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  #521  
Old February 11th, 2002, 08:52 AM

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Default Re: A pirates life for me...

If you don't have one, I still have a copy of it.
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  #522  
Old February 11th, 2002, 04:05 PM

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Default Re: A pirates life for me...

So now that I have to wait another month for SEIV Gold, I have decided to check out this P&N mod. Without reading through 30+ pages (wow!), could someone tell me what I need to do to get this mod? Do I need to download all the Versions or just the latest? Thanks a bunch!
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  #523  
Old February 11th, 2002, 07:03 PM
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Default Re: A pirates life for me...

It sounds like you've found the download page.

All of the Versions are fully self-contained, so unless you need an old one (for example to play one of the scenarios), just D/L the latest Version.

V2.5 PBW has some tweaks that may hinder the AI a bit, but it shouldn't be too bad.
If you wait until wednesday night, I'll have a non-PBW v2.5, and I'll include some friendlier quadrant types.

Also, for maximum challenge, choose to be a pirate or nomad, rather than a "Normal" race.
As a Pirate/Nomad, feel free to use all the tricks in the book, assuming you can afford them

As the minimum, download one Version ZIP (the latest).
Extract it to your SE4 folder; it will create a "SuicideJunkieMods" folder and a "copy of path for P&N#.#.txt" file.
Replace path.txt with the "copy of..." file, and run SE4.

Note that most savegames and saved empires are not compatible with P&N v2 due to changes to racialtraits.txt
As a quick guide to compatibility. Savegames are not compatible between different Version numbers, but are compatible between different Version letters. Saved empires are slightly more flexible.

Addons:
- P&N comes with all of the standard races appropriately modified to play under P&N v2.5.
If you wish to add new races, such as TDM modpack races, you also need to download AIPatcher2.exe.
To use the AI patcher:
- run the patcher, and a blue program window will appear.
- from the combo box in the top-center of the window, choose "P&Nv2"
- on the left side, there is a directory tree with a drive selector below it. Double click folders in that to browse to the location of your AIs inside the P&N modfolder.
- When you get to a valid AI, you should see the words "Found AI_General.txt" in the status box on the right.
- Click the "Patch This AI" button.
- After a second, the status box should read "completed AI_general" and "completed AI_designcreation"
- if you see "Forced to decrement a characteristic", then the AI has lost 1% in something (likely maintenance reduction), but the patch has completed.

If an error occurs, clicking Abort will restore the files to their original state. Retry will try the patch again (in case you've changed the file in the meantime), and ignore will continue on with the next file to patch.
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  #524  
Old February 13th, 2002, 06:39 AM

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Default Re: A pirates life for me...

Thanks for the info! Got it working and it is very fun! I really like the way the engines now work, gives the game a more realistic feel. I haven't combined the P&N with the TDM Modpack files yet but will soon. Thanks again. Great work.
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  #525  
Old February 14th, 2002, 02:49 AM
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Default Re: A pirates life for me...

You're welcome.
Since you've gone with the PBW Version (I assume), I'll hold off on the basic v2.5 until I can include all of Val's component images. That should be very cool
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  #526  
Old March 2nd, 2002, 09:12 PM
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Default Re: A pirates life for me...

I found a bug in the AI patcher, and so a new Version has been uploaded.
This only affects conVersions to P&N.
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  #527  
Old March 3rd, 2002, 12:33 AM

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Default Re: A pirates life for me...

"Temporal =>=> Electronic Security/Hackers (0% done)"

Hmm. I like changing things, but this doesn't seem right to me. IMO to hack something you need to be able to reach it, and see it. Having hacking allow you to see a ship seems strange. Maybe as an intelligence action, but I don't think that's possible..

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  #528  
Old March 3rd, 2002, 01:43 AM
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Default Re: A pirates life for me...

I was thinking along the lines of "pretending to be a civilian ship" sort of stuff.

If you have a suggestion for a regular-tech cloak/sensor combo to use instead, I'd welcome it.
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  #529  
Old March 3rd, 2002, 02:00 AM

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Default Re: A pirates life for me...

Eh. OK, that makes more sense.

Let's see.. we have Active EM, Passive EM, Gravitic, Pysic (sp) and Temporal to work with. You want to change temporal.

The EM spectrum is covered, and I really don't see any way to do "active gravitic" other than, oh, throwing rocks..maybe Tachyons? Whups, the active sensor is named Tachyon sensor, isn't it.

Hmm.

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  #530  
Old March 3rd, 2002, 02:36 AM
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Default Re: A pirates life for me...

I'd renamed the tachyon sensors to just Active sensors.
Levels 1-3 are EM, wideband EM, then tachyons.

If you can think of something to fill in the top slot in the active Category, then the temporal sensor could be based on tachyons...

Note: they top slot must be defeatable by sufficiently advanced scattering armor.
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