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  #1  
Old August 27th, 2001, 08:36 PM
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Default Re: P&N Pirates: too weak?

quote:
hiding in convenient storms/asteroid fields


Do asteroids hide your ships?

------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #2  
Old August 27th, 2001, 08:50 PM

Phoenix-D Phoenix-D is offline
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Default Re: P&N Pirates: too weak?

By default, no, but I think they can be set to do so.

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  #3  
Old August 27th, 2001, 10:34 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: P&N Pirates: too weak?

No, it does not work for asteroids. For some reason, the powers that work for storms don't work the same for asteroids. Sight obscuration doesn't work at all. This is really annoying because the absolutely classic, cannon SciFi way for a smaller force to escape from a superior force is to duck into an asteroid belt. I'd like MM to change that so it can work, and to make it possible to put more than one ability on one object. What if I'd like ALL storms to have sight obscuration, and then some of them to also have other abilities? As far as I know that cannot be done right now.
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Old August 27th, 2001, 11:15 PM
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Default Re: P&N Pirates: too weak?

An option would be to create an asteroid belt looking storm, describe it as a storm with sight obscuration, and merely have it so it can't be remote mined.

I believe this would work
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Old August 28th, 2001, 06:41 AM
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Default Re: P&N Pirates: too weak?

Schmo,

Did you see the thread "SEIV is being pirated?" ...........sorry, lame joke.


Suicide,

On the topic of Nomads and asteroids. Battlemoon is cool. However, I am talking about starting the game with one. They are so prohibitively expensive that it would take quite a while to build another. This would be the homeworld, rather than a planet. I haven't got that far in my playtesting, but could it be outfitted with crew quarters that let the population reproduce? You actually live on it and build facilities within it. A mobile planet. Can it be done with SEIV?

Again, no one is going to win SEIV with a nomadic race. But they have to move 1 or 2 behemoth asteroids around with a massive swarm of a fleet to protect their assets. They drift slowly from star system to star system until they find a place to "settle". Just don't cross a warp with a blackhole... instant death of your race at a movement rate of 1-2.

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I fear no barrier of crystal or glass;
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Henceforth I spread confident wings to space
I fear no barrier of crystal or glass;
I cleave the heavens and soar to the infinite.
And while I rise from my own globe to others
And penetrate even further through the eternal field,
That which others saw from afar, I leave far behind me.

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On the Infinite Universe and Worlds, 1584
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  #6  
Old August 28th, 2001, 07:44 AM
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Default Re: P&N Pirates: too weak?

way back when, someone figured out a mod that would permit asteroids to be colonized. does anyone remember how it was done?

from what i remember, facility slots were based on the size of the asteroid field, and were identical to those of a planet that size.. but i could be wrong, and i would thing that it could be edited in the planet sizes text file.

this could also make for a very interesting theme game, if you did some heavy tech tree edits. you could have two kinds of races, asteroid dwellers and planet dwellers. asteroid dwellers would get a racial tech that gave them asteroid colonization and planet destroyers. planet dwellers would get planet colonization tech and planet creators.

which reminds me, i am certain that colonies are destroyed with a planet. i seem to remember with the above mentioned mod that colonies were not destroyed if a colonized asteroid field is turned into a planet. i could have just imagined that though.

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  #7  
Old August 28th, 2001, 09:16 AM
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Default Re: P&N Pirates: too weak?

Baron Munchausen,
your idea for the hard code changes to make monsters and Pirates work are great. Especially for the "empire controlled" pirates. You should post them in the most-bang-for-the-buck topic.
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