Stellaris

Stellaris

Marauders in action
32 Comments
Gogabor  [author] 8 May @ 7:28am 
@Dark Nemesis, :handshake:
Dark Nemesis 7 May @ 7:40pm 
@jtbush00 I was running both this mod and "Lawless Space" in all my games before the 4.0 update and I had no issues. Both worked just fine in all my games as far as I could tell :)

@Gogabor Thanks for updating this mod to the 4.0 so quickly! It's a fantastic mod that you have made here that actually makes marauders feel alive in the game! :steamhappy:
Gogabor  [author] 7 May @ 8:41am 
@jtbush00, as I understand that mod re-thinks pirates, so while it doesn't interfere in marauders mechanics it is compatible.
jordicat 5 Apr @ 6:36pm 
Awesome, thanks for taking the time to reply @Gogabor ! :) :cleanseal:
Gogabor  [author] 2 Apr @ 12:37pm 
@jordicat, it is uptodate. Well, at least for current 3.14 version. I've checked it a bit for open beta, just to make sure it is not crashing and no errors in log and it works too, at least for now
jordicat 30 Mar @ 2:36pm 
This looks really neat! Anyone know if this still works with the current version? Thanks in advance!
Bluetail 11 Feb @ 11:00am 
What is that UI you're using in the screenshots? I love it!
KKedasd's 29 Jan @ 10:54pm 
Wow, great work.
ZMC SUPREME 27 Jan @ 7:32pm 
That could be interesting.
SugarMoon 27 Jan @ 6:58am 
Is this a pirate mod?
Gogabor  [author] 13 Jan @ 3:00pm 
@perl, AI handles them as any other hostiles nearby. They don't hesitate to attack if they can free some space
perl 11 Jan @ 9:24pm 
Will the AI attack the marauders, or do they just expand uncontested?
Gogabor  [author] 23 Dec, 2024 @ 12:24pm 
@Styr, I did that in different manner - amount of systems affects marauder 'power' valriable, which, in turn, is being used in calculations of chances to expand/attack/build. This mechanism is not yet tuned well, I am gathering game data and there can be changes to restrict them more.
Also note, that on difficult game level marauders are expected to be more aggressive and expand more quickly and further
Styr 23 Dec, 2024 @ 1:09am 
Sorry, I sent that a little too early. It needs an event that fires off that will split a Marauder empire that gets too big. Or, perhaps place a cap on how many systems a single Marauder can take over?
Styr 23 Dec, 2024 @ 12:52am 
Idea: this mod needs an event or something to fire off when a Marauder empire gets too big, like above 10 systems.
Baka Racker 19 Dec, 2024 @ 12:56pm 
@Gogabor Thanks for the answer, I ended up just adding it in midsave and noticed it working almost immediately:steamthumbsup:.
Gogabor  [author] 18 Dec, 2024 @ 11:38pm 
@Baka Racker, yes, can be added after game start
@Railgunner2160, right, marauders uses wormholes in vanilla, so they consider linked systems as neighboring too
Railgunner2160 18 Dec, 2024 @ 7:31pm 
Question: Are systems connected via wormhole considered a neighboring system for pirate expansion??
Baka Racker 18 Dec, 2024 @ 6:59pm 
Also, can this be added after game start and still function properly?
Baka Racker 18 Dec, 2024 @ 5:08pm 
@Gogabor So it might mesh well with GKE, then?
Gogabor  [author] 17 Dec, 2024 @ 11:28pm 
on further thinking I'd say it looks like Khan behavior - they expand, may attack, etc. On other side they are still passive - prefer empty systems first, don't attack while possible, don't retaliate.
In game now it looks like they are slowly developing and may become Khan eventually contrary to vanilla behavior when they are sitting all the time in the same system and just explode as Khan at some moment
Gogabor  [author] 17 Dec, 2024 @ 11:14pm 
@Baka Racker, not the same, this mod affects pre-Khan, dormant marauders. Great Khan mechanic is untouched and remains the same, so mods changing Khan behavior are unaffected.
And main idea of this mod is to make 'sleeping marauders' less sleepy :steambored:
Baka Racker 17 Dec, 2024 @ 2:51pm 
I know you say it is compat with everything, but I'm wondering about The Great Khan Expanded, since it seems like both mods would affect the same things?
Gogabor  [author] 12 Dec, 2024 @ 4:54am 
@Vietnam, heh, interesting idea, yes. It could be done I think and I wonder about outcome - if they will send fleets endlessly to fight for some sweet system, will they consume each other power after all or one will prevail earlier. ))
Vietnam 12 Dec, 2024 @ 1:04am 
idea: different marauder empires once they start bordering eachother should start fighting from time to time
Sparble 11 Dec, 2024 @ 5:46am 
This is a great mod idea. More marauders content!
[EHEF]光速小子1代 11 Dec, 2024 @ 3:26am 
I love it,at least they're not just beggars asking for my green apples.
Gogabor  [author] 10 Dec, 2024 @ 11:06pm 
@DingoAte, only sleeping marauders countries
DingoAte 10 Dec, 2024 @ 6:14pm 
Do you know if this applies to pirates?
Quote 9 Dec, 2024 @ 2:19pm 
Reminds me of how Pirates and hostile factions in games like Sins of a Solar Empire 2 expand... Nice concept