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  #371  
Old September 1st, 2001, 05:13 AM
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Default Re: A pirates life for me...

Here is the new P&N v2.3b.

All that has changed, is that I've applied the patch described below.

If you can't figure out how to apply it, are downloading P&N for the first time, or have a really great internet connection, take V2.3b

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder)
-<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>

[This message has been edited by suicide_junkie (edited 01 September 2001).]
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  #372  
Old September 2nd, 2001, 10:40 PM

Devin D.Bass Devin D.Bass is offline
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Default Re: A pirates life for me...

Ok, I have the P&N 2.3B mod loaded and ready to go...question the Mod only comes with the standard SEIV AI which I assume have been modified to handle the construction in the Mod...What other races have been optimized to use this GREAT MOD?
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  #373  
Old September 3rd, 2001, 02:01 AM
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Default Re: A pirates life for me...

None that I know of.

However, if you download my AI patcher (see sig), you can use it to adapt other AIs for P&N v2.

Just copy the AI into P&N, and follow the instructions included in the ZIP.

You must change the default "Engine Factor" in the patcher to a value greater than 42. 45 is now reccommended.
If you don't some AI designs may cause RangeCheckErrors.

Once you have used the patcher, the AI will be, not optimized, but useful in P&N v2.

I don't consider any of the AIs to be "optimized" for P&Nv2.
To be optimized, the AI would have to be tweaked to produce more refining worlds, and the research priorities would be changed a bit.
An optimized AI would be set up to use the advanced armor available, and would probably include Heavy Shield generators in its designs.

The AIs currently available for P&N v2 are reasonably good at at early tech levels, and I reccommend the highest tech costs with a low tech start.

Playing against other humans would be the best way to play, of course.
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  #374  
Old September 19th, 2001, 12:14 AM

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

Hi All.... I have a few questions regarding P&N that I was hoping could possibly be answered???

I've seen that PBW has a game starting which is using P&N v2.3 (I thinking of joining and trying out P&N) ....

I gather that P&N is a very well established mod to SEIV and has LOTS more components, facilities etc.. (Is that correct??)

I downloaded the P&Nv2.3b Zipfile, and was looking for a summary of WHAT P&N is comprised of....could'nt really find one (other than ModInfo.txt) Is there such a summary available ??

thanks in advance!
golf_prez
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  #375  
Old September 19th, 2001, 03:03 AM
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Default Re: A pirates life for me...

The Modinfo.TXT is the detailed summary. It lists every change I've made, up to 2.3.

quote:
I gather that P&N is a very well established mod to SEIV and has LOTS more components, facilities etc.. (Is that correct??)
It is not so much "lots of new components" as turning classic SE4 things upside down.
The top four ideas in P&N v2.
1)IDIC. Encourage players to make varied ships. Two defense examples:
- Advanced armor is stronger than shields, but can take years to repair. Armor ships will win the first battle, but are then useless. Shield ships are weaker, but can fight campaigns.
- Phased shields protect against more weapon types, but cost an extra tech level to get. Odd tech levels have vastly superior "normal" shields, even tech levels have slightly stronger "phased".
2)Propulsion was the whole point of V2. Now, a Dreadnaught cannot use escort-sized engines to cruise space. Spending 30%-40% of your available mass on engines is not uncommon in V2.
3)Crossover Techs. A race with more than one "Racial Techs" can use them in combination! Temporal plus Crystalline gives "Harmonic Shielding" (really fast regeneration). Organic plus Religious gives "Bio-Engineered Fanatic" which allows powerful 1KT sized troops.
4)Phased Weapons are more flexible. Researching "phased weapons" gets you nothing. You must combine that research with standard weapons technology to get phased Versions. The three types of phased weapons are Beams, Torpedoes and Missiles.


The Short, Short Version of a very long list of changes from standard SE4
- Propulsion: ships with twice the mass move half the speed. Engine limits are 42 engines per ship because of hardcode limits. Solar sails provide slower movement, but minimal fuel costs.
- Resource Balance: Not much difference in prices, but be aware of the fact that fast ships will cost more radioactives than organics.
- Racial traits Some new minor options, plus Living ships, which gives small C&C plus repairs from lifesupport components. The Major difference is the Crossover techs Choosing "Organic" plus "Crystalline" techs, gives "Bio-Crystal Armor", for example.
- Vehicles:
- BattleMoons!!! Get max tech in ships and bases, then you can build these 10,000 KT behemoths, and put a 50x damage "Planetoid Core Mount" Bwa Ha HA These will not move using Ion engines, but CT or higher can get you 1 movement point. They are immune to Allegiance Subverters.
- Heavy / Massive Fighters. Only available to Nomads, but up to 50KT (62KT with "Think Big" racial trait) Can carry Anti-cloak sensors, full PDCs, and quantum reactors.
- Mounts:
- Satellite Siege mount: range +5, cost x5, size increase, slight boost in power.
- "Planetoid Core Mount" x50 damage, x25 size. Only usable on Battlemoons. Accuracy penalty.
- "Premium", "Durable", and "Budget" components. Applies to non-weapons only. Ranges from (80% cost, 50% hitpoints) to (200% cost, 140% hitpoints).
- Offence:
- To get phased weapons, you must research BOTH "Phased Weapons" AND the weapon tech to make the phased Version of. There are phased "Energy stream", "Torpedoes" and "Missiles"
- Mine Warheads come in "Engine - only", "Weapon only" and "Null Space" flavours.
- Heavy Bombardment Missiles are equivalent to CSMs, except they do Double damage to shields, and half-damage to armor.
- Wave Motion Guns have range extended to 8, 10, and 11.
- APBs are weaker at first, then become better. Compared to meson bLasters, they end up with +1 range, more damage close in, and less damage at max range.
- Defense:
- Point-Defense has been split into two types, they are researched simultaneously at the moment. Read the description carefully to deside which is best.
- Counters are available for everything except Engine-Destroying weapons. See BuckyTube Gel armor, Tachyon Dampers, and Hardened Shield Generators.
- Shields alternate between normal and phased, plus there are TONS of new choices. Planetary shields become available at the top levels.
- Armor levels are mixed up a bit, and advances are spread evenly. At least five more levels are added at the end, with super-tough armor. At max-tech, Armor is tactically stronger than shields, but comes at a hefty strategic penalty.

-----------------------------

For details on any specific topic, just ask

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder)
--<Download my HomeComing scenario>- (For P&N v2.3b)
--<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
-<Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style)
-<Download my LAN helper>- (Auto-searches for new turns on a filesharing-enabled LAN)
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>

[This message has been edited by suicide_junkie (edited 19 September 2001).]
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  #376  
Old September 19th, 2001, 04:25 AM
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Default Re: A pirates life for me...

Here is the latest Version with small bugfixes and a twist (Heavy shields are normal not phased, and have +500 HP)

The bugs:
- Ion mines required Tachyon tech (weapon-destroying weapons)
- The note about "+X% accuracy" on some weapons caused them to be hit by shield-disruptors.
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  #377  
Old September 20th, 2001, 01:02 AM

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

thanks suicide_junkie for the summary, just what I was looking for !!!

You have done some VERY interesting things in your MOD.... I will definitely be installing and learning the "Pirate Way" !!

thanks again
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  #378  
Old September 20th, 2001, 01:42 AM
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Default Re: A pirates life for me...

NP.

That is just the tip of the iceberg, though: remember the Titanic, and be careful

At the beginning, you will have a real problem with radioactives. I suggest building a space construction base, then converting some of your planet's mineral miners to radioactives colliders, while your base builds colony ships.
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  #379  
Old September 20th, 2001, 02:35 AM

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

In order to use this mod, do you have to create a new player race? I only ask this because no races show up in the add existing.
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  #380  
Old September 20th, 2001, 03:00 AM
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Default Re: A pirates life for me...

This mod includes new racial traits, so most .EMPs are invalidated.

The only human races I have saved with the latest Version are my tech tester race and my Orion Syndicate race. Neither of which are terribly useful.

You will definitely want to create your own from scratch.

NOTE: If you are playing as pirates or nomads, I highly reccommend reducing your planet-based traits to minimum. Since you cannot build colony ships or resource extractors, you will need those points for other things.

Once you are comfortable with the mod, try my Homecoming scenario:
You are a neutral race (confined to one system), and have just learned that your star is about to go nova. You must brave the dangers of the outside world, and one day return to rebuild your homeworld.
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