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February 12th, 2003, 11:17 AM
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First Lieutenant
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Join Date: Sep 2002
Location: Cannes, France
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New pirates shipset
Argh, just installed P&N mod yesterday and tried a pirate race.
No research center -> no troop -> no planet capture -> no ressources !!! (idem for miner satellites... far too expensive to research)
No intelligence center -> no tech espionnage
Ships still cost maintenance -> miner ships aren't profitable.
Every thing is so slow... and by this time AIs are developing... and will crush me at first sight !
What is the use of hight quality components ? low budget ones have the same abilities ?
I came to a deadlock. Did I miss something ?
[ March 04, 2003, 12:58: Message edited by: trooper ]
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February 12th, 2003, 11:22 AM
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Shrapnel Fanatic
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Re: New pirates shipset
High quality have more hit points. Very good for armor.
Did you select the Pirate racial trait?
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February 12th, 2003, 11:26 AM
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First Lieutenant
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Re: New pirates shipset
Ah I see. that was what the "reliability" factor was standing for.
Yes I did select this trait.
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February 12th, 2003, 11:29 AM
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Shrapnel Fanatic
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Re: New pirates shipset
Pirates have to make heavy use of ship capture.
Playing as a Pirate or Nomad gives a great challenge as opposed to playing as a Normal.
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February 12th, 2003, 01:06 PM
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First Lieutenant
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Re: New pirates shipset
and scrap them to get ressources ? oh dear...
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February 12th, 2003, 04:30 PM
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First Lieutenant
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Re: New pirates shipset
Quote:
Originally posted by geoschmo:
Without planets you can't make contact with other races and they can't intel you or vice versa.
Geoschmo
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Mmm... race contacts are generaly established during a ship encounter in the same sector, aren't they ?
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February 12th, 2003, 04:33 PM
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National Security Advisor
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Re: New pirates shipset
Quote:
Originally posted by trooper:
quote: Originally posted by geoschmo:
Without planets you can't make contact with other races and they can't intel you or vice versa.
Geoschmo
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Mmm... race contacts are generaly established during a ship encounter in the same sector, aren't they ? That is correct. (Actually same system, not same sector neccesarily.) But if you don't have planets you can't actually make contact. You can see their ship and they can see yours, but you don't get a first contact message, and you can't communicate with them. You also lose contact if you later abandon all yoru planets or they all get destroyed. Even if you still have ships you lose contact. And if all the warp points leading to your planets are closed you also lose contact.
Geoschmo
[ February 12, 2003, 14:34: Message edited by: geoschmo ]
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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February 12th, 2003, 06:39 PM
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First Lieutenant
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Re: New pirates shipset
ship ability : "can completely avoid detection by posing as a civilian craft"
Does it mean thaht the Ias will never see thaht ship and will never be able to attack it, even on the same sector ?
Another question : In the civilian cruiser ship size description, it is written "requires no crew quarter and no life support", and the design do need them indeed...
[ February 12, 2003, 16:48: Message edited by: trooper ]
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February 12th, 2003, 07:49 PM
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Lieutenant Colonel
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Re: New pirates shipset
Quote:
Originally posted by trooper:
ship ability : "can completely avoid detection by posing as a civilian craft"
Does it mean thaht the Ias will never see thaht ship and will never be able to attack it, even on the same sector ?
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this ship basically has a built in level 5 cloak ability. So as long as it has supplies it can never be seen. However you can turn on and off the cloak like a regular cloaking device so you can attack.
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February 12th, 2003, 10:28 PM
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Shrapnel Fanatic
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Re: New pirates shipset
It costs no supplies to cloak them, but you just have to have 1 or more supply point to engage the cloaking device. If the ship runs out of supplies while it is cloaked, it remains cloaked just fine. But if you decloak it, it won't be able to recloak until you get some more supplies.
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