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Accueil » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Pirates & Ninjas

Image de ekolis
Soumis par ekolis le Mar, 2008-10-14 11:50 SE:V MODs

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! Laughing out loud

Here's my changelog so far - I branched this off of Balance Mod v1.16 in case you were wondering Eye-wink

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? Eye-wink

‹ EmpireGainedAbilities.txt Crimson Concept Mod, 4.01, has been released. ›
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Re: Pirates & Ninjas

Soumis par Slimbo le Mar, 2008-10-14 12:56

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...

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Re: Pirates & Ninjas

Soumis par Vince278 le Mar, 2008-10-14 17:12

Anarchistic space pirate ninjas? Laughing out loud

I like the idea of pirates (or gypsies) colonizing asteroids. Smiling

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Re: Pirates & Ninjas

Soumis par marhawkman le Jeu, 2008-10-16 00:25

Check out Asteroid mod. Smiling Or Isopsycho's later "colonizable asteroids" creation.

http://home.spaceempires.net/downloads-cat-35.html

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Image de ekolis
Mod Designer

Re: Pirates & Ninjas

Soumis par ekolis le Ven, 2008-11-14 17:34

OK, finally got around to finishing up this mod - sorry it took so long! Sad

Download it here:
http://kolis.dyndns.org/se/mods/pnn/Default.aspx

~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld* Laughing out loud

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Re: Pirates & Ninjas

Soumis par AndreyKl le Sam, 2008-11-15 15:14

Thanks.

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Re: Pirates & Ninjas

Soumis par marhawkman le Dim, 2008-11-16 01:14

I soo need to remember to try this out.

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Image de ekolis
Mod Designer

Re: Pirates & Ninjas

Soumis par ekolis le Dim, 2008-11-16 14:45

Hehe, looks like there's some interest... want me to set up a game on PBW? Eye-wink

~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld* Laughing out loud

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Re: Pirates & Ninjas

Soumis par Vince278 le Dim, 2008-11-16 19:18

Some automatic intel points might also be cool here. Smiling

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Re: Pirates & Ninjas

Soumis par Vince278 le Dim, 2008-11-16 19:25

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. Smiling

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Image de ekolis
Mod Designer

Re: Pirates & Ninjas

Soumis par ekolis le Lun, 2008-11-17 18:17

Don't think the cloaked robo-miners would be possible without script... the intel points, I dunno if I want to do that or not...

~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld* Laughing out loud

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Re: Pirates & Ninjas

Soumis par Vince278 le Mar, 2008-11-18 09:11

Just trying to think of ideas that would make them viable and fun. Smiling

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Image de ekolis
Mod Designer

Re: Pirates & Ninjas

Soumis par ekolis le Mar, 2008-11-18 18:40

I've started a PBW game called "Pirates & Ninjas Shakedown Cruise" for anyone who's interested Eye-wink

~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld* Laughing out loud

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Re: Pirates & Ninjas

Soumis par Vince278 le Mer, 2008-11-19 20:10

It might be interesting to play a vanilla player to see how it feels to be the victim. Sticking out tongue

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Re: Pirates & Ninjas

Soumis par marhawkman le Dim, 2008-11-23 14:10

Unfortunately I'm on a business trip and can't join in right now.

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Re: Pirates & Ninjas

Soumis par AndreyKl le Mer, 2008-12-24 10:48

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.

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Image de ekolis
Mod Designer

Re: Pirates & Ninjas

Soumis par ekolis le Mer, 2008-12-24 13:49

I'm thinking of working on another version of P&N with a THIRD special race trait - Zombies! Laughing out loud

Here's my todo list:

1. TODO Removed - Smuggler's Hold component (it doesn't work).
2. TODO Changed - Black Market now allows resource exchange (like a Resource Converter).
3. TODO Added - Zombies racial trait (requires Anarchistic just like Pirates and Ninjas, but Zombies get all colony modules and a huge maintenance reduction - their ships are slow and weak though and they have a 50% penalty to research!)
4. TODO Added - Necromancy tech for Zombies.
5. TODO Added - Mind Worm (zombies only, seeking version of Allegiance Subverter!)
6. TODO Added - Summoning Portal facility (zombies only, increases spaceyard rate throughout a system)
7. TODO Added - Planetary Assimilator (zombies only, dual purpose plague bomb / medical bay)

The idea behind zombies is they're slow and weak, but extremely numerous! So they can colonize all planets from the start, but their ships are slow as molasses and have large defense penalties, and they are horrible at researching.

#7 merits some special attention - the name "Planetary Assimilator" is a bit of a misnomer - while it is intended as a zombification process (which could be used by the Borg as well in a Star Trek mod Eye-wink), it does not actually conquer the planet - it's just a cheap way to weaken the planet's militia before sending in troop ships. Then when your troop ships come in, the assimilator can come back and cure the plague!

Thoughts?

~~~
HAI CAN HAS MINECODEZ PLZ KTHXBYE
*lays tons of mines on your homeworld* Laughing out loud

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Re: Pirates & Ninjas

Soumis par marhawkman le Jeu, 2008-12-25 01:50

Not bad, Smiling sounds like a promising start. Smiling

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Image de Romulus68
Mod Designer

Re: Pirates & Ninjas

Soumis par Romulus68 le Ven, 2008-12-26 16:10

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

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Re: Pirates & Ninjas

Soumis par marhawkman le Lun, 2008-12-29 06:12

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?

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Mod Designer

Re: Pirates & Ninjas

Soumis par Romulus68 le Lun, 2008-12-29 11:36

marhawkman wrote:
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?

Maybe borrow from the religious traits and use Icons as part of their traits.

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Re: Pirates & Ninjas

Soumis par marhawkman le Ven, 2009-01-02 04:36

YEs, that does sound like a nice idea. But they'd need to have a flavor difference.

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