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  #241  
Old April 3rd, 2001, 04:49 PM

Nitram Draw Nitram Draw is offline
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Default Re: A pirates life for me...

You may be able to do it by giving the pirate culture a large negative happiness modifier, say -40. This would require them to build something to keep the population happy.
I recall there being some problem with negatives modifiers though so this may not work.
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  #242  
Old April 3rd, 2001, 05:08 PM
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dogscoff dogscoff is offline
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Default Re: A pirates life for me...

How about if you made something that is present in all systems (like a space port, or better yet a stellar object*(see note)) that modifies hapiness by -80% or something, and then the law& order facility / unit could just be a +80% happiness modifier.

Obviously that 80% is just a number I made up and the real figure would have to be worked out by trial and error to give however many turns of stability before social collapse, but there must be a way:
Reading the early Posts on this thread I initially thought "No way are they going to do all that stuff" but it's almost all been implemented one way or another. It amazes me the amount of mods you can make with just those little text files.

(When I say "you" by the way, I mean "someone else". I'm strictly a back seat modder I'm afraid=-)


*note:
I know you can modify the way systems are generated and the object put into them. Would it be possible to invent a new type of invisible, untouchable "planet" that has no image and no effect other than the happiness modification, and which is present in every single system.

--
<Edit>
Sorry Nitram, didn't mean to ignore your post: My computer didn't display it until after my post had gone through. If your way can be implemented, it looks a lot less work than what I just suggested.
</Edit>
--

------------------
There is an exception to every rule. Including this one.

[This message has been edited by dogscoff (edited 03 April 2001).]
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  #243  
Old April 3rd, 2001, 05:37 PM

Nitram Draw Nitram Draw is offline
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Default Re: A pirates life for me...

No problem.
Actually population unhappiness fits right in with the Pirate motif. All true pirates would rather be pillaging and plundering. The ones left behind should get real pissed
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  #244  
Old April 3rd, 2001, 06:47 PM

Nitram Draw Nitram Draw is offline
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Default Re: A pirates life for me...

Is it just me or is it taking longer to load and reply to this topic?
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  #245  
Old April 3rd, 2001, 09:08 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

I lost the shrapnel server, couldn't post or view anything, now that its back, the thread loaded just as fast as ever.

BTW, Here is the new Pirates&Nomads mod.

We need to redo all of the empires again, so that they include [not having] the Nomad racial trait.
If you want to play without the nomads & use the old Pirate EMPs, just remove the Last racial trait from the file ("Is A Nomad")

Note that the nomads are distinctly lacking in special components, I need ideas.

Also, this is bound to need a lot of adjustments. Consider it a pre-beta
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  #246  
Old April 4th, 2001, 03:33 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Oops. I just fixed a capitalization error in the mod.

Note: Installing this over top of the Pirates mod will invalidate your savegame!!
Use a different mod directory.

Also, I've just gone and fixed up some EMPs for the mod, so you can get started playing it right away

To add more, just start a random game, save the random empires, then edit thier EMPs to include the "Is Normal" Trait (ie. not pirate, not nomad). Save once more, then post them to the board.

[This message has been edited by suicide_junkie (edited 04 April 2001).]
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  #247  
Old April 4th, 2001, 05:01 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Man, I just don't get this Attachment manager thing

Here is the latest Pirates & Nomads Mod.

I have just realized that the nomads are in pretty big trouble at the beginning, since they don't get ship-based spaceyard. I'm giving them the same mini-shipyard as the pirates, and that is included here.
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  #248  
Old April 4th, 2001, 05:26 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: A pirates life for me...

quote:
Originally posted by suicide_junkie:
I lost the shrapnel server, couldn't post or view anything, now that its back, the thread loaded just as fast as ever.

BTW, Here is the new Pirates&Nomads mod.

We need to redo all of the empires again, so that they include [not having] the Nomad racial trait.

If you want to play without the nomads & use the old Pirate EMPs, just remove the Last racial trait from the file ("Is A Nomad")

Note that the nomads are distinctly lacking in special components, I need ideas.

Also, this is bound to need a lot of adjustments. Consider it a pre-beta



I think plain old 'Nomadic' would work for the name of the racial trait. And as far as components go, some sort of solar sail/solar collector combo would be good so they have absolutely minimal need for supplies. Then make 'small' Versions of everything you can think of and set them up to research fighters very early. Fighters don't pay maintenance but can travel around in-system on their own power. All they would need is a few small transports with fighter bays to ferry them through warp points. Now, equip fighters with everything. Small sensors, small cloaking devices, small solar sail/collector, etc. When they can do almost everything a ship can do and still pay zero maintenance they will help give the nomads enough kick to compete with the other races. I have yet to test if 'Solar Resource Generation' works on a component. Does it? If it does then the nomads should get it. Research and Intelligence are the weak point. I hope MM will let these abilites work for components sometime soon. Just keep requesting it.

Further thoughts:

Maybe they can have a unique fighter hull at the start of the game. Make it larger than a standard 'large' fighter but with a lower engine limit so it's not so hot in combat. This combined with the solar sail/collector component could be a really useful advantage to get them started. The other thing they really need has to be added by MM. We need some way to let population carried in a vehicle grow like population on a planet.

[This message has been edited by Baron Munchausen (edited 04 April 2001).]
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  #249  
Old April 4th, 2001, 09:11 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

-Names are easy to change: Normal, Pirate, Nomad.
-solar sail/solar collector combo
-'small' Versions of everything + fighters very early. Small sensors, small cloaking devices, small solar sail/collector, etc.

quote:
I have yet to test if 'Solar Resource Generation' works on a component. Does it?
Nope thats the first thing I tried

quote:
Research and Intelligence are the weak point.

Definitely, research is a problem, but intel is not. When the nomads lose their home planet, they will lose contact with all other races, and intel will not be a factor.
Research will have to be done on the homeworld, and later stolen because of how the game works.

-unique fighter hull, larger than a standard 'large' fighter.
(instead of lower engine limit, multiple engines per move)

(I really don't like arbirtary limits being imposed on stuff. This way you can decide for yourself how much to spend on engines)

Thats a lot of good ideas. I'll get them started now.

[This message has been edited by suicide_junkie (edited 04 April 2001).]
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  #250  
Old April 4th, 2001, 09:13 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

-Names are easy to change: Normal, Pirate, Nomad.
-solar sail/solar collector combo
-'small' Versions of everything + fighters very early. Small sensors, small cloaking devices, small solar sail/collector, etc.

quote:
I have yet to test if 'Solar Resource Generation' works on a component. Does it?
Nope thats the first thing I tried

quote:
Research and Intelligence are the weak point.

Definitely, research is a problem, but intel is not. When the nomads lose their home planet, they will lose contact with all other races, and intel will not be a factor.
Research will have to be done on the homeworld, and later stolen because of how the game works.

-unique fighter hull, larger than a standard 'large' fighter.
(instead of lower engine limit, multiple engines per move)

(I really don't like arbirtary limits being imposed on stuff. This way you can decide for yourself how much to spend on engines)

Thats some good stuff. I'm on it.
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