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  #11  
Old April 2nd, 2001, 12:02 PM
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Default Re: New SE4 Race: the Pyrochette Empire

quote:
Originally posted by Master Belisarius:
About to include minesweepers in attack ships... I have mixed feelings.
I would have not problems to include them in big ships, like Dreadnought, Battle Ships and Battle Cruisers.
But in more small ships (like Destroyers and Light Cruisers), in my opinion, it would make the ships weak.
The problem is that do not exist good options to indicate the AI, that need to use a component, in ships with a determined size.
[This message has been edited by Master Belisarius (edited 01 April 2001).]



If you put a component at the end of your design list and increase the major component numbers per space to a certain limit you can be rather sure that this component will only be used in larger ships. You will have to do try and error method but it's possible.
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  #12  
Old April 2nd, 2001, 03:29 PM
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Master Belisarius Master Belisarius is offline
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Default Re: New SE4 Race: the Pyrochette Empire

quote:
Originally posted by Q:
If you put a component at the end of your design list and increase the major component numbers per space to a certain limit you can be rather sure that this component will only be used in larger ships. You will have to do try and error method but it's possible.


Yea... I'm doing it!
BTW, can you send me a *.gam file of the game that you're playing? My e-mail is: [email protected]

Thanks!

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  #13  
Old April 3rd, 2001, 06:38 AM

Sirkit Sirkit is offline
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Default Re: New SE4 Race: the Pyrochette Empire

OW!!! I opened the image of the race and fell out of my chair, waaaaaaa! Sweet race set, verry nice
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  #14  
Old April 5th, 2001, 06:17 AM

chewy027 chewy027 is offline
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Default Re: New SE4 Race: the Pyrochette Empire

I added the race to my quick start menu and tried to play as them but an error kept coming up in the AI generel. then I tried to play against them in a normal game but i had the same problem every time it was there turn it said there was a missing field in the AI general. all the fields from demeanor on down were said to be missing. What is wrong?
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  #15  
Old April 5th, 2001, 12:34 PM

Atraikius Atraikius is offline
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Default Re: New SE4 Race: the Pyrochette Empire

I've also had a problem with thier AI files.

If manually load them in a normal game using one of the empire files they are fine, but if they are selected randomly it goes nuts.

The errors mad it look as if something is off from "Herold" on down.

Otherwise theyt have been doing great, pretty much holding 2nd place in every game I've played recently.
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  #16  
Old April 5th, 2001, 02:51 PM
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Default Re: New SE4 Race: the Pyrochette Empire

Hey guys, but with the current SE4 Version, the Pyrochette only can be used ok with the *.emp files... Sorrrrrrrrrry.
The problem is that exist a bug in the random generator, when into the general.txt file, exist values lesser than 100.

Also, the Pyrochette spend a lot of points in the Intelligence racial trait. Then, if you're playing a game with all the tech from the start, the Pyrochette will be in disadvantage... for this I did the *.emp files to play games with all the tech.
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  #17  
Old April 5th, 2001, 07:21 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: New SE4 Race: the Pyrochette Empire

I liked the original race portrait, myself. This one look a bit bizarre with the 'double' face. The squid-faced one for the original was quite good and the only one of it's 'type' that I've seen so far. Where can I get that original portrait?
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  #18  
Old April 5th, 2001, 07:28 PM
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Default Re: New SE4 Race: the Pyrochette Empire

I can include it in the Version 1.1 (coming soon).
But if you want it fast, send me an e-mail and I'll send you the old picture.
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  #19  
Old April 5th, 2001, 08:43 PM
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Default Re: New SE4 Race: the Pyrochette Empire

I just love this race. Try playing them with conquerors as culture. It fits their RP attributes and makes them more deadly then anything existing in universe right now. If you do that and start the game away from them, they will mop up the galaxy and then you. But if you start right next to them, they will mop up you and then galaxy. Neat choices eh.

I really like their new race picture, as it makes the look really alien and not like 3D model. You could put both pictures in next Version so that we all get satisfied.

Nice work
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  #20  
Old April 5th, 2001, 10:33 PM
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Default Re: New SE4 Race: the Pyrochette Empire

First all Dynarr, thanks for your kind words... Believe me, really it's an honor to me your comments, because you (with Tampa and Mephisto) have inspired my work!

About your suggestion to use the "Conqueror" culture, I agree with you that fit much better with the race RP than the "Artisans" culture (btw thanks for the new cultures, and you can be sure that I'll play with it in my computer), but I'll keep the "official" Pyrochette race with the " Artisan" culture. Why? Because I want to keep all the original SE4 settings.

One more thing: the Conqueror Culture is a great idea to give bonus to the AI, then honestly, I believe that any race included into the Modpack, will be deadly with this Culture.

Again, thanks.
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