarding ships. The AI can capture ships right? I'm not mistaken am I? Never actually seen them do it yet. Anyways, I had some questions and suggestions regarding the nomads and pirates.
Nomads:
--Why are the research teams limited to 10 per vessel? I would like to be able to build dedicated research bases and ships, but with only being able to put 100kt of research teams on the vessel hinders this somewhat.
--Research teams should count as cargo on cargo vessels so that I can make dedicated research ships.
--You need to make a decision concerning the research outPosts, they are useless currently. Either make them large enough to put a maintenance reducer on them or remove them entirely.
Pirate:
--Pirates can capture colony ships and then colonize planets with them. They have nothing really useful to build on those planets though. Would it be terrible to give the pirates access to the forced labor production facilities to put those enslaved populations to use.
--Pirate are supposed to be hard to find right? I was wondering if it would be reasonable to give the pirates a system cloak component for their bases. It can be large (1000kt - 1500kt) and expensive. It would require a base just to house it. It doesn't need to be as high a level as the monster cloaks. A good set of sensors could see through it. This wouldn't be too powerful would it?
Please forgive any false assumptions I may have made and feel free to correct me.
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"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
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