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March 23rd, 2001, 07:58 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
Posts: 8,450
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Re: A pirates life for me...
Wow, 200 Posts.
I couldn't resist.
Geo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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March 23rd, 2001, 08:39 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: A pirates life for me...
SJ,
Thanks, here are the races. I'll try to get the rest next week
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March 23rd, 2001, 10:00 PM
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Sergeant
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Join Date: Dec 2000
Location: Texas
Posts: 213
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Re: A pirates life for me...
My god!!! leave for a week and the ole Pirate thread jumps above 200... lots of good info and I've seen lots of progress made toward an actual Pirate Mod has been made - nice work SJ and the rest of you.
Hope to have some down time this weekend to see bout catchin up on the ideas since I was Last fiddlin with the Pirates.
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Character is best defined as that which you do when you believe nobody is watching.
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Character is best defined as that which you do when you believe nobody is watching.
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March 23rd, 2001, 10:03 PM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: A pirates life for me...
SJ, how did you work maintenance costs for the pirate ships, bases,etc, did you leave as in orig game or did you tweak-em. If you start with 50K and only get 200 each turn what was the maintenance cost for your units?
Did this effect the amount or type of ships or units to build in beginning or later on?
It sounds from all the Posts that there is a lot of interest in the Pirate mod and it looks like its really taking off. GREAT...
mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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March 24th, 2001, 02:26 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: A pirates life for me...
In the settings.txt, the minimum storage is 50K. The minimum income per turn is 200 of each.
I started with High starting resources, so With 100K, I built one ship and wasted the other 45K.
I went for no maintenance, and it is still very difficult. Building even one escort takes 2 years to fund (at 200 per turn), so the budget is critically important.
The costs are original, but I just took racial traits for zero maintenance, since money is so scarce in a pirates life.
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March 24th, 2001, 03:17 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A pirates life for me...
As if being a pirate wasn't hard enough!
A third of my navy was just wiped out by a supernova! A supply base, 4 LCs and an ES, plus an alien DS about to be analysed!
Well, at least I managed to deconstruct that medium carrier first!
I now have shields V, without any knowledge of physics , plus medium fighters!
If only I can get the Eee to fund construction of those fighters somehow...
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Uh, scratch that idea. I just saw my first Eee dreadnaught, and, um I've got a total of 7 LCs and 3 ES to my name, after the Wertreken Nova debacle.
Yeah, the Eee are in 1st, I'm 8th out of 8.
They've got 6 times my score
I think its time to spam mines everywhere now.
[This message has been edited by suicide_junkie (edited 24 March 2001).]
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March 24th, 2001, 05:09 AM
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Private
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Join Date: Feb 2001
Location: Michigan, USA
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Re: A pirates life for me...
Are there plans to add resource producing components for the pirates? (via the Solar resource generation ability?)
Or is this ability going to be reserved for the nomad race, as pirates might not be very interested in solar farming?
It would certainly help the Pirates if they could use a component like that. Pirates would at least be able to generate some resources that way. Still, pirates aren't known for being conservative or industrious so generating their own resources might be out of character... but at least they wouldn't be quite so hampered by a lack of minerals.
Anyway, what are the plans in this department? This mod is shaping up to look very interesting.
Lucas
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March 24th, 2001, 07:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A pirates life for me...
I think that the best way to get resources is from a trade partner.
In my game, the Eee are first place and offered a trade alliance. I get 20% of their 200K resource output, and they get zilch. Of course, they do get insurance against me stealing all their ships and colonies.
I'm really getting hammered by intel right now, any suggestions?
I have a planet of aliens that the crysies started a riot on. The other alien planet (with SY and orbital factory) in the system is unhappy. I have one construction station in orbit, which is building troops right now, and I'm sending some ships in, but they are really needed on the front lines of the war against the Crysies in the next system down.
Whats the best way to stop the rioting with what little I have?
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March 24th, 2001, 04:40 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: A pirates life for me...
To bad there isn't a way to give away some of that "Pirate Loot" you probably have stashed on some un-named moon. That would make'm happy
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March 24th, 2001, 06:11 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A pirates life for me...
Ok, now I need suggestions on what to change.
Changes so far for V1.1:
- Disabled Crystal tech solar generators (for pirates).
- Added a Basic Pirate Facility: Slave Labour Camp, gives 100 each resource, using solar generator ability.
- Enabled shield regeneration on Small Shields, just like on full size shields.
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