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				June 7th, 2001, 11:26 PM
			
			
			
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 First Lieutenant |  | 
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				 Suicide junkie please read this 
 um yeah hi i am working on a mod currently and i wanna add mercanaries(like pirates but dont board ships as much)and soem of youre pirates as well and i was wondering if i may use youre mod.of course all crfedit will be givin to you (i may modify them a little as i wanna keep this somewhat scientifiucly accurate)thank you.oh yes and please upload the mod the pirates life is so long i dot know witch is the most recent
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 Some rule some serve
 some declare wars some
 fight them
 i declare wars i rule
 you serve you fight
 wars.....
 we are not the same.....
 never forget that..
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				June 8th, 2001, 12:41 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: Suicide junkie please read this 
 I'd be glad to make you some fresh Pirate/Merc tech, but you can use parts of my mod on your own.Pirates & Nomads is here , but V1.6 is still sitting on my HD   
I'll get working on it, and upload tonight. 
The latest files are always  in the top message of The Thread. 
(I re-edit the message, so the thread dosen't pop to the top of the forum   .  You can see a list of the dates I changed it in the edit things at the bottom.)
 
v2 will have newtonian propulsion, and I'll have to alter all the AIs to work with that change.
 
I suggest that you copy the racial traits .txt right from my mod, and change the descriptions for Pirate and Nomad.   
Don't change or move the Normal trait, and don't add or remove traits from the file. 
Then you can then use the collection of EMPs from P&N players so your AI works hassle-free. 
All you do, is require "Pirate tech 1" for pirates only, and require "Normal tech 1" for non-pirate stuff  
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				June 8th, 2001, 03:45 AM
			
			
			
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				 Re: Suicide junkie please read this 
 thanks but i may need make some tech and racial traits as i added a primitive species of sorts (they inhabit planets and have only troops and primitive weapons like bone clubs bow and arrows darts etc etc)) but otherwise i wont realy change much i may add but ill probably leave whats there be ill just change the tech reqs aroundwhat i have in mind is keep the old techs and make two new ones
 
 Primitive tech i alkready added it always stays the same ((in case a speceis meets a nasty tribe the tribe can fight back well if their bombed then thats a problem i may add soem sort of anti bomb "Spirit Gaurd" if you will))
 
 and Merc tech witch is essentially pirate but a lil diff they destory more rather then capture
 
 thanks alot and the main diff between pirate sand mercs is that mercs never board or capture they always kill and they are pretty obideint I.E if you tell them to attack they will (probably for a fee)and they wont make even the slightist aleigence
 
 ECh sorry bout the typos i was in a rush
 
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 Some rule some serve
 some declare wars some
 fight them
 i declare wars i rule
 you serve you fight
 wars.....
 we are not the same.....
 never forget that..
 
 [This message has been edited by Lord Kodos (edited 08 June 2001).]
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				June 8th, 2001, 03:23 PM
			
			
			
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				 Re: Suicide junkie please read this 
  quote:Could you add additional blank racial traits to it so if someone wanted to incorporate additional traits in your mod all the .emp's would not have to be resaved?
 
 
I'll also make some of the traits default to true, some to false, in case you want all the AIs to have a trait such as "Normal"
 
I will add this into P&N v2, but that might be a while, since I'm quadrupling my computing power this weekend   .  Once the FPS action cools down, then I will get back to P&N.
 
It is not too hard to add these yourself, anyways, just make copies of the racial traits from my mod, and follow the instructions in the Pirates thread to create new EMPs. 
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				June 8th, 2001, 03:25 PM
			
			
			
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				 Re: Suicide junkie please read this 
 Thanks.I realize that this is not hard to add but with the game being so moddable I'm actually suprised MM hasn't already done it.
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				June 9th, 2001, 01:24 AM
			
			
			
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				 Re: Suicide junkie please read this 
 sj,I have a minor request for you mod.
 Could you add additional blank racial traits to it so if someone wanted to incorporate additional traits in your mod all the .emp's would not have to be resaved?
 They could be named spare1, spare2 etc and have a race identifier assigned.
 Just a thought. Great work you have done!
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				June 15th, 2001, 01:22 AM
			
			
			
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				 Re: Suicide junkie please read this 
 um suicide can you send me the ai you used for the pirates not the emp files the ai im working on the ai for the natives the primitives and the mercs and none of them use colony ships and the ai would help alot Thanks
 
 ------------------
 Some rule some serve
 some declare wars some
 fight them
 i declare wars i rule
 you serve you fight
 wars.....
 we are not the same.....
 never forget that..
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				June 15th, 2001, 02:20 AM
			
			
			
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				 Re: Suicide junkie please read this 
  quote:um suicide can you send me the ai you used for the pirates not the emp files the ai im working on the ai for the natives the primitives and the mercs and none of them use colony ships and the ai would help alot
 
 You've already got all of my AI files   
I never made any, all the AI is default, and the EMPs just give the AIs the Normal trait. 
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				June 16th, 2001, 01:02 AM
			
			
			
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				 Re: Suicide junkie please read this 
 oh ok thanks and by the way is thei anyway possibly you can trick the game into not giving a species planets and i have a questionwith my mercanarys i dont want to give them any facilities as i never ever ewant any of them at least remotley using planets so i wanna know will the game crash because as you know it giuves ya facilitys normally.
 
 Lord Kodos
 
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 Some rule some serve
 some declare wars some
 fight them
 i declare wars i rule
 you serve you fight
 wars.....
 we are not the same.....
 never forget that..
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				June 16th, 2001, 04:02 AM
			
			
			
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				 Re: Suicide junkie please read this 
 You have to start with a planet, and a shipyard tech.
 Other than that, planetary stuff is optional.
 
 You can block the race from building colony ships and stuff like that, but they always start with just planet(s), so you need the SY to build your first ship.
 Of course, you could play the first few turns, building a ship and abandoning the planet, then distribute the savegame as a scenario.
 
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