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August 21st, 2002, 10:35 AM
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Lieutenant Colonel
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Join Date: Feb 2001
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Re: A pirates life for me...
Oh so cool! So, is there a PBW Version? (humans only, I mean). So, are stock or modded AI's (ie TDM) still patchable? What about v3.0 games, are they upgradeable? Is the Image Mod now required?
Oh, yea, one more thing. Why doesn't your modinfo.txt include the history list for v3.1?
[ August 21, 2002, 09:51: Message edited by: dumbluck ]
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August 21st, 2002, 04:15 PM
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Second Lieutenant
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Join Date: Jul 2002
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Re: A pirates life for me...
Quote:
Living Ships
... Most of the listed components are half of normal size
... Lifesupport provides 1 repair per turn.
Tiny Race
... All C&C components (bridge/Lifesupport/Crewquarters) are 70% of normal size.
Expanded Automation
... All ships require one fewer Lifesupport and CrewQuarters compared to normal vessels
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(liberties taken in above quote, for format and clarity)
One thing; I didn't notice any crossover components for Tiny Crew and Living Ships, testing the 1.49 Version of P&N. If you haven't provided one, or if the Tiny Crew doesn't simply produce a brige/crew/Lifesupport MOUNT which can be applied ... please do so.
Otherwise folks might end up wasting race-creation points picking both up, only to find they're incompatible ...
[ August 21, 2002, 15:16: Message edited by: Pax ]
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-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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August 21st, 2002, 06:29 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...
Good point, Pax. If your ship is alive, and you're using neural tendrils instead of crew quarters, the size of your race dosen't matter.
EG: Attack dogs with a barking-triggered missile launcher don't usually have people riding them
Also, having a tiny race mount could be useful.
I didn't use a mount before because it simply wasn't possible. However, the way it is currently set up, "show only latest" will display the best combination of minor traits you have for each Category. It saves on clicking, and also makes the technology non-repairable.
Dumbluck:
I am working on the PBW Version now. My primary focus will be to rebuild the weapons tech, mines, and training facilities.
The imagemod combatpack is included, but the componentpack is required as a separate download.
Note that the game will still run without the componentpack, but you will not be able to see or right-click on many of the components.
All gold AIs are still patchable, using the AIPatcher for v3.0
Savegames and EMP files are not compatible with earlier Versions, sorry.
I have added "expansion slot" racial traits, so that future Versions that add racial traits have a better chance of being compatible.
The reason why the history file dosen't include an entry for 3.1 is because I forgot to save my typing to disk before zipping and uploading the file
I didn't really keep track to much of the changes, either I just went ahead and did stuff
Quote:
P&N V3.1
- Goldified v2.6 beta, and added v3.0 parts where AI required it.
- Changed all unit weapons and shields to be mounted Versions of ship weapons & shields
- Increased cost of mine warheads. No more building 50 per turn.
- probably more...
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I will have to go through the datafiles line-by-line and complile a real list of changes one of these days.
PS: sneak peak at my PBW Version to-do list:
- Large mount drives
- Racial/Ruins Crossover tech (maybe)
- Training facilities will cost big bucks and be components. The maintenance costs will rise proportional to (training max)^3 (yes, cubed).
- Racial armors will be 6kt (1/5th size) each, allowing them to be used on small ships.
- Redo all the weapons.
- redo mines & sweeping.
-New Racial trait: "Gun Nuts": -200kt to all ship-mount requirements. (Ie: Frigates can hold Large mounts)
- And, of course, add a funky population modifier curve, as in v2.5 PBW
[ August 21, 2002, 17:38: Message edited by: Suicide Junkie ]
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August 21st, 2002, 08:59 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: A pirates life for me...
Very hip.
The amount of work you put into these mods is incredible! Out of curiosity, what are you thinking of doing in terms of the engine mounts?
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Take away paradox from the thinker and you have a professor.
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August 21st, 2002, 10:25 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: A pirates life for me...
Wheeeee!!! A new Version of P&N!
Say, how did you go about "fixing" Maintenance aptitude? I may have to steal your idea
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The Ed draws near! What dost thou deaux?
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August 21st, 2002, 11:21 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: A pirates life for me...
SJ: Did you make any changes to settings.txt? I really like your "funky pop bonus curve", and will have to cut and past it in if you made changes...
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August 22nd, 2002, 02:34 PM
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Lieutenant General
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Location: Oxford, UK
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Re: A pirates life for me...
Quote:
Originally posted by Ed Kolis:
Wheeeee!!! A new Version of P&N!
Say, how did you go about "fixing" Maintenance aptitude? I may have to steal your idea
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The basic idea is to set maintenance cost at 100% in settings.txt file. Then, assign 75% reduction to all ship hulls (87.5% for bases). Now, basic maintenance is the same as in unmoded SEIV, but when you give race say, 10% bonus, It will pay 0.9X0.25 = 22.5% for ship maintenance.
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August 22nd, 2002, 02:43 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: A pirates life for me...
Quote:
Originally posted by oleg:
The basic idea is to set maintenance cost at 100% in settings.txt file. Then, assign 75% reduction to all ship hulls (87.5% for bases). Now, basic maintenance is the same as in unmoded SEIV, but when you give race say, 10% bonus, It will pay 0.9X0.25 = 22.5% for ship maintenance.
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SJ, that is simply pure genius. What does MM think of your ability to make SE4 dance to whatever tune you whistle?
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August 22nd, 2002, 07:23 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: A pirates life for me...
More comments...
Your Baseship doesn't use the Baseship picture, and Battlemoons don't use the Worldship picture.
What happened to the Gravitic cloak levels for all the ships? Only the pirate ships and singularity mines have them... or were those to be put in only in the PBW Version?
Forgot to change the description of Emissive Armor II/III's ability... it still says "blocks damage below a certain amount" not "reduces damage"
Your SFX are decidedly old... didn't update components.txt to use the new SFX!
Whoa! Gotta pay attention to your supply usage - Shard cannons use 50 SUPPLIES!!! ... more than a Crystalline Torpedo???
I think this is a bug... the Hollowpoint Gravity Spike doesn't require Grav racial trait! It's definitely superior to the regular old warp-point opener, but it has the same tech requirement!
Massive Ionic Disperser & massive shield depleter should do more damage, especially with QNP and lots-o-engines! 500 damage to engines will knock out 25 regular engines, or 16 2/3 reinforced mount engines, or 12 1/2 armored engines, or 8 1/3 armored, reinforced mount engines - and in P&N ships can have a lot more engines than that! (Now if only Solar Sails could be made immune to ionic dispersers...) And some large bases can reach over 1000 shields...
Rube Goldberg designs??? LOL!!! What tech uses that???
What happened to all the pop modifiers??? Was that just PBW? Waah... I like the pop modifiers!
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August 24th, 2002, 09:11 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: A pirates life for me...
Quote:
Maximum Number Of Systems := 255
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I thought that 255 spit out a RCE, I thought that 254 was the limit. Was I wrong???
EDIT:
Quote:
Rube Goldberg designs??? LOL!!!
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Am I missing something here? Was this supposed to be a joke?
[ August 24, 2002, 11:05: Message edited by: dumbluck ]
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