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				July 5th, 2002, 10:34 PM
			
			
			
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				 What\'s the latest Version of Pirates and Nomads 
 I noticed that the Version on the disk is v3.0, and I downloaded a Version from PBW that was only v2.5PBWspecial, but it seemed to have additional features. 
 Is the one off the disk the most recent or are there further additions?
 
 Also, this will be the first time that I try it out, can anyone give me a basic premise ie: difference between playing a regular, pirate, or nomad?
 
 How is the AI, I will probably play by my self till I get used to it?
 
 Any other features that one might to clue me in on would be much appriciated.
 
 If there is a later Version, might you be so kind to direct me in the proper direction.
 
 Thanks
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				July 5th, 2002, 10:43 PM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 2.5 PBW is for SE4 Version 1.49; 3.00 is for Gold.
 Other than that.. no idea. I CAN say that the AI will do a really bad job in 2.5 PBW, because that's a "human's only" Version.
 
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				July 5th, 2002, 10:55 PM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 Hmmm, bummer, 2.5 looked like it had a few more racial traits and components.  Oh well, what you do.  Thanks |  
	
		
	
	
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				July 5th, 2002, 11:33 PM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 I'm testing a PBW Version 2.6, and I'll goldify it after its been tested a bit.
 The P&N "PBW" Versions do not support AIs, but I plan to make a more limited Version that the AIs can handle later.
 
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				July 5th, 2002, 11:52 PM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 A "regular" empire is like unmodded SE IV, except for new items in the advanced traits, components, and mounts, and the quasi-Newtonian propulsion system.
 Nomads have access to their own specialized tech, but I haven't tried that yet, so I don't know what's available.
 
 I haven't tried playing a Pirate yet, either, but I know that they also have specialized tech, and get most of their resources and advanced technology via ship capture.
 
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				July 6th, 2002, 12:01 AM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 "The P&N "PBW" Versions do not support AIs, but I plan to make a more limited Version that the AIs can handle later."
 Couldn't this be done by means of a racial trait? I.e. instead of the AIs picking "normal", have them pick "AI normal".
 
 Then again, I suppose you could have already rejected that for some reason..
 
 Phoenix-D
 
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				July 6th, 2002, 08:02 PM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 Its not just that.  The PBW Version has been changed enough that the AIs would need hardcode changes.
 EG:  Supplies are a resource.  In order to get more, you have to bring solar panels, or fleet with a base that has solar panels.  Or build a new ship from scratch (they start with full supplies)
 There are no resupply depots, or quantum reactors.
 EG2:  Cloaking depends on four separate components plus your hull size.  You need to combine stealth, scattering and small hull sizes to hide from most races, you need a master computer to hide from psychic races, and tachyon equipment to hide from temporal races.
 
 Those two are probably the biggest problems for the AI.
 
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				July 6th, 2002, 09:04 PM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 I know. But you could let the AIs cheat      (i.e. give them a tech tree that works normally)
 
Then again, some *player* would probably pick that racial trait. Ooops.
 
Phoenix-D
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				July 10th, 2002, 01:14 AM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 you could call the racial tree "empire run by computer" or "computer controlled".  Then people who don't really know the system won't pick it, and people who do understand the p&n system wouldn't pick it anyway (hardly any fun is it). 
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				July 10th, 2002, 05:26 AM
			
			
			
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				 Re: What\'s the latest Version of Pirates and Nomads 
 There are some things even that can't fix.
 What would the AI do against completely undetectable frigates?  Players could use small mine fields in strategic places, behind their frontlines.  Thus, blocking sweepers with warships, and allowing the tiny cloaked ships (too small to be effective sweepers) to pass by the fleet and hit the mines.
 Against an AI, you'd be able to cruise through their systems with impunity.
 
 It would also completely ruin things if you could capture a resupply depot, or get a military alliance with an AI who has some.
 
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