Researching is for Engineers, Colonizing is for Sissies, and Plundering is the only true source of happiness.
-John Skalavan, Founder of the Pirates.
I have finally readied the first beta of my Tri-Pirate Mod!
There is more extensive information in the readme file, but here are the basics.
This is far from finished; it does not include either my music mod or Gurkov’s sound mod.
Almost All models are fill ins.
The capitol Ships aren’t even close to what will be in the final mod.
Most of the abilities are complete, but they will continue to be improved until the final release.
The research (However little there is) isn’t even close to finished; I just have a basic idea of what the final research will be like. As such, many advanced structures (such as the cannon) are available from the start.
The main point of this beta is too testing the structure of the pirates.
I hope to receive feedback on any various bugs in the mod, and in ideas for the structure of the pirates.
Oh, yea, I also hope to increase the general respect for the Pirate Juggernaut.
“This ain’t no asteroid maty”
Kudo’s to Gurkov, and the Seven sins team especially: DanMan, XmasBeer, and Fileosoft.
Double goes to Stardock, Ironclad, and Relic (for making HW, the music of which is not in this beta, but will be in the final mod)
Once I get enough info, I will release anouther Beta, one much more advanced than this one.
You can download it from MediaFire here
http://www.mediafire.com/?31zdmmmmzz1
Oh, Yea, it is available off of Wincustomize too.
(The mod section in the Download area)
Anyone beta testing this?
I'd really like to get some feed back
I just downloaded. I'll be testing it sometime today I hope.
Ok, just got to testing it a little bit on a small map. So far no bugs.
Two small things I was wondering about, the looters need to be micromanaged (not too big of a deal) the just sit at the edge of the gravity well when they jump in while the rest of the ships go off to fight.
The other thing involves buying bounty, the pirates could get to buy it at a huge discount and huge rewards perhaps.
Just some quick suggestions.
If you are thinking of modding in some names for pirate capitals, here is a good site with some names.
Also random pirate type ships and stuff. xP
http://www.geocities.com/captcutlass/Ship.html
I have it...but my sins in running on on the wrong version for mods to work and i cant downgrade it -.-
you mean you have entrenchment?
One trick used by the 7DS team (they use 1.05 for all thier mods)
The have thier normal game, (aka V 1.1, or entrenchment) and they copy and paste it to anouther folder.
Then they reinstall sins, with the lower version, so you can have both 1.1, and Entrechment.
(or in 7DS's case, 1.05, and 1.1)
Yes, teh looter does require lots of micromanagment.
What I do is that I tell the looters to follow one of my main ships.
However, if you have them in a fleet, then they should stay somewhat clost to the front of the fleet.
The discounted bounty is a good idea.
However, I'm sure you noticed the lack of reserch.
Well, in my internal build, I have the ship reaserches filled up with stuff, and I can't really think of a place to put it.
Yes if has to be a reaserch, just the way the entity files work.
I will be adding new, and very awsome capitol ships.
I did look at that site before, but I didn't notice all the ship names. Thank you for pointing that out, that gives me some good ideas.
Thank you for the feedback
Yah I got around the micro by using fleets. :3
Just noticed a texture problem with the Missile Carrier.
Yea....I meant to use regular carriors.....becouse of that (the textures are from 1.05, which doesn't work with 1.1), but I forgot to implement the carriors before I put the beta out.
What do you thingk of the game play?
The way they get resources, types of ships, capitol ship abilities, and the Pirate Juggernaut?
I didn't get to the Juggernaut, but I'm liking the capital abilities that I've seen so far.
Resources were a little slow at the start, when I was just starting out killing off nearby planets, but once the AI got a few decent fleets for me to attack things started getting better. It took a little bit of different thinking compared to other races, but so far it's been fun.
Great.
Awsome, that is what I was going for.
Thanks
I'm sorry if this is a stupid question, but I can't select the pirate race! I'm running 1.12 and do NOT have Entrenchment installed.
you have it installed correctly?
You have the mod activated? (new music should be playing)
If so, then it should be the LAST race (after Vassari).
If you are doing it correctly, then I do now know what is going on.
Maby the mod downloaded wrong (I have had that happen)
I hope that helps, and I can't wait to see what you have to say.
Well I downloaded the zip file, extracted the documents and placed them in the correct folder, activated the mod and nothing happened. I downloaded it again just to be sure, and it didn't help. I was really excited to try it out too...
wierd, when you activited the mod, did new music play?
remember, it takes a few secondes for the mod to activate.
do you have vista? Maby that is the problem...
Are you using sins developer? If not, you should try that.
(In the mod packet)
O yea, make sure you put the RIGHT files in the mod folder not all the files go into the mod folder.
The file "Pirate Beta 1" goes in the mod folder NOT Tri-Pirate 1.1 Beta 1.
Have you read the Read-Me? maby that will help.
Yes, I'd like you to be able to play too.
Ok, just saw the juggernaut, that was a surprise.
awsome, what did you think?
I liked it. I used the juggernaut and a few ships to defend an asteroid leading to my home planet, it worked really well.
I tried a different game on a custom map I made specifically to give the pirates an economic boost so I could get access to everything. I think the L.R. Transaction Device might be a bit overpowered but creating 2 capitals. I totaly destroyed the ai's home planets with it while they were defending elsewhere.
(I also found a way to colonize planets by capturing colonizing capitals.)
lol, awsome.
Alright, so I should probably bring the LR transaction device down a little.
Yes, thier are ways around the pirates not being able to colonize, also if you noticed, the Juggernauts ultimate ability is capturing enemy planets.
Thanks for all you're feed back.
Awsome mod, much better than my weak attempt at making the pirates a playable race.
Although there are some things that I think you really do need to improve:
1. Um, ain't the pirate juggernaught to big?
2. scuttling the pirate juggernaught gives you back more resources than calling it in does.
3. the normal transaction device fleet call seems abit too weak, especially when compared to the L.R. transaction device.
4. the missile carrier has no texture, well, it's completely covered in team colour.
5. grammar errors, not important but still, I get bothered by them.
6. Why not use the "Pirate Defense Platform" model instead of the "TEC Gauss Platform" or whatever it's called?
Anyway that's all the things I think you should improve.
Oh and another thing, I was abit surprised at the voiceover for the pirate juggernaught, ehem, it's kinda funny.
Glad you liked it.
And thanks for the feedback.
Yes, the Juggernaut model is just a stand in. I'm sure you noticed that it is the model for the Pirate home planet.
Same for the texture of the carrior.
Didn't catch the scuttling, I'll look into that.
The Transaction device was supposed to be a weaker version of the Vasari Phase Gate, while the LR Transaction device was supposed to be on Par with the Super cannons.
I guess I should bring the LR's power down a little, and the normal Transaction device up a little.
Yes....I need to fix the grammer errors.
Hmm...I thought I did use the Pirate versions, I guess I better check that again.
If you happen to be speaking of the Missile platform, or the Defense platform spawned by the current Akkan, then those models are both, again, stand ins.
However, I should check the normal Guass cannon.
Glad you liked the Voiceover.
For the original, I did a number of voiceovers for various ships, but that is the only one that turned out well.
Now now...my turn to add my piece of advice (constructive of course...as I love helping and expect people to do the same for me).
1) Ships not powerful enough.
This is my first point as I have noticed that well we are sort of limited on the ships that we can buy throughout the game. (research in fleet supply being our only "upgrade source"). At the start with their elevated cost and the relative lack of ressources, its actually extremely slow to build any decent sized fleet, let alone permanently maintain it!
Its real nice having a 15 autocannon vessel to start..but vs barely 4-5 ship planets..hes out in no time! And with his high cost..thats something that hurts big time!
1.1) Speaking of research, you should have ONE RESEARCH TAB! Plundering...in which you would have handfulls of researches designed to upgrade the plunder ability into something truly marvelous and utterly powerful! Cus lets face it...relying on plunderers which get killed in 10 secs as a source of income will not cut it to sustain the fleet in prolonged battles!
As such, I propose you give the plunder ability a BIG BIG BIG BIG BIG..did I foget to mention BIG boost! Cus only 30 ressources per ship is far from enough! At start yes..but not in the long run!
1.2) Which leads me to another idea! Like you say..Pirates = Plunder! Which means either EVERY SHIP NEEDS PLUNDERING ABILITIES! Calibrate for each (ie. 10 ressources if missilor is in range, 20 if executor is in range...200!!! if PLUNDERER is in range (then it would be worth it to make that ship)) OR make a FREE EXTREME PLUNDERER! which would be the money maker of the fleet and would "create money"during and IN-BETWEEN BATTLES!!!
'cus lets face it..this is no Parako Probe, you dont cloak and "suck" a percentage of income from planets...You need vessels and battles to survive so if once the map is cleared and your ennemy is just turtling in his corner building a massive fleet!
You arent getting ANY cash! plus since you cant colonise...hell take ALL planets except for yours and then...well I'll let you guess what happens!
2) No Planetretakingstopper vessel (yeah people its well written )
This leads me to my next major point, the No Planetretakingstopper vessel !!! now this is A NECESSITY FOR YOU (and me for that matter)!!!! What I mean is you cloear planets and then cannot colonise. As such, opponent can just barely send a colony vessel after you and basta...all youre hard work just gave him a free planet! That x30 planets in a normal game...and you spared him a LOT of wasted credits and a clear shot at upgrades!
Therefore, you need to build a "Turtle Ship" (I say you do..but its of course..only an idea), which would settle in a neutral grav well and prevent any attempt to colonise UNLESS it is destroyed (sort of like my Homeworld but a mobile version of it)! That way you protect your back as you plunge into ennemy territory!
3) Too slow of a start!
The start is deadly slow! Sorry to say but with starter cash, I managed to upgrade my planet once and buy 3 of the 15 autocannon ships (basic attack craft I gather) and well...didnt go far with that . So I would propose either reducing ships cost or allowing the pirate player a large bonus starter lot of cash in order to expand rather quickly at start! As of the moment, the Pirates are extremely vulnerable to rushes.
Hope Im not killing you under all that! But since you helped me..I wanted to be as precise as possible to show my gratitude !
If you have any issues...Im just a PM away
Take care!
Justin S.
Awsome, thanks for the detailed feedback.
It will certainly take some time, and carefull thought to implement these susgestions, but I garuntee that you just made some major changes to my mod,
Few ideas that occured to me.
The abilites I have given the Akkan were supposed to fix the defensive problem (going behind and taking planets back)
I can add an "no colonizing ability" to the defender frigate, which is created currently by the Akkan.
I think I'll just give the looter a boost.
I don't think I'll add a whole reaserch tree, but I'll keep it in mind.
Hopefully, boosting the looter will increase the start, if not, I'll have to figure out some way to add a bonus.
Maby, if enough ppl ask nicly, I'll release anouther beta, one much more advanced then this one.
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