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  #531  
Old March 3rd, 2002, 03:44 AM

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Default Re: A pirates life for me...

Fullband EM perhaps? (wideband being more of the spectrum than standard, but fullband being ALL of it)

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  #532  
Old March 3rd, 2002, 05:17 AM
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Default Re: A pirates life for me...

Further into the high-energy bands, since they're harder to use/control, I suppose. Works for me. "X-raydar"

Any ideas about how to hide from three levels of tachyon sensors?
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  #533  
Old March 3rd, 2002, 06:35 AM

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Default Re: A pirates life for me...

The tacyons would mostly come from the reactors and engines IMO..I use Engine Baffles for the equvilent in Techmod, but that might not make as much sense here (there it applied to passive sensors)

Hmm. "Tachyon Dampener" is already taken by the weapon-killer defense, isn't it.

EDIT: that would be for a passive-type tachyon sensor (it could go either way, but you only have one leftover sensor type..)

For an active type tachyon sensor, something like "Tachyon Scatterer" or "Tachyon Brake" might work. Tachyons are FTL only, so if you slowed them down below light speed.. poof. hence the "brake".

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[ 03 March 2002: Message edited by: Phoenix-D ]

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  #534  
Old March 3rd, 2002, 07:23 AM
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Default Re: A pirates life for me...

Well, we can go with the tachyons, and I'll just domino-bump the description of the weapon destroyers.

What king of thing could damage weapons only?
Something that causes ammo to prematurely detonate, perhaps?
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  #535  
Old March 3rd, 2002, 08:21 AM

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Default Re: A pirates life for me...

Sure. But then you have a problem with energy weapons I suppose it could overload the power source for those or something.

EDIT: for that matter there's no reason tachyons couldn't do both. Think about radar vs laser. Both use EM radiation, but one is a sensor, the other a weapon.

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[ 03 March 2002: Message edited by: Phoenix-D ]

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  #536  
Old March 3rd, 2002, 07:36 PM
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Default Re: A pirates life for me...

Good point. Sounds like a plan
I can expand the tachyon damper tech into a cloaking device as well.

PS: An off-by-one bug in P&Nv2.5 PBW has been found:

"Heavy Bombardment Missile IV (G-spike)"
Number of Tech Req := 2

should be:

Number of Tech Req := 3

It is probably easiest to change this manually.

[ 03 March 2002: Message edited by: Suicide Junkie ]

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  #537  
Old March 24th, 2002, 07:08 PM
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Default Re: A pirates life for me...

I have finally finished the major coding for v2.6 PBW. As well, I've done some preliminary testing this weekend, and cleaned out the obvious problems.

I am now looking for people to help test the mod, and to suggest improvements & tweaks.
It is certainly a No-AI mod, so I'm thinking of starting a PBW game. The PBW game forum would be quite useful.

See the P&N download page for some of the major changes since Last Version.

Anyone who is interested, please reply here.
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  #538  
Old March 24th, 2002, 09:57 PM
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Default Re: A pirates life for me...

I'd be interested in helping to test it. I haven't played much with P&N, but from what I have seen so far in "P&N on PBW, take 2" over at PBW, I like it. My colony ships and scout ships actually cost more Radioactives than Minerals! Aaron should take some of the basics of your mod (namely the balanced resources and QnP) and use them for standard SEIV.
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  #539  
Old March 26th, 2002, 03:15 AM
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Default Re: A pirates life for me...

I'm in.
There are a couple of other guys I've been bugging to try out P&N, so hopefully they'd be in too. I'll get back to you on that.

Gold? I couldn't find 2.6, just 2.5b and 3.0

Edit:
quote:
Weapon/Supply Restructuring
-Energy weapons have drastically reduced supply usage, boosted radioactives cost (PBW: 100% done)
-Matter weapons have drastically increased supply usage, resource prices only include launcher/cannon/etc (PBW: 100% done)


I like the restructuring.

[ 26 March 2002: Message edited by: jimbob ]

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  #540  
Old March 26th, 2002, 06:38 AM
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Default Re: A pirates life for me...

I've PM'ed you guys.
The more the merrier I say.
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