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
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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.
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Resource Balance: Not much difference in prices, but be aware of the fact that fast ships will cost
more radioactives than organics.
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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.
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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.
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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).
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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.
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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.
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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>-
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Download SJs latest AI Patcher>-
-<
Download my FTL propulsion map>- (ships can travel FTL StarTrek/B5/StarWars style)
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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).]