Star Ruler 2

Star Ruler 2

Advanced Pirates
12 Comments
John Elden The Lord of Ring 18 Jul, 2017 @ 8:48am 
does it still work
Vas 15 Jan, 2016 @ 11:09pm 
Maybe you can use an outpost hull and stick guns on it in order to make the pirate hoards defended. :P I'm not sure how they work but they appear to look like some of my orbital defense stations in the graphic area so.

As for visible pirates thing, pirates try to be fast and stealthy, they don't want to be caught. They get in, pillage, and flee. A warning when they are attacking your things would be fine but not an early warning of them coming close to your system. Also pirates would hide in deep space. You never find their stash because you're never looking when you play normally however I've happened upon them a few times.

You should include an ultra rare chance that pirate boss will appear sometime after 90 min game play that is size 20k. :P

Do your pirates scale in the amount of money you get for killing them? So if I kill a 16 sized one, I get like $2 special budget where as I kill an 8k one I ge several million? :P
ArtofWar  [author] 23 Sep, 2015 @ 10:06am 
Oh and the pirate ships failing to move after a certain amount of time has to do with too much load on the game. While I can reduce the number of pirate to make it a little less likely, it is inevitable with the given builds of the game.
ArtofWar  [author] 23 Sep, 2015 @ 10:02am 
Currently im working on them here and there but for the most part these will be outdated as real life is getting in the way. As usual you guys are more than welcome to take the current version and make something of your own.
waylander80 19 Sep, 2015 @ 4:42am 
cool
Haerzog 12 Jul, 2015 @ 3:21pm 
You talk about how a pirate ship may fail to move around, and while that may be a bug, it could also thematically be a 'feature', in the way that some games have turned their bugs into features. Suppose that the occurance could just be thematically explained away as the pirate crew settling down upon the planet they just conquered. Or the whole ship is drunk as @*(# and somebody smashed the dilithium crystals...
Rizack 17 May, 2015 @ 2:31am 
hey are you still working on this mod?
guardianru 5 Apr, 2015 @ 8:09pm 
looking for yuur updates
ArtofWar  [author] 2 Apr, 2015 @ 1:13pm 
Typo, the game spawns 6 pirates after 30 minutes, not 5
ArtofWar  [author] 2 Apr, 2015 @ 1:12pm 
right now any of the pirates can spawn at around 30 minutes into a game, and by then im pretty sure you wont have enough strength to take down a 40k+ strength pirate ship. the size 8k pirate is roughly in the millions but i havent checked the mod recently so ill get back to it now that SR2 is going live. as my to do list says, I wish to get coordination between pirates, an early warning system for pirate attacks, making hoards easier to find, etc but its proving to be difficult to get results that doesnt lead to the script not working at all.
ArtofWar  [author] 2 Apr, 2015 @ 1:12pm 
im working on getting sizes above 1k from spawning in as well as increasing the total number as the game progresses. as of now the game spawns 5 pirates after a period of time and the bigger ones are less likely to spawn. this number stays static, killing a pirate will result in another being spawned in its place as well as a different design. the only way it goes up is if you scan the anomily that gives the option to take a chance and either recieve +1 influence gen and +0.15 research gen or a pirate ship will spawn that is dedicated to your empire specifically, with the other option being destroying it and not taking the chance.
myrath 1 Apr, 2015 @ 1:04am 
Sounds nice. I should test this.
Will the pirate sizes and numbers change per wave? Or is it a per-game setting?