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March 29th, 2002, 02:54 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A pirates life for me...
AIPatcher2b.exe is here!
Corrects an uncommon bug, where vehicles with zero misc abilities were incorrectly patched.
Added an explicit modchoice for P&N v3.0
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March 29th, 2002, 08:03 AM
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First Lieutenant
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Re: A pirates life for me...
So, not being the big modding guy and all, I generally come up with about... oh 1 idea per month. And so here's my idea.
[fanfare] The NanoTechnology tech tree [/fanfare]
I've been thinking of introducing a three levels of nanotech; i) miniaturization, ii) nanotech1, iii) nanotech2. I'm sure there's a mod out there with nanotech, so hopefully my ideas could be harmonized.
i) miniaturization would give astromech droids (a la Star Wars), 40% smaller plasma missile components, and a couple of other things that are sitting on my hard drive at home (ACOOTTASOMHDAH).
ii) nanotech1 would give some nasty bioweapons,ACOOTTASOMHDAH, and Sprite Fighters!
These would be tiny Versions of the fighters, very very fast, small size, and so an increased defense due to small size and high speed. They would be Uber-fragile, have a very low payload.
Basically cheap and quick. These would work best in a Pseudo-Newtonian universe. I'd have to bump the movement ratio of all other fighters up to 2 engines per move, but then I could double the output of all the fighter engines (and sails and afterburners?) to compensate. Then the Sprite Fighter would have a ratio of 1 engine per move.
Ok, I'll admit that the only reason I want to make the nanotech tree is for the Sprite Fighters, but hopefully something else will come of my efforts
iii) nanotech2 - more stuff, yet again ACOOTTASOMHDAH. Better sprite fighters, even smaller missile components to rival the point defense systems, yadda, yadda.
I hate doing work for my own edification, so if anyone thinks this would be worth persuing (i.e. you'd use them), please let me know.
[Edit - spelling errors]
[ 29 March 2002: Message edited by: jimbob ]
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-S�ren Kierkegaard
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March 29th, 2002, 09:44 AM
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Private
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Re: A pirates life for me...
I'm new and I have been trying to install the p&n v3.0 for gold. I have been problems and was wondering if any of you could please help?
I have the full gold Version, and I successfully installed the tdm modpack.
When I install p&n 3.0 from either the download page or the cd, I first unzip into the main SEIV folder. Then I change the path. When I then go to start a new game there are no empires present. I copied, in various combinations, the original emp files and the tdm emp files into p&n's empires folder but SEIV gave me "unable to open".
Also when I tried to use the AI Patcher, using the directions posted here 2/11/02, I open the AI folder then either the aggressive, defensive or neutral folder. That gives me the found general AI message put when I then click patch this AI to 3.0 I get failed:ai_designcreation.txt not found.
What in the heck have I managed to screw up here?
I have looked at the download web page for P&N but I can't find any installation instructions.
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March 29th, 2002, 09:52 AM
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National Security Advisor
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Re: A pirates life for me...
" I copied, in various combinations, the original emp files and the tdm emp files into p&n's empires folder but SEIV gave me "unable to open"."
Can't do that. Any mod that adds additional racial traits, like P&N, makes the .emp files incompatable. Stick with random generation and make your own races, or use the AI patcher on the race in question.
You could also random generate and then go into the players menu, un-AI those players, and save their EMP files.
Phoenix-D
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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March 29th, 2002, 05:12 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A pirates life for me...
From really deep in this thread:
To get "add existing race" AIs
1) Start a game with lots of random AIs, plus yourself.
2) On turn 1, go into the file menu (looks like a checklist),
and choose "players"
3) Uncheck all of the players (IE. make 'em human controlled)
4) As each player's turn starts, open the file menu, and
choose "Same Empire"
5) Give each AI empire a recognizable name, such as "Phong
2000 RP" (RP=racial Points)
6) Repeat steps 4-5 for every player except your own.
7) Repeat steps 1-7 until you have lots of EMP files built up.
=========================
Jimbobs back!
quote: Ok, I'll admit that the only reason I want to make the nanotech tree is for the Sprite Fighters, but hopefully something else will come of my efforts
If that is the case, you could call the trait something along the lines of: "Space-Hardened Grunts"
That would get what you want, and keep the side effects down.
You get infantry in space/sprite fighters (not sure if I've got the right image, but you could use what amounts to a rocket seat and a roll cage, plus the hand weapon of your choice.
The other advantage that would be linked to this trait would be that all of your ship hulls need no lifesupport and/or crew quarters.
=====================
Not to be a wet blanket, but a true nanotech tree would have to be extensive and expensive, since it would impact all areas of society from entertainment to construction to pure research.
An "advanced miniaturization" trait would at least be limited to component mounts, copied facilities, and some new tiny vehicle sizes.
Until the patch which makes mounts require tech, even this would be infeasible .
[ 29 March 2002: Message edited by: Suicide Junkie ]
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March 31st, 2002, 07:31 AM
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Private
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Re: A pirates life for me...
Thanks for the help. Finally got a chance to play around with it. Excellent work.
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March 31st, 2002, 07:52 AM
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Shrapnel Fanatic
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Re: A pirates life for me...
You're welcome.
PS:
I just noticed you were having trouble with the AI patcher:
What you need to do is patch the races that are in /pictures/races/race_xyz.
Patching the default AI bits, as it sounded like you were doing, can't hurt.
Just be sure you're patching a copy of the AIs, inside the P&N modfolder, or you will be messing up your original data files.
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April 1st, 2002, 09:09 PM
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First Lieutenant
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Re: A pirates life for me...
quote: 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.
Hi, i've hit a snag,
I downloaded v2.6 & plopped it in my p&n (v?.?) folder from way back. I ran the mod, and got a really whacky set up on my home planet - 1st time I ran it, I got no resupply depot, and no option to build one. 2nd time I ran it, the only facility on the home planet was a trade-port thingy.
Is this a problem with how I dropped the new Version in the old directory (replaced ALL the files though!)? Just did it so that Mod Chooser would do it's job. Or is it a problem with the Version?
Thx
P.S. And by-the-by, which file do you need to tweak to change the homeworld facilities at the start of a game?
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-S�ren Kierkegaard
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April 1st, 2002, 09:21 PM
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Shrapnel Fanatic
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Re: A pirates life for me...
Did you choose one of the basic racial traits? Ie: Normal, Pirate or Nomad
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April 1st, 2002, 09:39 PM
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First Lieutenant
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Re: A pirates life for me...
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-S�ren Kierkegaard
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