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Just roleplaying them as space megacorps tryna avoid paying taxes by resisting you taking the system now.
It's a shame that Paradox removed pirates when they made marauders.
In a slow-paced game on a large galaxy, pirates from your species give you something to fight in early game, before you've made first contact with any aliens.
You might be able to destroy it using console commands.
Either the damage command:
damage 100000
deals 100K hull damage to all fleets in the selected fleet. Should work on stations.
Or the own command:
own
transfers ownership of the selected starbase, fleet or planet to you. Once you own it you should be able to delete it.
(For both commands you need to select the pirate base first.)
Any idea to fix this?
I noticed you use the “any_ship_in_system” trigger for a lot of events. You should replace this with “any_fleet_in_system”. The former was deprecated a while ago by PDX.
yeah i could do that i can release a add-on mod that removes the edicts and just sets it to max if you want
@xika yes that's an issue I'm looking at I'll have that fixed eventually
@GuaPi I do not know chinese if someone wants to translate and make a localization file for chinese I will gladly implemented it :)
In my current game the only spot left uncontrolled are 3 systems locked away behind a fallen empire. All pirates spawn there and I get the "They must be dealt with"-notification, but they are no threat to me ever and I can't even get there without declaring war on the fallen empire (or jumping in). I've set them to maximum difficulty, but they still get cleaned up easily by the fallen empire. So it just turned into another notification that I ignore.
That's why I suggested spawning them on trade routes once most systems are captured. Or in border systems with other empires that have high trade.
They could also spawn 3 jumps away from your border, only hostile to you and act like a marauder raiding fleet. Except that you get less warning time and can't bribe your way out of it.
Read above for notifications
And I agree late game there need some tweaks
And another nice - late game - option would be to allow them to spawn in controlled systems. On undefended trade routes as vanilla pirates. Because in my late game there are usually very few uncontrolled systems left.
Maybe even auto-enable that once 95%+ of systems are occupied.
i might im currently having some issues with my vscode but its more likely ill make a addon as its so much less time consuming
but in the mean time to change how long the pirate stations last
go to the mod in your steam folder events/pirate_waves_events.txt
*******@pirate_waves_station_life_days = 3600 # Stations lives for 10 years before spawning fleet and it gets destroyed*******
change the *3600*
3600 is in days
so 36000 is about 99 years
Does anyone else get extreme fps drops starting at 2210.12.30 - 2211-01-01? It started happening after I added this mod, and it will sometimes freeze 5-8 seconds at a time (several times). It stops doing that once you reach 2212.
I assume maybe it's the script that runs then or something?
im 99% sure they wont have any issues with each other :)
Because I love both concepts
i do if you click on my Malts Mods of Stellaris collection i have a discussion folder drop the name/version there and ill take a look not all mods can be restored and im going to flesh out the mods i have right now before i bring another one back so it could take a couple weeks for me to check it out
um 2.8 or 2.8.1? both would technically be the latest version just ones beta testing and one is officially called "stable" and it works great in 2.8.1 but 2.8 was a hot mess for anything around the AI sooooo maybe? lol
It should be but I have not checked I'll check IMM
later and see it there is any code conflicts
Thank you, so much for updating it!