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  #221  
Old March 27th, 2001, 05:14 PM
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Default Re: A pirates life for me...

quote:
I'm sure that human players would be delighted to pay up for (say) methane breathers.

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?


Only problem is, they'd only pay once, then use their own reproduction to colonize new planets.
If there was a trade option with some sort of rental effect, then you could charge them 10,000 minerals per turn. Otherwise, you're not going to get much outta the deal

I don't know anything about the modpack, sorry.

quote:
Any ideas on how to get the game to recognize a new intelligence tech tree?

I'd just copy/paste the intelops from the file, change the ability/amounts and you're done. Just make sure it requires the tech area "Is A Pirate" level 1.
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  #222  
Old March 27th, 2001, 05:40 PM

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

quote:
Originally posted by suicide_junkie:
Only problem is, they'd only pay once, then use their own reproduction to colonize new planets.


Do conquered/gifted populations retain their own racial reproduction rate or do they inherit that of their acquirer?

(I used to find the game too easy if I used troops in SEIII so haven't tried yet in SEIV. Planets acquired via "Puppet Political Parties" are soon too angry to judge.)



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  #223  
Old March 27th, 2001, 06:06 PM

Hydraa Hydraa is offline
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Default Re: A pirates life for me...

A race that is brought into your empire appears to be genetically engineered to take all of your empire attributes except for the following 5 items that I have seen.

1. a different bitmap
2. a different racial name
3. a link to their former history of what they were
4. the ability to breathe their native atompshere
5. a different natural happiness modifier. (they will always have a trend to go to rioting unless you keep them happy)

Ships retain their bitmaps until retrofitted and then attain the appearance of the race that retrofitted it.
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  #224  
Old March 27th, 2001, 06:54 PM

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

SJ,
I tried your copy and paste for intel but now I can't get the intelligence button to function. I changed some costs and added some projects so maybe that has an effect. Dam I wish I could test the game here at work boss won't let me though.
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  #225  
Old March 27th, 2001, 09:50 PM
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Default Re: A pirates life for me...

quote:
I tried your copy and paste for intel but now I can't get the intelligence button to function. I changed some costs and added some projects so maybe that has an effect.


Copy/paste tends to introduce those sneaky little double blank line errors. check that first.

Other than that, try going slower, making only one change at a time, to see which change is causing the problem.
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  #226  
Old March 28th, 2001, 02:10 AM

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

Some questions about the pirate race.
SJ has already removed the basic resource facilities for pirates. Are there any other base items that pirates should not have?
Should Pirates components be small and cheap or large and powerful?
What should the Pirate culture set up look like?
I have a bunch of stuff done that I can upload later this week for comment on. I have only had trouble with creating a separate Pirate Intel tech for cheap pirate type intel stuff, hijacking, blackmail etc.. Any ideas on how to get the game to recognize a new intelligence tech tree?
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  #227  
Old March 31st, 2001, 06:27 AM
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Default Re: A pirates life for me...

Ok!

Here is an updated Pirates Mod.
Extract it to your Pirates folder, and unzip the empire zips found inside to your empires folder.

Changes:
-Reduced minimum resouce racial traits to 25%, for those pirates who want that extra bit of something useful
-Trade alliances max out at 10%. Leeching off of other empires via politics should not be encoraged so much. The Pirate's racial trait for trade should still be set at 50%
-Psychic racial traits are OK now, I disabled the Allegiance Subverters for Pirates.
-The minimum resoure production is now up to 500 resources per turn to assist at the beginning.
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  #228  
Old March 31st, 2001, 06:59 AM

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

Good job!
This is a fun way to play.
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  #229  
Old March 31st, 2001, 04:20 PM
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Default Re: A pirates life for me...

Does anyone have ideas for new Pirate components or any changes or tweaks?

How about stories on how the game has gone so far, so we can work on balance?

Should the pirates get resource converters early on? Right away?
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  #230  
Old March 31st, 2001, 06:59 PM

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

The only things I have added are facilities, a bordello for happiness, a tavern for intelligence, stuff like that and a separate ship set with cheaper ships.
I removed the no colonizer restriction but always play pirate games with only colonize home planet and breathable atmosphere. If you choose rock/none or ice/CO2 you don't find many places to build. I also play with maintenance, 5%.
I haven't had much luck creating components on my own. I use yours. I wish I had more time to play/fiddle with them. I have much more time at work but I can't fire up the game
I've played about 5-6 games as a pirate, only won once, haven't mastered the boarding,capturing and analizing process yet.
I like using a medium quadrant, small I meet other races to quick and large I am so far behind technically that my few ships get creamed.

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