Pirate Race & Tech addon to kwok's balance mod |
Outline For a pirate add on to Captain Kwok's BM mod
Racial Abilities
Pirates -80% reduction ship maintenance costs -Make the space faring life easier
300% increase to facility maintenance -discourage standard building production
Access to Pirate Tech tree
Racial trait intended to be used with oligarchy government and neutral society.
Note: Different Pirate Tech will appear at different levels of research yet to be determined.
Note the pirates have stuff to produce supplies and ordnance, but ships must actually go to bases and planets to rearm and supply. no resupply depot equivalent unless the player is will to spend the maintenance cost of building a the regular supply depot
Note Smuggler Dock is very cheap, nearly free in resource, raider outpost is moderate in cost, and tavern, pirate fortress will cost even more, once built though all pirate facilities produce resources to offset their maintenance cost so only a fraction of maintenance cost will actually be required, the smuggler dock is the only facility to produce a positive resource flow provided no other structure is built. Most Income will come from ships with smuggler components, and ships mining with salvager component installed, as well as capture ships that are scrapped
Reasons for research and Intel:
I want to include intel so this empire can compete in a game that uses intel. a pirate empire will never be able to compete at the same lvl a regular empire can in intelligence, but the intel points should allow it to mount a capable defense against it so it doesn't get decimated by it.
Research points will not match a regular empire, pirate tech cost will be significantly lower in cost compare to most
other techs, but research point generation will not be as high. It is still possible for a player to research other tech areas other than pirate, but doing so will come at a higher cost.
note for intel and research components to work you must have at least one colony due to game engine limitations
Pirate Tech:
-Pirate Kinetic Weapons:
-Yet to be determined
-Pirate Missiles:
-Pirate Anti-Ionic Missile - Pirate version of the engine disabling missile
-Pirate Energy Weapons:
-Pirate Emp Cannon - Disables Various Ship systems for a limited time(not sure if temporary damage is possible? haven't played far enough into the game to see the more interesting weapons in use.)
-Pirate Facilities:
-Smuggler Dock - can repair ships, has a limited build capability, and has supply and ordnance generation as well, as a small amount of research and intel, also generates all types of resources. Reduces the population max on a planet once built(on the home world, your gonna need to put some pop on a cargo ship then scrap the rest then dump the pop back on the planet so you don't spend as much on organic to keep them fed, until i find away to make a pirate race start with less pop on their world without affecting the other empires
-Raider Outpost -has a build rate 1/2 of a standard shipyard when combined with dock, and adds a higher repair , ordnance, and supply rate
-Pirate Fortress - has a build rate 1 of a standard sy when combined with dock, outpost, give bonuses to planetary defenses
-Tavern - Improves the crew experience of ships in orbit around the planet through tales of raiding, smuggling and such
-Pirate Raiders:
-Raiders - Smaller version of boarding parties, and has both attack and defense for boarding
-Pirate Salvage Gear:
-Salvager - Repair, ship construction(limited build rate), also has limited mining capabilities
-Ordnance forge - can produce ordnance, salvager module must be placed with it
-Supply Fact - can produce supplies, salvager must be place with it
-Pirate Smuggling:
-Smuggler Base Dock - Large version of the Smuggler Compartments, meant for base sized hulls
-Black Market Dealer - Larger Version of the Black Market trader, meant for base sized hulls
-Hacking Network Module - Larger Version of the Hacker Den, meant for base sized hulls
-Smuggler Compartments - generates a small amount of resources each turn, and provides cargo space, also generates extra amounts of supply based on the number of facilities of mining, farming, and rad extractors in the same system the ship is in of any empire(smuggles supplies out of empires)
-Black Market Trader - generates a small amount of intel and research each turn, also generates extra research and intel based on how many research and intelligence centers in the system the ship is in of any empire(criminal
connections)
-Hacker Den - Reduces production capabilities, research, and intel in systems of enemies, also makes populations grow angry (spread of disinformation and sending viruses and such), can also attempt capture of computer controlled ships
-Tavern - Meant for base sized hulls, same as the planet facility
-Pirate Armors:
-debris Camouflage - kind of a like a cheap cloak, only one per ship though. downside is because your making your ship look like debris and punching holes in the hull it actually has a armor and structure penalty modifier. It makes your ship appear as just floating junk or an asteroid on sensors in a sense
-Pirate Scanners & Jamming:
-Pirate Sensors - same as basic scanners, though it has a cheaper version of long range scanners(so you can find those components you want to steal
-Fake Civilian Id Nav Beacon- cheaper version of cloak device fulls military ships into thinking your a civilian vessel of there empire and don't show up on sensors(the regular cloak will always be more powerful though)
-Pirate Frig & Transports: - same properties as a frig only gives raider components bonuses, gives bonuses to fake civilian id for transports
-Pirate Destroyer: - same properties as a destroy only gives raider components bonuses
-Pirate Cruiser: - same as above only with cruisers
-Pirate Base: - gives bonuses to debris armor (Helps with hiding bases in asteroid fields)
-Pirate Fighter: - same stats as regular fighter, this tech researches smaller versions of pirate weapons
-Pirate Drone: - same stats as regular drones, gives bonuses to debris armor ( they make them look like moving asteroids
or something)
-Pirate Mines: - same stats as a regular mine, give bonuses to the anti-ionic warhead
-Pirate Warheads:
-Pirate Anti-Ionic Warhead
Already started work on this mod to well the bm mod. will upload once i have a playable version. Why bm? I play bm a lot and would like to add a pirate race to it, create the necessary stuff first, then will work creating AI for it.




Re: Pirate Race & Tech addon to kwok's balance mod
Hmm interesting. Might you also happen to have SE:IV? SuicideJunkie made a very similar type mod for SE4 called Pirates & Nomads. You may want to check it out, atleast for some ideas maybe.
http://imagemodserver.mine.nu/other/MM/SE4/Mods/Pirates&Nomads/Pirates&NomadsModV3.2-STD.zip