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March 24th, 2001, 06:31 PM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: A pirates life for me...
Ok, just my 2cents worth, havn't read this thread much but a pirate race/option would be nice. The pirates/smugglers I remember the most are the ones from the StarWars novels. A lot of them had asteroid bases, would it be possible for some mod to be made to colonize asteroids?? (just for them, a colonize asteroid racial ability or some such.), then they could have home bases without actually colonizing planets or just using ships/miners. Now if I'm sticking my nose where it dosn't belong, just ignore this post , but hopefully I havn't covered something already said and sparked a new idea instead.
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"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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March 24th, 2001, 08:45 PM
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Shrapnel Fanatic
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Re: A pirates life for me...
Unfortunately, asteroid colonies require code changes by MM.
You can always build a Starbase in an asteroid belt, (but storms are even better ), and with the pirate mentality, you don't have to have any planets - you just use captured ships by scrapping or retrofitting.
Most of my bases happen to be located on the system's star, if there is no good storm to put it in, and the central location makes it easier to attack anything in the system from there.
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March 25th, 2001, 05:52 AM
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Brigadier General
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Re: A pirates life for me...
SJ, in regards to your rioting,& how did you set up intel for pirates? Did you leave as normal or tweak? You may want to raise the intel points for pirates or increase the amount their intel centers put out. As for rioting, it sounds like you need another base to build troops. Did you take away the ability for pacification centers for the pirates? Maybe look into giving them a new facility for population supression instead of the pacification centers, same results, different name/amt of points. Let pirates build this facility on planets they capture but I would not make for the entire system. It would have to be built on each captured planet... I don't know if this could be modded like this.... just some ideas. mac
As for now, I would just send as few ships as you can spare put over l planet at a time
once they stop go to next. Do you have increase in builds by 150%, you may want to try this even though your next 10 turns or so will be slower building if you think your mail fleets can hold the line for this time.
transport troops as fast as you build them don't wait until you have large amounts, get them there as fast as possible with whatver you have, maybe these with a few ships would help... good luck, mac
[This message has been edited by mac5732 (edited 25 March 2001).]
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just some ideas Mac
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March 25th, 2001, 06:39 AM
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Shrapnel Fanatic
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Re: A pirates life for me...
Thanks, its ok now. The rioting was an intel op, so only one planet was affected. Repeat building troops on the orbital factory, & a couple of BCs fixed it after 5 turns.
My only problem is budgetary now
Pirates are only allowed to do defensive & informational intel (no offensive), but immediately get a Pirate intel facility, that provides 1000 points.
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March 25th, 2001, 07:43 AM
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Brigadier General
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Re: A pirates life for me...
SJ, glad it worked out, I did think of 2 other possibilities, however, I have never tried them so don't know if they'll work or if they are possible.
1. Upload and deep six rioting pop. replace with happy slave pop from another world. Will take awhile for pop increase but should buy you time to build troops. Transports easier to use then warships. No guarantee new pop won't riot but should buy time.
2. Trade rioting world to another race for none rioting world. again no guarantee they won't also riot, but should buy time
I never tried either one so I don't know if they would work. If you try them let me know if they work. just some ideas Mac
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just some ideas Mac
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March 25th, 2001, 07:54 AM
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Shrapnel Fanatic
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Re: A pirates life for me...
quote: Upload and deep six rioting pop. replace with happy slave pop from another world. Will take awhile for pop increase but should buy you time to build troops.
As a pirate, the pop increase will never happen. (-9% repro, -50% environment resist)
There are fewer than 5 worlds in my known universe that can support even 1% growth
Plus, I can't build colony ships, so I naturally don't have control of many
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March 25th, 2001, 10:11 PM
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Shrapnel Fanatic
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Re: A pirates life for me...
Ok, there haven't been any suggestions lately, so I'm just gonna upload what I've got so far. The changes I mentioned a few Posts below are included as well as the EMPs kindly provided by:Nitram Draw
You'll have to move the emp's to your empires folder, but the zip structure should contain the entire mod directory tree.
Create a Pirates mod directory, and unpack the zip into there.
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March 26th, 2001, 07:06 PM
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Shrapnel Fanatic
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Re: A pirates life for me...
You can always post ideas, and there's probably somebody out there who will suggest an easier way, or will identify potential problems, or may even have already done something similar.
I'm going to be away for a bit this week, since I have a lot of assignments due. If theres some suggestions, I'll do another Version of Pirates on the weekend.
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March 27th, 2001, 02:16 AM
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First Lieutenant
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Re: A pirates life for me...
SJ,
Been able to work on some of my ideas for the pirate race. Finally got most of the stuff to take. Need to test them and can probably do it this coming weekend. I will try to post my ideas here tomorrow or wednsday. Would you take a look at them and comment? Also, have you decided if other facilities should be removed from the pirates, like the mining ones? That idea really allows the pirates to be customized.
A lot of my ideas seem very similiar to yours. One note though, there seems to be a limit on the number of components and techs you can add, so you can't go overboard adding pirate specific stuff. I had added a lot of items and had trouble getting them to show up.
You can e-mail me at [email protected] if you like.
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March 27th, 2001, 03:58 PM
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Private
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Re: A pirates life for me...
The "slave labor camp" facility raises the interesting prospect of a pirate/slaver class.
Slave trading was after all the mainstay of the classical pirate/buccaneer economy.
Has anyone tried to trade population in SEIV?
I'm sure that human players would be delighted to pay up for (say) methane breathers.
Would probably require code changes to the colonization/population ministers to have the AI bid for them?
Maybe should only allow trades from a modified cargo facility - "Slave Pen III" - to add to the atmosphere.
Full support for pop trading could make the pirate/slaver class a fully viable race option.
SJ, any chance of your mods making it into the next cut of the modpack?
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