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  #261  
Old April 6th, 2001, 02:19 AM

Marty Ward Marty Ward is offline
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Default Re: A pirates life for me...

If the standard colony component was made to fit the not a pirate trait and the special colony component was made exclusively available to the is a pirate trait it should work.
I think you can repair tech that is ordinarily not available to you but I'm not 100% sure on that. You should be able to use it if you captured it undamaged though.
This may be a good way of limiting the pirates ability to overcolonize.
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  #262  
Old April 6th, 2001, 02:26 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

It appears that you guys are not familiar with the guts of this mod (nobody expects you to inspect every line ), so:

The Current Guts of the Pirates MOD
Relating to most of your questions.

VJ's Qs:
quote:
Maybe a better solution is to only load minimal pop onto each colony ship and to have re-usable pop transports equipped with SDDs?

That clearly assumes that the population is more important than the colony, but in fact, for a pirate, the opposite is true. They desperately need colony components, but will often space aliens rather than hold them for a few years until a suitable colony is captured.

The pirates cannot research colony ship hulls OR colony components, the same way that most races cannot research Organic Armor.
This means that the pirates can only colonize a world if they capture a colony ship with the colony component intact, since they cannot repair it.
The pirates are not concerned with the population on board, but rather the colony itself. All the pirates want is a military outpost with a resupply depot, space yard & slave yards as bonus. They cannot build colony ships on their own.

As for a benefit to the normal races, Self-destructing prevents the pirate race from expanding at all

quote:
I would vote for SDD's on colony ships if nothing else was changed.
I would vote for no SDD's if Pirates were given a huge negative to happiness, you can have all the colonies you want but if they are rioting you get no benefit from them
The problem here is with the SE4 engine. Pirate races should be designed with happiness, reproduction & environment resist (as well as other blanet-based attributes) set to thier minimum levels
Happiness at -50% seems to mean that the race is always Indifferent.
Unless that has changed in a recent patch, -ve happiness won't hurt any more than it already does.

quote:
2 as for capital ships, I like the idea of them building up to BC's only, but also include Lt. Carriers. Other then that they have to capture or steal the larger ones

Pirates should be designed with -50% ship construction rate.
This means that LCs take a year to build, and BC's or bigger are long obsolete by the time you finish building the prototype
As a Pirate, I would never build anything larger than LC, since it would take longer to build ONE than to capture and retrofit FIVE.

quote:
4. Pirates should have some form of research capabilities. In old days wasn't necessary, but with Space Pirates this would be a must.
They would either steal scientists to keep up to improve their "evil ways" or steal it. Maybe restrictions but definitly should have some type of this capability.

Pirates start out with a planet full of research facils, but with -50% to research, they get the same staring research as any other race. The research quickly falls behind as normals build research colonies, and the pirates sit waiting for captures.
After turn 40 or so, a pirate only researches stuff they can't capture, like armor.

quote:
Like the idea of ftrs being able to capture this would be interesting.

I gave the pirates a Boarding Pod to put on fighters, the game engine may or may not allow the capture order to go through, I haven't gotten to the point where I can test it yet. Heres hoping

quote:
Here's my questions - you destroy the colony component (and therefore the SDD) and capture an AI colonizer. Can you then REPAIR it(which would pretty much defeat the purpose of the SDD)? AND, could you take the damaged hull back and retrofit it into a pirate colony ship?

If we make a new component, PIrate Rock Colony, then you would not be able to repair the colony component you blew away.
You cannot retrofit between hull sizes, so you can't retro from colony to Pirate colony.

The idea behind not allowing pirates to build colony ships was based on a story-book idea of pirates. Ie. pirates wouldn't be able to put together an expedition to start a city in north america, but if they happened to board a ship from England, or somewheres, that was intended to start a city in the new world, then they might just go ahead and try it.

As it is, an AI colony ship has no shields or SDD, so it can be captured extremely easily. Adding the SDD would mean that a good fraction of ships would be damaged beyond usefulness before they were captured, slowing the pirates planet colonization from its currently reduced rate to a trickle.

quote:
If the standard colony component was made to fit the not a pirate trait and the special colony component was made exclusively available to the is a pirate trait it should work.
I think you can repair tech that is ordinarily not available to you but I'm not 100% sure on that. You should be able to use it if you captured it undamaged though.
This may be a good way of limiting the pirates ability to overcolonize

Actually, that is how it works now, except there is no special colony component for pirates. As it is, the pirates must capture alien colony ships intact to start a colony, and they can still expand too fast, since the AI dosen't defend its colony ships well. The SDD will reduce pirate expansion by I'm guessing 70% or so. Currently it is easy to get a new colony every year or two, not including ground-war troop captures.
I feel that the pirates starting a new colony of thier own choice should be a momentus occasion.

[This message has been edited by suicide_junkie (edited 06 April 2001).]
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  #263  
Old April 6th, 2001, 02:51 AM

Prostetnic Vogon Jeltz Prostetnic Vogon Jeltz is offline
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Default Re: A pirates life for me...

SJ, my standard colony ship design (with one extra storage compartment for extra pop) costs 6150 minerals, 1100 organics and 1400 radiactives. The SDD adds 500 minerals and 50 radioactives to this cost (less the cost of whichever component I'd sacrifice to make room). Given that colony ships are single use designs and that in any game I'd hope to construct 100+ of them, this represents a significant overhead to my empire. As a human player I could be sure to not incur this extra expense unless there were pirates in the area and they were non-trivial rivals. To oblige the AI to blindly add SDDs in all cases would put the AI at a non-trivial disadvantage to human players.

As an alternative, adding SDD functionality to colony components just doesn't feel right from a role playing perspective.

On balance I'm pretty convinced that the AI shouldn't be adjusted to add SDDs to colony ships. Handicap the pirates (who'll only ever be played by humans) if necessary, not the AIs.

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  #264  
Old April 6th, 2001, 03:07 AM

Marty Ward Marty Ward is offline
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Default Re: A pirates life for me...

Isn't there a setting that make a population happier and angrier, maybe it is in the anger file. Maybe that file could be used to keep the pirate population unhappier.
Also, if the pirates can't build standard resource, research and intel facilities is having a lot of colonies bad? Maybe no standard facilities should be allowed for the pirates, just the bare minimum of pirate specific ones, so even if you had 100 colonies it would only equal 10 normal ones.

[This message has been edited by Marty Ward (edited 06 April 2001).]
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  #265  
Old April 6th, 2001, 04:29 AM
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Default Re: A pirates life for me...

quote:
Isn't there a setting that make a population happier and angrier

Problem is, that only makes the pop move towards/away from indifferent.
Giving a -100% happiness means that the colony will never go above indifferent unless you have 1000 troops and 15 ships in orbit. Happiness won't drive the pop to anger/riot.

quote:
On balance I'm pretty convinced that the AI shouldn't be adjusted to add SDDs to colony ships. Handicap the pirates (who'll only ever be played by humans) if necessary, not the AIs
If the restrictions worked, I'd design a free, zero Kt SDD for colony ships only, but until then, we have to decide how to stop pirates from getting too many colonies.
Adding the SDD dosen't increase the cost of the colony ship very much, and it would be advantageous for an AI playing against a Human Pirate to stem the growth of the pirate in this way.
The only time that the AI would be at a disadvantage in this respect, would be if the human was playing a normal race, and it would still help prevent the human from getting colonists who breathe some other atmosphere.

We could always just disable all colony ship captures by the pirates, and forece them to use troops...

Bumping the polls to the top
---------------------------------
What do the rest of you guys think about Pirates vs AI colony ships?
A) Leave as is
B) AI adds SDD
C) Colony module is an SDD

----------------------------------
Who would like to see pirates with no research ability, other than from captured ships & planets?

A) Leave it alone
B) Severly restrict research (just like resources)
C) No research for Pirates!
D) No research, and get rid of the resource gathering slave labour camps too!
E) None of the above
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  #266  
Old April 6th, 2001, 07:44 AM

The Finn The Finn is offline
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Default Re: A pirates life for me...

quote:
Originally posted by Prostetnic Vogon Jeltz:
As an alternative, adding SDD functionality to colony components just doesn't feel right from a role playing perspective.

On balance I'm pretty convinced that the AI shouldn't be adjusted to add SDDs to colony ships. Handicap the pirates (who'll only ever be played by humans) if necessary, not the AIs.

[/b]


Not handicapping the AI (and not forcing people to mod all the colony ship design files to include SDDs) was my reasoning for changing the colony component to include a built in SDD.

I agree it doesn't have a nice roleplay feel to it but I'd give up that small aspect for the simplicity of it.
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  #267  
Old April 6th, 2001, 07:56 AM

The Finn The Finn is offline
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Default Re: A pirates life for me...

quote:
Originally posted by suicide_junkie:

Quote:
Here's my questions - you destroy the colony component (and therefore the SDD) and capture an AI colonizer. Can you then REPAIR it(which would pretty much defeat the purpose of the SDD)? AND, could you take the damaged hull back and retrofit it into a pirate colony ship?

If we make a new component, PIrate Rock Colony, then you would not be able to repair the colony component you blew away.
You cannot retrofit between hull sizes, so you can't retro from colony to Pirate colony.

quote:
If the standard colony component was made to fit the not a pirate trait and the special colony component was made exclusively available to the is a pirate trait it should work.
I think you can repair tech that is ordinarily not available to you but I'm not 100% sure on that. You should be able to use it if you captured it undamaged though.
This may be a good way of limiting the pirates ability to overcolonize

Actually, that is how it works now, except there is no special colony component for pirates. As it is, the pirates must capture alien colony ships intact to start a colony, and they can still expand too fast, since the AI dosen't defend its colony ships well. The SDD will reduce pirate expansion by I'm guessing 70% or so. Currently it is easy to get a new colony every year or two, not including ground-war troop captures.
I feel that the pirates starting a new colony of thier own choice should be a momentus occasion.

[This message has been edited by suicide_junkie (edited 06 April 2001).][/b]
Hmmm.. actually, another question - can you put colony components on ships other than colony ships? I've never tried it but I can't see why you couldn't from the vehicle size file. If so, the idea of making the Pirate Colony Hull more expensive would be sort of useless - you could just slap the colonizer on a Frigate or something.

Sorry, not quite following.. Could the pirates capture what's left of a colony ship with the colony component destroyed and then repait it? Also, could they take the hull home and add their own colony component to it?

If they can repair the 'not a pirate' colony comp. then my idea of making them refit the cheaper colony ship hulls with their own colony component won't work. If they can't repair it, but CAN add their own colony component to the hull then it would work to cut down on their expansion.

<grumbles> I really need to get the game soon so I can fool with this myself..

[This message has been edited by The Finn (edited 06 April 2001).]
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  #268  
Old April 6th, 2001, 03:58 PM
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Default Re: A pirates life for me...

Your Poll

1 B or C
2 B

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  #269  
Old April 6th, 2001, 10:43 PM

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

You can make Pirate colonies naturally get angry by giving the ability Planet - Population Anger Change to each Pirate specific facility that you think should only be built in limited quantities, but not the slave mine I think Pirates would like them! This will cause anger to increase every turn unless you counter it with troops, ships etc. If the modifier stacks or you give some facilities Planet and some System abilities, the more you build the angrier your colonies will become.
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  #270  
Old April 7th, 2001, 12:39 AM

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

quote:
Originally posted by Nitram Draw:
You can make Pirate colonies naturally get angry by giving the ability Planet - Population Anger Change to each Pirate specific facility that you think should only be built in limited quantities, but not the slave mine I think Pirates would like them! This will cause anger to increase every turn unless you counter it with troops, ships etc. If the modifier stacks or you give some facilities Planet and some System abilities, the more you build the angrier your colonies will become.


No, this will not work. I tried it with a "Security Police Facility" using the reduce bad intelligence chance ability. It seemed a good way to let non-religious races use this facility power. My thinking was that having the Goon Squad running around a system looking for spies would make people a bit uneasy and there should be a negative happiness effect. BUT... the game checks all happiness modifying facilities in a system and uses the best (positive) value. So, the negatice value is ignored if there is a facility with a positive value. In other words, only one modifer is applied so you'd only see the effect if there was no facility with apositive value in the system.

I suggest making a special happiness type for Pirates. Call it 'Pirate' happiness, I guess? You can then modify how they react to all sorts of individual events. Check the happiness.txt file and see all the options. You could increase the reaction to enemy ships nearby, reduce or eliminate the beneficial effect of your own ships nearby, etc. I think you could find a way to represent the reactions of the population realistically and you can achieve much finer balance this way than by a facility that only pushes happiness one way all the time.

[This message has been edited by Baron Munchausen (edited 06 April 2001).]
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