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).]