Stellaris

Stellaris

Realistic Pirates
56 Comments
FirePrince 13 Feb, 2022 @ 3:39pm 
Now rebooted as Realistic Pirates [3.3.☠] Beta.
FirePrince 2 Feb, 2022 @ 6:04am 
I'll release a version for 3.3 soon, any collaboration is welcome.
Dr Jimothy 5 Dec, 2021 @ 9:15am 
Has anyone got an updated version of this lying around somewhere? Messing with pirates is a lot of fun.
TheBigE 24 Aug, 2021 @ 2:28pm 
It's really a shame that this mod is abandoned, there aren't many other mods that touch the non-Marauder pirates. Would love it if someone else might be able to pick it up and update it for 3.0 or 3.1 when it comes out.
Dr Jimothy 11 Aug, 2021 @ 11:09am 
Pirates are just vibing in their systems. Yeah, Captain Lunar, you can sit around and drink groxahol all day for weeks at a time but to be able to afford to do that you've gotta go raiding for plunder every now and then.
Just roleplaying them as space megacorps tryna avoid paying taxes by resisting you taking the system now.
randy 9 Aug, 2021 @ 1:56am 
In 3.0 the pirates AI stopped functioning. They spawn and stay put next to their base indefinitely.

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.
Rogueone 7 Jun, 2021 @ 8:40pm 
Update for 3.03?
Ryujin 20 May, 2021 @ 4:36am 
Doesnt work, breaks pirates
Carl Pease 5 May, 2021 @ 2:56pm 
The Pirate fleets are not leaving the system they are generated in. Not very piraty if you ask me. lol
shoobers 18 Apr, 2021 @ 8:15am 
This still works in 3.0.1 without seemingly causing issues
Wewei 15 Apr, 2021 @ 4:09pm 
3.0.1??
FirePrince 7 Apr, 2021 @ 3:24am 
There is a reason why no JPEG is allowed as thumbnail, because people have absolutely no idea what it is. PNG here is 3 times smaller too (also no need for an extra thumb).
Teamson 6 Apr, 2021 @ 10:25am 
@Seal160 this seems not to be a bug - they have a regenerative hull. You need way more Damage than in vanilla.
Seal 5 Apr, 2021 @ 11:51pm 
Same Issue as Theamson - impossible to kill pirate stations
Teamson 16 Mar, 2021 @ 6:23am 
Jupp, that works - thank you brother!
xika 16 Mar, 2021 @ 2:26am 
@Theamson

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.)
Teamson 14 Mar, 2021 @ 5:39pm 
Needed to start fresh, because i got destroyed. Now i have another pirate station which cant be destroyed. i do damage the armor, but as soon as i hit the hull - it gets regenerated... no way to destroy it. i dont have any combat mods
Teamson 14 Mar, 2021 @ 3:35pm 
worked perfect, but now i encountered a undefeatable pirate station :(Its resetting its hull points/damage every microsecond)

Any idea to fix this?
Spider 19 Feb, 2021 @ 5:51am 
Can confirm, same issue as above.

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.
Rocket 8 Feb, 2021 @ 11:39am 
Having the same issue as p6kocka
p6kocka 2 Feb, 2021 @ 3:42am 
The pirates spawned right afterc activating the mod but after defeating them they never shown up in couple of years. Have the 20 months wave edict
maltheal  [author] 31 Jan, 2021 @ 4:11pm 
@Forever

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
Forever 30 Jan, 2021 @ 12:26pm 
You can scale it up @maltheal according to the midgame and endgame Crysis :).
maltheal  [author] 30 Jan, 2021 @ 12:10pm 
@Forever only the host can change it and most people use it to make it harder mid game

@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 :)
Forever 30 Jan, 2021 @ 12:20am 
Good mod...I suggest you make it work without edicts so people won't change it.
GuaPi 29 Jan, 2021 @ 1:53am 
have a Chinese patch?
xika 29 Jan, 2021 @ 1:03am 
I love the idea behind the mod and the early game challenge, but mid and late game it turned into an annoyance right now.

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.
maltheal  [author] 28 Jan, 2021 @ 2:10pm 
@xika

Read above for notifications

And I agree late game there need some tweaks
xika 27 Jan, 2021 @ 5:28pm 
I'd love if there is a way to disable the notifications. Especially once you have the Sensor Array you will be notified about pirates spawning 100s of hyperlanes from your border.

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.
maltheal  [author] 25 Jan, 2021 @ 10:08am 
p.s the pirates hunt all empires including the AI empires equally

maltheal  [author] 25 Jan, 2021 @ 10:06am 
fleets spawn monthly but that does not mean they will spawn next to you the pirates can and will spawn anywhere in the galaxy so it is spawning monthly just not always near you as for the stations the fleets go hunt and end up dying and the stations usually survive longer but the stations do spawn pirates that are not tied to monthly spawn the stations spawn via random chance the longer its there the better the chance
Ronchi 25 Jan, 2021 @ 5:51am 
Also, a question, I seem to have alot more stations than fleets, is this because of a likely conflict with a mod ? I've had a few stations next to me for a number of years, I have it set to spawn monthly and no fleets, just stations.
Ronchi 25 Jan, 2021 @ 5:45am 
Awesome, thank you Maltheal
maltheal  [author] 25 Jan, 2021 @ 5:32am 
@microman

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
Ronchi 25 Jan, 2021 @ 1:42am 
Hi There, any chance you could make the pirate station life configurable so that I could make the stations live 100 years or more ?
Cosmic Cat 21 Jan, 2021 @ 11:56am 
Hi,

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?
maltheal  [author] 14 Jan, 2021 @ 11:42pm 
@Robotic Caretaker

im 99% sure they wont have any issues with each other :)
Robotic Caretaker 14 Jan, 2021 @ 10:37pm 
How does this mod work with the Pirate Republic mod ?
Because I love both concepts
maltheal  [author] 14 Jan, 2021 @ 4:35pm 
@Its_Sun

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
Its_Sun 14 Jan, 2021 @ 4:22pm 
Would you be willing to take mod update suggestions? Like Military Faction by DrBLOOD95? (That mod has been out since 2.2)
maltheal  [author] 14 Jan, 2021 @ 4:19pm 
@Sneakaroo

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
Sneakaroo 14 Jan, 2021 @ 3:17pm 
Would playing with this mod in the most updated version break it?
maltheal  [author] 14 Jan, 2021 @ 10:17am 
@JenkoRun

It should be but I have not checked I'll check IMM
later and see it there is any code conflicts
maltheal  [author] 14 Jan, 2021 @ 10:09am 
@davidsen324 lol the pirates attack everyone including you, the pirates don't care if you have a piracy policy or support piracy or have it banned they are coming for your creds
davidsen324 14 Jan, 2021 @ 7:25am 
The pirate fleet/station starts spawning before the piracy has been established, which i dont like. Is this a bug or a feature?
Wrath_of_Janos 14 Jan, 2021 @ 7:13am 
nice
JenkoRun 14 Jan, 2021 @ 6:40am 
Compatible with zofe and acot? Cheers
Mr. Flibble 12 Jan, 2021 @ 5:41pm 
OMG this is awesome! One of my all time favorite mods! Pirate Wave!
Thank you, so much for updating it!
Baka Racker 12 Jan, 2021 @ 4:10pm 
@maltheal I'll give it a try and let you know if I see any possible conflicts.
LogosDistributing 12 Jan, 2021 @ 1:22pm 
thx so much for this!