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August 20th, 2001, 05:05 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: PBW Mod support implemented.
Would P&N v2.3 be worthy of a presence on your server? I should have it ready by the end of the week...
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August 20th, 2001, 05:15 PM
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First Lieutenant
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Location: Toledo, OH
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Re: PBW Mod support implemented.
I second S_J's vote. P&N PBW game would be great!
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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August 20th, 2001, 05:28 PM
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National Security Advisor
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Location: Ohio
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Re: PBW Mod support implemented.
SJ,
I'd love to put P&N on PBW.
I think I asked about it before and the response I got from some people was that they love the mod, but that a lot of the capture techs and stratsegies don't perform well in strategic combat though.
But I can put it on there when available and let the players work that out. Maybe after playing around with it some alternate stategies can be worked out.
Geoschmo
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August 20th, 2001, 05:42 PM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
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Re: PBW Mod support implemented.
I wonder why you have got TDM Modpack 1.72? I thought the latest is 1.75...
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August 20th, 2001, 05:52 PM
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National Security Advisor
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Re: PBW Mod support implemented.
I simply wasn't aware of the new Version. I'll get it updated when I get a chance.
Geo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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August 20th, 2001, 06:04 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: PBW Mod support implemented.
quote: think I asked about it before and the response I got from some people was that they love the mod, but that a lot of the capture techs and stratsegies don't perform well in strategic combat though.
That does put a lot more pressure on the non-normals, but I suspect that the Pirates will tend to turn into privateers, and the Nomads can sell their 1% maintenance ships for tech.
What would you give for an (almost) maintenance-free BattleMoon?
With the resourcefulness of humans, they should turn out OK.
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The latest info on Pirates & Nomads (forum thread).
-< Download V2.2b>- (Now with EZ-Install, just extract to your SE4 folder)
-< Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-< Download compatible EMPs for P&N v1.2 through v1.7>-
-< Download SJs latest AI Patcher>-
Visit My Homepage
Other Links:
-< Play By Web>-
-< Schlock Mercenary>- (great space-based webcartoon) -< First Strip>-
-< 8-bit Theater>- (fun comic with the pixellated FF1 characters)
<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd-
</SE4Code>
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August 20th, 2001, 06:51 PM
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National Security Advisor
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Re: PBW Mod support implemented.
quote: Originally posted by suicide_junkie:That does put a lot more pressure on the non-normals, but I suspect that the Pirates will tend to turn into privateers, and the Nomads can sell their 1% maintenance ships for tech.
What would you give for an (almost) maintenance-free BattleMoon? 
Forgive the ignorance here. This has nothing to do with putting it on PBW, I am just curious. I may not have the most up to date P&N mod, and I am not totally up to speed on the pirates life thread. Is the reduced maint for the nomad battlemoon a function of a component or the hull? IIRC, if it is not one of those two it won't carry over to the new race.
Also, the players will have some colonies? Or have you found a way around having to have a planet to retain contact so you can make trades? (That's hard coded so I doubt it.)
Geoschmo
[This message has been edited by geoschmo (edited 20 August 2001).]
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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