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April 24th, 2002, 08:22 PM
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Sergeant
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Join Date: Jan 2002
Location: New York
Posts: 345
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Re: Pirates and Nomads opening strategies
I will learn to use the patcher, Obi-wan.
I checked and all of the AIs did have the normal trait. Go figure. And I plan to add the TDM tonight.
Just another word about the QNP and pirate play. After a while I started building fleets of fast and slow ships. The slow ships had movement of 4 or 5, but were loaded down with shields and some moderate weapons. The fast smaller ships which moved at 11 or 12 had the pirate boarding parties with little or no shielding and no weapons. The big slow ships gave the enemy something to shoot at while the fast ones zipped in and boarded the enemy vessel. I doubt my bigger ships could win a battle on their own.
And I still don't quite understand the analyze estimate. I captured a colony ship from the Eee. I already had captured a colony ship from the Eee and got their gas colonization tech (though it didn't help at all). When I looked over the analyze possiblities, it said "minor" although I had everything the Eee ship had. So I just scrapped it. I suppose had I analyzed it, my question would now be answered, but then it didn't seem important. Now that I am at work and fatally bored, it seems all important.
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April 25th, 2002, 12:49 AM
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Corporal
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Join Date: Jul 2001
Location: MI,USA
Posts: 167
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Re: Pirates and Nomads opening strategies
1 quick question, this thread has gotten me interested in P&N. Started a game, and no yard facility, only a space port and resupply depot. storage and this is all, and no ability to build more.
How do you build ships? I have tried trading with the 1st empire I have met. Is this why I have heard this is a difficult way to play? I am currently downloading the image mode. Am I on the right track?
I could not see any mobile space your componet, reclamation componet. were these in the SE gold CD?
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April 25th, 2002, 12:59 AM
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Corporal
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Join Date: Jul 2001
Location: MI,USA
Posts: 167
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Re: Pirates and Nomads opening strategies
Never mind. I re-installed the mod, and now have the Pirate and Nomad under advanced traits. Musst have been a wierd glitch.
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April 25th, 2002, 05:12 PM
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Private
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Join Date: Mar 2002
Location: Austin, Texas
Posts: 21
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Re: Pirates and Nomads opening strategies
quote: Originally posted by Suicide Junkie:
Hmmm. If the AIs are sucking, there are a few things to try:
- Disable Quantum Reactors. I believe the CD Version has the prices higher than normal, and would account for much of the sitting around.
- Add the TDM AIs, using the AI patcher. This will definitely increase the difficulty, and the activity level of the galaxy.
-To disable quantum reactors would you disallow a certain technology when setting up a game or is it more esoteric than that?
-Am I correct in assuming that I need to copy the TDM empires over into the P&N directory and then patch them?
Texfire
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April 25th, 2002, 05:17 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Pirates and Nomads opening strategies
quote: Originally posted by Suicide Junkie:
...
- Add the TDM AIs, using the AI patcher. This will definitely increase the difficulty, and the activity level of the galaxy.
Regarding the neutrals, I don't recall if I ever used the AI patcher on them. I never really considered using them.
Using the patcher should get them to the Space Age.
I suppose this a Non Gold to Gold AI patcher, where can I get this one ?
Thx
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April 25th, 2002, 05:57 PM
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Private
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Join Date: Mar 2002
Location: Austin, Texas
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Re: Pirates and Nomads opening strategies
quote: Originally posted by PDF:
I suppose this a Non Gold to Gold AI patcher, where can I get this one ?
Thx
I found a file called SJsLatestAIPatcher but it only supports up to P&N 2.0, so I am uncertain if it will work on 3.0
Texfire
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April 25th, 2002, 06:11 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: Pirates and Nomads opening strategies
quote: -To disable quantum reactors would you disallow a certain technology when setting up a game or is it more esoteric than that?
In the game setup, you can turn off the resupply tech area (only provides emergency supply pods and QRs)
Or, you can search-find the QR in components.txt and increase the tech level required to 40 or something. This will leave the emergency supply pods in, but disable the QRs
quote: -Am I correct in assuming that I need to copy the TDM empires over into the P&N directory and then patch them?
Yep. Easy as that.
quote: I suppose this a Non Gold to Gold AI patcher, where can I get this one ?
The AI Patcher can be found on my P&N Downloads page.
The Patcher will change standard v1.49 AIs into P&N v2 (for SE4 v1.49) AIs, and will also change standard Gold AIs into P&N v3 AIs.
In the patcher, there is a dropdown list which allows you to choose which mod you want to patch the AIs for. The AIs need only work under unmodded SE4.
The "Latest AI Patcher" file here on shrapnel was broken when they changed over to the new message Boards. I haven't been able to update those links since 
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