Stellaris

Stellaris

Pirate Waves 3
88 kommentarer
FirePrince 13 feb, 2022 @ 15:37 
Now rebooted as Realistic Pirates [3.3.☠]
FirePrince 2 feb, 2022 @ 6:04 
I'll release a version for 3.3 soon, any collaboration is welcome.
Anarchyの海豚 29 dec, 2021 @ 19:53 
if this mod doesn't create issue for 3.2 save, I think it is fine to keep it running
at least I can use event to create pirate.
Gui Montag 24 jul, 2021 @ 14:35 
This sounds awesome, I hope it's fixed soon for 3.0+.
Doctrine 6 jun, 2021 @ 22:51 
I don't think this works in 3.0+, I played for a hundred years and haven't seen a single pirate. It worked before 3.0 and I heard 3.0 changed something regarding events.
Balder 6 jun, 2021 @ 11:07 
does this still work?
Anbeeld 27 jun, 2020 @ 23:06 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI.
You can check proof of this and read detailed description here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2055544110
LogosDistributing 7 apr, 2020 @ 15:50 
So happy to hear it still works! thx to those who tested.
AimAce 21 mar, 2020 @ 11:34 
Can confirm that it still works in 2.6.1
Wysaw 17 feb, 2020 @ 5:49 
this still works in 2.5. everything is showing up, pirates spawn, policies show up and details show in situation log.
tilarium 9 jan, 2020 @ 16:42 
Starting a new game in 2.5 with this engaged. I'll report back once the game gets rolling and I can determine how well this mod is running.
Liorans Firefly 28 nov, 2019 @ 22:47 
Hello, ScepraX, any chance of update?
mashtong54 12 jun, 2019 @ 4:24 
i can comform that this still works in even 2.3.1
Bomb boy 17 feb, 2019 @ 14:00 
ok it works ? form2.2
키으기 21 jan, 2019 @ 6:49 
Thank you I'll use it well
Timrath 6 jan, 2019 @ 17:54 
Good news, everyone! I just tested it, and it still works in 2.2.2.
I only wish pirates could also spawn in owned systems. By 2300, there are almost no unowned systems left in my galaxy. I'm afraid, the pirates will soon be driven into extinction.
Lord Nobody 17 dec, 2018 @ 3:33 
Will this mod be updated?
NiKuTa 15 dec, 2018 @ 2:21 
Pls update this mod. New pirate system is very easy in 2.2. I hope that your mod will add pirates outside the borders and they will be much more harder that we have now.
kevinhann 12 dec, 2018 @ 16:11 
If I understand correctly, pirates now spawn from failing to safeguard your trade routes. How could this mod be updated to stay in line with this change?
Bomb boy 12 dec, 2018 @ 12:58 
Can plase update
Skullking Von Mooncrest 3 aug, 2018 @ 7:23 
does this make pirate stations unkillable?
SmokeMage 24 jul, 2018 @ 19:20 
@ScepraX: Thank you for your reply, I already combined your "has_military_station" and "has_orbital_station" condition to create my own scripted trigger. I suppose it is a "specified fleet on orbit" check rather than a "station on orbit" check, but at least it can do the trick.

Another question: if I want to create a country variable system, is it possible to make its number shown in F1 screen, like vanilla "Pirate risk chance"? Or I have to use "event_chain_counter" command?
ScepraX  [skapare] 22 jul, 2018 @ 8:44 
@SmokeMage: It should be possible to check the specific ship size of the ships of an orbiting fleet. Take a look at the "has_military_station" scripted trigger.

This would be a trigger that's called from the planet scope:
[code]
has_<YOUR_SHIP_SIZE>_ship_in_orbit = {
solar_system = {
any_ship_in_system = {
is_ship_size = shipsize_<YOUR_SHIP_SIZE>
exists = orbit
orbit = {is_same_value = PREVPREVPREV}
}}}
[/code]

Note: If you're creating a fleet through scripting the planet has to be the location. You can't use an offset or random angle because than the script will not detect it as orbiting.

Note: This way of detection always has been fickle and cost intensive. My hope is that there's a better way to do this.
SmokeMage 17 jul, 2018 @ 19:47 
Hello ScepraX, I want to ask you a script related question. In your mod you write a trigger "has_hostile_orbital_station", which checks military stations on orbitals. I want to use megastructures to spawn military stations on planet orbitals in my mod, but I can't make these spawned stations consider as orbital stations by game engine, any suggestions?
Nicklao 9 jun, 2018 @ 9:32 
So me and a friend tried this mod, decided to disable it as we hadnt fully explored 2.1 yet and now the pirates seem to be a lot stronger and more frequent even though we made a new game and disabled the mod. Any thoughts?
Battlespark 8 jun, 2018 @ 13:52 
I was just about to ask if there was a way to stop the notifications and boom there is the command. Thanks for putting that in man. Only real thing i didnt like about this mod were the popups each time a new station spawned.
ScepraX  [skapare] 3 jun, 2018 @ 15:04 
@oni1313: If it's later on in the game when most systems have FTL inhibitors than it's a feature of the Vanilla game. If it's before that it might be a bug of this mod.
oni1313 3 jun, 2018 @ 1:27 
Hi. I see a lot of pirat fleets just chilling in the spawn systems and not raiding empires. is this a general problem with the game?
ScepraX  [skapare] 2 jun, 2018 @ 6:08 
Updated for v2.1.

@Spirit: Yes I can. But I consider the pirates as a "quantity over quality" style country which focuses on attacking the enemies with overwhelming amounts of weak ships.
kevinhann 27 maj, 2018 @ 9:58 
Hey, does this work with 2.1?
Spirit 18 maj, 2018 @ 16:22 
can you give the pirates better armaments ? like tier 5 weapons ~2450 ?
ScepraX  [skapare] 6 maj, 2018 @ 3:46 
@von_das: No, because Paradox has not provided a way to check the current piracy risk.
von_das 5 maj, 2018 @ 21:36 
Does Piracy Risk influence anything in this mod?
Valerius 1 maj, 2018 @ 8:04 
For some it is a pain in the ass, for others it is a cherry on top of a cake:
:point_right: Never.stopping.pirate.spawns
ScepraX  [skapare] 20 apr, 2018 @ 11:39 
Update: using [event pirate_waves.51] in the console will toggle the notifications on and off.
ScepraX  [skapare] 20 apr, 2018 @ 0:36 
Released Pirate Waves 3: Marauders which changes the Marauder fleets from the Apocalypse DLC to be similar to this mod (Marauder version).
Red Moff 10 apr, 2018 @ 13:54 
Great, thanks ScepraX!
ScepraX  [skapare] 10 apr, 2018 @ 9:21 
Updated the mod. Major changes to the way the mod operates. The pirates will no longer appear based on the fleet power of nearby countries. Fleet creation has been changed. Marauder ships are included. Notifications when pirate stations appear. Scaled difficulty modifiers. And other small changes.

With existing savegames you will only miss out on the scaled difficulty modifiers. The rest of the features should be available instantly. If you want those as well you can use [event pirate_waves.666] to recreate the countries though all existing pirates will be destroyed. Note: when a country is destroyed by the game it will take a month of time before the game releases all the assets it uses. With the monthly cyclus of the mod if might take up to two months before new pirates appear (if the spawn chance was a 100%).
ScepraX  [skapare] 10 apr, 2018 @ 9:20 
@ghsmith: The pirates should've shown up. If the policy set was 6% it would mean 12 x 6% = 72% per year. 23 years is means around 17 spawn chances. If all of those were near countries that has less than around 6k fleet power than no pirates would've appeared.
ghsmith 10 apr, 2018 @ 8:20 
So, how much fleet power is sufficient? When I posted, I had two fleets both at 46K, but no pirates.
A Bunny 10 apr, 2018 @ 2:42 
Yeah I hit year 30 and pirates began spawning. It was pretty intense. :C
ScepraX  [skapare] 10 apr, 2018 @ 2:29 
@A Bunny: At this moment the pirate will only appear when you have sufficient fleet power.

I'm currently in the final round of the testing phase of the new version of this mod which has this limit removed.
A Bunny 9 apr, 2018 @ 16:58 
Like @ghsmith, I am oddly not seeing any pirates and I'm 12 years in. They must be super rare at 5%?
Slynx Jewel 8 apr, 2018 @ 5:33 
defenitely saw ability to lock in this one: https://sp.zhabite.com/sharedfiles/filedetails/?id=1353784316
but i guess there are more mod with functionality like this.

yes. notifications would be great (even if it'll mention pirates spawned for you).
ScepraX  [skapare] 8 apr, 2018 @ 5:30 
@Slynx Jewel: You'd like an event nofification when they spawn? It could easily become spam though. And which mod has the functionality you're describing?

Slynx Jewel 8 apr, 2018 @ 5:21 
blocking of vanilla pirates sounds good.
i just hope there will still be event showing that they've spawned(preferably with location). or they'll be easy to miss during lategame.

also...as a suggestion... some mods have an ability to lock their settings in multiplayer to prevent trolling, maybe it's possible to do so with MW4\PW3 ?
ScepraX  [skapare] 8 apr, 2018 @ 4:45 
I'm working on a new version that will no longer spawn the pirates based on fleet power (which seems to cause some misconceptions). They can once again become powerful enough to form a mini-crisis if left alone. Includes rebalancing, blocking the boring Vanilla pirates, more powerful pirate stations and scaled difficulty modifiers. The idea is that they'll become increasingly more powerful during the first 400 years of a game.

Any suggestions are welcome.
ghsmith 6 apr, 2018 @ 18:47 
I was 23 years into a game, and have the Pirate Waves set to spawn every 17 months, but did not see a single pirate. I ran the console command event pirate_waves.1, and a pirate base immediately appeared. Thought everything was good at that poiont. Played four more years, and never saw another pirate. Tried using event pirate_waves.666, no joy:steamsad: 70 other mods in use, but no other pirate mods in use.
Nefertiti 2 apr, 2018 @ 9:28 
Oh, I think I understand this a bit, maybe it's because the fleet lacks strength. I agree with Monster's changes. Before that, it was a very laid back thing to clear the monsters, but now I have to race against the seconds before they destroy my mine station. This is very much in line with the monster's setting and it makes the game more challenging. Thank you very much for your reply and such great mods.
ScepraX  [skapare] 2 apr, 2018 @ 3:41 
@文明看球: The amount of pirates that spawn is limited by the fleet power of the closest country as well as the choosen difficulty. On medium difficulty the fleet power of the nearest default country needs to be 5346 before any pirates will show up, and even in that case they will be at their weakest. If the nearest country does not have the necessary fleet power no pirates will appear. The problem is that when one pirate fleet spawns it will build multiple pirate stations that will also produce fleets, enabling them to harass countries with a continuous stream of multiple small fleets. To keep the pirates from ruling the galaxy the restrictions to spawn are pretty high. At the moment I'm not sure if the balancing is right because I lack the time to properly test it.