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November 6th, 2002, 11:58 PM
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Corporal
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Join Date: Oct 2001
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Re: P&N for v1.78?
S_J,
Please do include some smaller weapons for racial and cross-over techs.
CombatSquirrel
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November 7th, 2002, 06:43 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: P&N for v1.78?
SJ's ToDo list for P&N PBW:
- add no-ai files
- add TDM formations
- recheck weapons for unit mounting.
- large drives!
- ruins & racial crossovers
- Major training facilities are spaceborne.
X small racial armors.
- Totally redo weapons.
X Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.
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November 7th, 2002, 08:00 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
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Re: P&N for v1.78?
One thing I don't understand about a lot of mods is this desire to create massive ships and engines etc. I would prefer to see a more varied array of smaller ships, perhaps combined with some interesting mounts - especially for a P&N!
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November 7th, 2002, 03:52 PM
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Second Lieutenant
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Join Date: Jul 2002
Posts: 442
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Re: P&N for v1.78?
Quote:
Originally posted by Captain Kwok:
One thing I don't understand about a lot of mods is this desire to create massive ships and engines etc. I would prefer to see a more varied array of smaller ships, perhaps combined with some interesting mounts - especially for a P&N!
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Well, we have Carrier type hulls, Transport type hulls, Colony stype hulls,a dn the generic "Warship" type hulls.
What other type could you come up with, that's not based on installing a single specific component ... ?
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-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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November 7th, 2002, 08:02 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: P&N for v1.78?
Well, P&N does encourage a wider variety of small ships.
I didn't add many new hulls, but the game settings do encourage it.
Eg: Speed 12 Escorts used as scout ships in the first turns.
Due to QNP, small ships are almost as effective as larger ships in combat, so warships tend to be smaller longer.
QNP also allows for variety of balanced designs; fast interceptors, lumbering assault ships, heavily shielded fortresses.
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November 8th, 2002, 05:55 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: P&N for v1.78?
SJ's ToDo list for P&N PBW:
- add no-ai files
- add TDM formations
- recheck weapons for unit mounting.
X large drives!
X Scale up solar sails 10x, and add more levels.
- ruins & racial crossovers
X small racial armors.
X add more levels of shield regenerators (up to 2x rate at maxtech)
X tweak mini-regenerators to match the full size regens.
X add more levels of solar collector tech.
- Totally redo weapons.
X Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Major training facilities are spaceborne.
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.
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November 8th, 2002, 09:20 AM
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Private
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Join Date: Nov 2002
Location: Austria
Posts: 3
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Re: P&N for v1.78?
Quote:
Originally posted by Suicide Junkie:
SJ's ToDo list for P&N PBW:
- add no-ai files
- add TDM formations
- recheck weapons for unit mounting.
X large drives!
X Scale up solar sails 10x, and add more levels.
- ruins & racial crossovers
X small racial armors.
X add more levels of shield regenerators (up to 2x rate at maxtech)
X tweak mini-regenerators to match the full size regens.
X add more levels of solar collector tech.
- Totally redo weapons.
X Gun Nuts -200 kt to mount requirements.
- Redo mines & sweeping system
- Major training facilities are spaceborne.
- Training facilities only on maintenance-bearing bases. Cost scales as max% cubed or so. Max training fairly unlimited, but to double the training, you pay roughly 8x as much in maintenance.
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It seems that with the new update I miss a lot of images. What happened?
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November 8th, 2002, 09:38 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: P&N for v1.78?
You may need to download and install the Image Mod (which is linked in my sig).
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November 8th, 2002, 11:37 AM
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Private
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Join Date: Nov 2002
Location: Austria
Posts: 3
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Re: P&N for v1.78?
Quote:
Originally posted by Imperator Fyron:
You may need to download and install the Image Mod (which is linked in my sig).
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thx, that hit the problem exactly!
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November 8th, 2002, 07:43 PM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
Posts: 289
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Re: P&N for v1.78?
SJ, will there ever be anything that can be built from "Rube Goldberg Designs" or is it just to make sure players don't *always* get anything useable from a tech stash?
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