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  #301  
Old April 20th, 2001, 09:21 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Tested & working
-Heavy shield Generators
weighing in at 200kT, these monsters put out up to 2500 phased shield points. Designed for Capital ships and bases.

-Large Planetary Shields
Sufficient research into shields allwos you to duplicate the wonders of the ancient civilizations with your own (but not quite as strong) Planetary Shield Generators.

-Hardened Bulkheads
Weaving armor into the walls and deck plating allows your ship to resist and contain internal damage better. The protection factor is directly proportional to your budget .
quote:
Our new "H.B." technology allows you to build a most excellent "Flagship" design. With as much extra internal strength as you desire, you can take an incredible beating before system failures become critical enough to endanger the Elite crew of your personal ship. This stuff even works against null-space weapons!
If you like this, try our next-generation HB, which resists shield disruptors and tachyon cannons!


[This message has been edited by suicide_junkie (edited 20 April 2001).]
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  #302  
Old April 20th, 2001, 10:29 PM

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

I don't know if there is another reason but of all the threads on this board, this one takes the longest to load and to post a reply to. I just assumed it was due to the length of the thread.

[This message has been edited by Nitram Draw (edited 20 April 2001).]
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  #303  
Old April 20th, 2001, 11:50 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Well, most of the threads around here are less than 15 Posts, and so they don't even fill up one full page. They would naturally load faster.

I would think that even a fresh thread would fill up and get just as slow as this in no time.
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  #304  
Old April 21st, 2001, 01:17 AM

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

Because it takes me forever to find things buried back in the thread and my slow box doesn't help much either.
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  #305  
Old April 21st, 2001, 04:16 PM
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Default Re: A pirates life for me...

A Summary of Changes in P&N V1.3
(vs. official SE4)

CompEnhancement
-Mod: Large/Heavy/Massive platform mounts add +1/+2/+3 range.
-New: Sattelite Siege Mount. 2x size, 1.5x damage, 5x cost, range +5, large sats only.

Components
-Mod: Rock/Ice/Gas colony modules require the "Normal" racial tech.
-Mod: Space Yard I/II/III require the "Normal" racial tech.
-Mod: Armor I/II/III provides 30/40/50 hitpoints.
-Mod: Emissive Armor I/II/III provides 100/110/120 hitpoints.
-Mod: Shields. Big changes.
"normal" shield generators provide the amount of hitpoints that "phased" shields used to. Normal shields are now only on odd tech levels, 1/3/5/7/9. Phased shields are available on even tech levels, and provide slightly more hitpoints than the previous normal (at techs 2/4/6/8/10). Normal and phased Shield generators I/II/III/IV/V provide 1/2/3/4/5 points of shield regeneration.
-Mod: Shield Regenerators. Available on even tech levels. Provide bonus shield points equivalent to one turn of regeneration.
eg. SRI gives 5 pts regen, now gives 5pts extra shields too.
-Mod: Supply storage reduced in size to 5kT, since engines store the same amount of supplies at 10kT.
-Mod: Small emissive armor I: provides 14 hitpoints.
-Add: Small emissive armor II: provides 20 hitpoints at armor tech lev 6
-Mod: Small shield generators: regenerate 10% of their max strength per turn.
(Unit shield regen is not currently supported by SE4, but when it is, this will start working)
-Mod: Point defence cannons have approx. 50% range, but slightly higher damage.
-Add: Point defence lasers equivalent to PDC, but have full range (upto 8) and approx. 50% damage.
-Mod: WaveMotionGun I/II/III has range boosted to 8/10/11
-Mod: Allegiance subverters require the "Normal" racial trait.
-Mod: Kamikaze warhead I/II/III do 60/120/180 damage.
-Add: Ablative Armor I/II/III/IV/V. 1kT, 8/10/12/13/14 hitpoints. Available for all vehicle types.
-Add: Machine Shop I/II. repairs one component per turn, 40/20 kT size.
-Add: Small space yard. Requires "Nomadic" or "Pirate" racial traits. Repairs one component/turn, builds with 300 resources/turn. 100kT size.
-Add: Tachyon Dampener. 30Kt, 100 hitpoints. Will absorb a fraction of weapon-destroying attacks.
-Add: Swashbucklers. Requires "Pirate" racial tech. 20kT, provides 12 boarding attack power. (note that one crew quarters provides 16 defence-destroy it or use two swashbuckler comps.)
-Add: Swashbuckler Pod. same as above, but 10kT, and available on fighters for "Pirate" or "Nomadic" racial techs.
-Add: Mineral Crystallizer, Hydroponics bay, radioactives collider. These are add-on facilities for the "Nomad" tech resource-generating ships and bases.
-Add: Supply storage I. 1kT, stores 100 supplies, available on fighters.
-Add: Quantum reactor. 20kT, available on fighters. Requires "Nomadic" racial tech.
-Add: Tachyon sensors I/II/III. 40kT, available on fighters. Requires "Nomadic" racial tech.
-Add: Small armor I/II/III. provides 4/5/6 hitpoints.
-Add: Solar Collectors I/II/III. provides 50/100/150 supplies per turn. 20kT. Available on fighters. Requires "Nomadic" racial tech.
-Add: Reduced solar sail. 12kT. provides 1 bonus movement. Available on fighters. Requires "Nomadic" racial tech. No other tech requirement.
-Add: Small solar sail I/II/III. 5kT, provides 1/2/3 bonus movement. Available on fighters. Requires "Nomadic" Racial tech.
-Add: Small Null-Space projector. 5kT, 4 damage at range 1, 4 reload, available on fighters. Requires "Nomadic" tech.
-Add: Space Yard. 200kT, repairs 5 per turn, builds with 2000 resources per turn. Requires "Nomadic" Racial Tech.
-Add: Reduced Shield Generator I/II/III. 10kT, provides 25/50/75 shield points, regenerates 2/4/6 points/turn. Provides 30/40/50 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7.
-Add: Reduced Shield Regenerator I/II/III. 5kT, regenerates 2/3/4 points per turn. Requires shield tech level 5/7/10.
-Add: Heavy Shield Generator I/II/III. 200kT. generates 1500/2000/2500 shield points. Regenerates 50/75/100 points per turn. Requires shield tech level 11/12/13.
-Add: Hardened Bulkheads I/II/III. zerokT. Provides 25/30/35 hitpoints. Non-armor. Protects against (A)/(A)(S)/(A)(S)(W),
Where A=armor penetrators, S=shield destroyers, and W=weapon destroyers.

Facility
-Mod: (Mineral,organic,radioactive generators) I/II/III. Stores 1000/1250/1500 resources. Requires "Normal" racial tech.
-Mod: Monolith facility I/II/III. Requires "Normal" racial tech.
-Mod: Research Facility I/II/III. Requires "Normal" or"Nomad" racial tech.
-Mod: Intelligence Facil I/II/III. Requires "Normal" racial tech.
-Mod: Gestation Vats I/II/III. Requires "Normal" racial tech.
-Mod: Replicant Center I/II/III. Requires "Normal" racial tech.
-Mod: Space Yard Facility I/II/III. Requires "Normal" racial tech.
-Add: Massive planetary shield generator I/II/III. Requires ruin tech "MPSG". Requires shield tech lev 3/6/9. Provides 20K/50K/75K shield points. Very expensive.
-Mod: Temporal Space yard. Requires "Normal" racial tech.
-Mod: Solar Generator I/II/III. Requires "Normal" racial tech.
-Add: Pirate's Intelligence Center. Provides 1000 intel points. Requires "Pirate" racial tech.
-Add: Slave Labour Camp. Generates 100 each resource (per star). Requires "Pirate" Racial tech.
-Add: Research Center. Generates 200 research points. Requires "Pirate" racial tech.
-Add: Space Yard Facility. Repairs 5 comps per turn, builds with 1000 resources per turn. Requires "Pirate" or "Nomad" racial techs.
-Add: Large Planetary Shield Generator I/II/III. Provides 5K/20K/50K. Requires shield tech level 14/15/16.

IntelProjects
-Mod: All offensive intel projects require "Normal" racial trait. Pirates & nomads only use defensive. Exceptions: Resource & tech theft.

Racial Traits
-Add: "Normal" racial tech. Allows colony ships, planet-based resource extractors.
-Add: "Pirate" racial tech. Allows access to specialty pirate techs.
a race with low maintenance is highly reccommended if you choose this.
-Add: "Nomadic" racial tech. Allows access to Nomadic techs.

Settings
Max systems = 255
Minimum resource generation = 500
planet percent value loss after death = 30
resource aptitude minimum percent = 25
maximum units/ships per sector = 10,000
maximum units/ships per player = 10,000

TechArea
Armor maximum level = 11
Shields maximum level = 16
"Normal", "Pirate", "Nomadic" tech areas

VehicleSize
-Add: Resource Base. Generates resources each turn. Production can be boosted with plug-in components. 600kT. +60% chance of being hit. Requires "Nomadic" racial tech.
-Add: Resource Ship. Generates resources each turn. Production can be boosted with plug-in components. 300kT. Has a +50% chance of being hit. Requires "Nomadic" Racial tech.
-Add: Medium/Large/Heavy/Massive fighter. Size of 20/25/35/50 kT. Massive fighter requires 2 engines per move. Heavy/Massive have unlimited # of engines. Requires "Nomadic" racial tech.

Finally done!

[This message has been edited by suicide_junkie (edited 21 April 2001).]

[This message has been edited by suicide_junkie (edited 22 April 2001).]
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  #306  
Old April 22nd, 2001, 10:02 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

BUG FIX!!!

The resource plugins & resource ships/bases for Nomads were only operating at 25% of what they should have been, due to me forgetting about the 25% maintenance factor. This has now been fixed.

Thanks go to Kalashnikov for the discovery.
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  #307  
Old April 23rd, 2001, 09:44 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Installation:
1) Create a modfolder within your SE4 folder.
2) unzip "Pirates&NomadsV1.4.zip" into the modfolder
3) unzip "Nomad Race EMPs.zip" into your "SE4\Empires" folder
4) Change your "path.txt" to point to your modfolder
5) When creating a new game, add existing empire, and only select empires saved under this mod.
5b) Edit empires to be sure they are under computer control & using their own minister style.
5c) When creating your own race, choose one of "Regular", "Pirate" or "Nomadic".
If you choose "Pirate", also select characteristics of -9% reproduction, -50% environment resist, -50% trade, and -50% physical strength (ground combat).
These characteristics will ensure you have a truly "piratey" adventure


To get more races to play with:
1) start a new game with many randomly generated empires (no neutrals)
2) set all players to human control, and save them to disk.
3) start a new game, use "add existing empires" to load the races you saved.
4) edit each saved race, and add the Advanced Trait "Regular"
5) Save the race again.
6) Post all your Nomads-enabled races to this message board!

[This message has been edited by suicide_junkie (edited 23 April 2001).]
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  #308  
Old April 25th, 2001, 09:33 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Installation:
1) Create a modfolder within your SE4 folder.
2) unzip "Pirates&NomadsV1.5.zip" into the modfolder
2b) If you are starting a new game, and not resuming a game from P&N V1.4, replace "Components.txt" with "Pretty Components.txt"
If you want to resume savegames from V1.4, use the default "components.txt" provided, or replace it with "Compatible Components.txt"
3) unzip "Nomad Race EMPs.zip" into your "SE4\Empires" folder
4) Change your "path.txt" to point to your modfolder
5) When creating a new game, add existing empire, and only select empires saved under this mod.
5b) Edit empires to be sure they are under computer control & using their own minister style.
5c) When creating your own race, choose one of "Regular", "Pirate" or "Nomadic".
If you choose "Pirate", also select characteristics of -9% reproduction, -50% environment resist, -50% trade, and -50% physical strength (ground combat).
These characteristics will ensure you have a truly "piratey" adventure

To get more races to play with:
1) start a new game with many randomly generated empires (no neutrals)
2) set all players to human control, and save them to disk.
3) start a new game, use "add existing empires" to load the races you saved.
4) edit each saved race, and add the Advanced Trait "Regular"
5) Save the race again.
6) Post all your Nomads-enabled races to this message board!

Changes in this Version
-Two components files, one compatible with previous Versions of P&N, the other with neatly organized components.
-CSM's now described as "chaped-charge chemical warheads"
-Heavy Bombardment Missiles (same as CSM) have nuclear warheads, and cause quad damage to shields from the EMP. They are double size, and have quad strength seekers.
-Added "crossover" techs which require two racial tech areas. Every 2-trait combination is here .
-Added Pirate Hoard facil which stores enourmous amounts of resources.

Changes in this Patch
-Rebalanced the Hardened Mini-shield generators, so they more closely follow the shield & armor development.
-New Comp Enhancements. There are Cheap, Budget, Durable, Premium components. For non-weapons only, they affect hitpoints based on how much you want to spend for each part.
-Bugfix for the crossover techs.
-Replaced "Cheap" components with "normal"... the really low hitpoint stuff was getting hit Last, and that really screwed things up. The AIs will use normal internal components on their ships.
[This message has been edited by suicide_junkie (edited 25 April 2001).]

[This message has been edited by suicide_junkie (edited 26 April 2001).]

[This message has been edited by suicide_junkie (edited 26 April 2001).]

[This message has been edited by suicide_junkie (edited 26 April 2001).]

[This message has been edited by suicide_junkie (edited 03 May 2001).]

[This message has been edited by suicide_junkie (edited 03 May 2001).]


[This message has been edited by suicide_junkie (edited 13 May 2001).]
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  #309  
Old June 8th, 2001, 01:24 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: A pirates life for me...

Installation:
1) Create a modfolder within your SE4 folder.
2) unzip "Pirates&NomadsV1.6.zip" into the modfolder
3) unzip "Nomad Race EMPs.zip" into your "SE4\Empires" folder
4) Change your "path.txt" to point to your new modfolder
5) When creating a new game, add existing empire, and only select empires saved under or provided with this mod.
5b) Edit empires to be sure they are under computer control & using their own minister style.
5c) When creating your own race, choose one of "Regular", "Pirate" or "Nomadic".
If you choose "Pirate", also select characteristics of -9% reproduction, -50% environment resist, -50% trade, and -50% physical strength (ground combat).
These characteristics will ensure you have a truly "piratey" adventure

To get more races to play with:
1) start a new game with many randomly generated empires (no neutrals)
2) set all players to human control, and save them to disk.
3) start a new game, use "add existing empires" to load the races you saved.
4) edit each saved race, and add the Advanced Trait "Regular"
5) Save the race again.
6) Post all your Nomads-enabled races to this message board!

Changes In This Version
-Savegames are not compatible with previous Versions of P&N
-Hardened mini shields have be adjusted again, with the higher levels having reduced shield regeneration abilities.
-Minor edits for typos.
-Components have been rearranged so they fit together better.
-Drop pods are now only available to races that have both organic and religious, since other races cannot make good (non-abusive) use of the pod.
-Solar Sails are now available in a "Solo" model, which does not require any normal engines to move your ship. There is a bug in SE4, which means that "normal" solar sails give zero movement if there are no engines aboard, the "Solo" sails get around this.
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  #310  
Old July 2nd, 2001, 09:43 PM
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ZeroAdunn ZeroAdunn is offline
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Default Re: A pirates life for me...

Hey just downloaded your mod, found a big error you might want to look at: you have three for the number of tech needed for drop pod but no third tech listed.

Also when I begin a game I get numerous other errors when I tried to let the computer auto generate players. Also I've got several good ideas for new components, if you interested E-Mail me: [email protected]
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