Pirates & Ninjas |

So, anyone remember SJ's Pirates & Nomads mod for SE4? Well, nomads don't quite work in SE5 since there's no remote research/intel generation, but no matter - just replace them with ninjas! 
Here's my changelog so far - I branched this off of Balance Mod v1.16 in case you were wondering 
Pirates & Ninjas Mod History v1.0.0 (Oct. XX, 2008) ---------------------- 1. Added - Pirates, Ninjas, and "Anarchistic" racial traits. (Anarchistic is required to take Pirates or Ninjas, and prevents the construction of colonizers.) 2. Added - Space Piracy and Ninjutsu racial techs (each with 5 levels). 3. Changed - Boarding Parties can be obtained by researching either Ship Capture or Space Piracy. 4. Changed - Cloaking Devices can be obtained by researching either Cloaking or Ninjutsu. 5. Added - 5 additional levels of Boarding Parties for Pirates only! 6. Added - 5 additional levels of Cloaking Devices for Ninjas only! (No extra cloaking beyond what a tachyon sensor can detect, but the supply usage decreases at these levels.) 7. Added - Black Market facility (pirates only, spaceport which also increases scrap value and reduces ship maintenance costs system-wide) 8. Added - Civilian Insignia component (pirates only, grants low-level cloaking but decreases defense rating) 9. Added - Smuggler's Hold component (pirates only, stores additional resources on board a ship) 10. Changed - Empires no longer start with level 1 in racial techs. 11. Fixed - Combat replays are enabled in Settings.txt. 12. TODO Added - Poison Needle Gun for Ninjas - direct fire weapon which kills crew like a Toxic Injector. 13. TODO Added - Shadow Cloak for Ninjas - troop component which grants bonus to defense above and beyond Small ECM. 14. TODO Added - Smoke Bomb for Ninjas - can create storms in a sector, as well as be fired at ships or planets to disrupt weapon reload time. 15. TODO Changed - Tractor Beams (but not Repulser Beams) can be researched via either Tractor\Repulser Weapons, Space Piracy, or Ninjutsu. 16. TODO Added - 5 additional levels of Tractor Beams for pirates and ninjas.
I'm thinking Ninjas (and maybe also Pirates) should get some bonuses to intel, but I'm not sure yet...
Thoughts/comments/whatever? 
Re: Pirates & Ninjas
Anarchistic space pirate ninjas? 
I like the idea of pirates (or gypsies) colonizing asteroids. 
Re: Pirates & Ninjas
Check out Asteroid mod.
Or Isopsycho's later "colonizable asteroids" creation.
Re: Pirates & Ninjas
Thanks.
Re: Pirates & Ninjas
I soo need to remember to try this out.
Re: Pirates & Ninjas
Some automatic intel points might also be cool here. 
Re: Pirates & Ninjas
Another thought: Cloaked robo-mining ships. Allows the taking of resources inside of someone else's system. Might also help if they don't need spaceports to use resources. 
Re: Pirates & Ninjas
Just trying to think of ideas that would make them viable and fun. 
Re: Pirates & Ninjas
It might be interesting to play a vanilla player to see how it feels to be the victim. 
Re: Pirates & Ninjas
Unfortunately I'm on a business trip and can't join in right now.
Re: Pirates & Ninjas
Interesting.
Long time ago i was thinking about ability and AI for pirates (AI only), after starting game they can constract only war ships and bases, AI constract first space yard base and destroy planet, extra high intel, 0 maintenance (each ship generate resources, intel and some research), AI never defend warps, only bases, and try to send ships as far as posible, high lvl cloacking from start. Without planets, pirates empire can offer trade but can't get direct messages as nobody can see it in communication window. That time i knew not enought to program such AI and few abilities.
Will be interesting to chech this mod.
Re: Pirates & Ninjas
Not bad,
sounds like a promising start. 

Re: Pirates & Ninjas
Undead are all about being controlled by a powerful leader/summoner. What about adding a new hull type to the Zombies that represents the Necromancer's/Leader's ship?
Ideas for the Flagship:
1. This ship can add bonuses to the other ships.
2. Built in self repair.
3. Simply bigger than other ships, but cheap to maintain.
4. Raises more zombies.....built in Ship yard ability.
5. Spreads plague.
6. Reduces maintenance cost in the sector it occupys, thus making the fleet its with cost less.
7. Bonus boarding defenses.
8. Only ship that can carry the Planet Assimulator weapon.
I'm not saying the Flagship gets all these options, but brainstorming possibilities.
Names for the Flagship:
1. Flagship
2. Plague ship
3. Necropolis
4. Tomb Ship
5. Devourer
Re: Pirates & Ninjas
I like Necropolis. But the Flagship idea is semi-unusable as there's no way to limit it's construction. Maybe just make it expensive enough that multiples are impractical?

Re: Pirates & Ninjas
Maybe borrow from the religious traits and use Icons as part of their traits.
Re: Pirates & Ninjas
YEs, that does sound like a nice idea. But they'd need to have a flavor difference.





Re: Pirates & Ninjas
Like the pirates idea, how about pirates able to colonize asteroids and maybe an auto-migration since they wouldn't recruit through normal means.
~Slimbo
Everything that has transpired has done so according to my design...