Re: the zip ->
this is just the data folder, so you have to create a mod folder and put this in a "data" subfolder, then edit "path.txt" to point to the mod folder.
Note: These files are from V1.27, but there were no major changes to these files in v1.3, so it should work.
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You bet! The only problem is that the Trait restrictions don't work, so SE4 will accept a race with both "Is A Pirate" and "Not A Pirate".
The GM will just have to watch out for that.
One other thing is that all of the .EMPs have to be re-saved to include the "Not A Pirate" Trait.
If somebody would be so kind to start games with random empires & save the .EMPs from them, then edit them to include "not a pirate", then those could be included, and the mod would be complete.
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If you don't choose either trait "Is" or "Not" a pirate, then you will get the disadvantages of both, and none of the advantages. Good Luck to you if you try that!
Is A Pirate:
Gives
- Pirate intel Center
- Swashbucklers (boarding parties)
- Small space Yard
Not A Pirate:
Gives
- Colony components (rock/ice/gas)
- Mineral/Organic/Radioactives facilities
- Monolith Facilities
- Offensive Intel Projects
- Organic Population Boosting Facilities.
Note: By "offencive" intel, I mean projects that hurt the enemy. Information theft is normal, as well as defence projects.
Exceptions:
Pirates cannot Steal Tech via Intel, they must capture a ship.
Pirates may steal resources from the enemy via "bribe transports" & "Trade disruption", though the trade disruption may not be in thier best interests
.
[This message has been edited by suicide_junkie (edited 20 March 2001).]