Stellaris

Stellaris

Pirate Waves 2
62 Comments
ScepraX  [author] 4 Mar, 2018 @ 6:52am 
Pirates Waves 3 has been released!
ScepraX  [author] 4 Mar, 2018 @ 4:31am 
@Tellik: Ironically, my biggest problem with the new version at this moment is that they are too challenging.
Tellik 3 Mar, 2018 @ 11:30pm 
I think this is one of the few mods I'm missing for 2.0. There are mods that spawn pirates for the AI as well, but late game when your fleet is upwards of 100k and it just spawns a 2k pirate? It's just a speed bump instead of a challenge.
ScepraX  [author] 28 Feb, 2018 @ 11:36am 
I'll put it on my list of mods to update.
Doc 28 Feb, 2018 @ 8:10am 
Not to mention, the paradox pirates are a player only event for empty systems. Pirates pretty much disappear in games, and will never exist elsewhere in the universe. Granted the player can handle pirates far better than AIs, but it just detracts from the feel of the pirate threat. And the Marauders just sort of suck right now.
henk 28 Feb, 2018 @ 2:23am 
I'd like to show support for this mod aswell, much better than Paradox :)
oni1313 28 Feb, 2018 @ 2:17am 
I really like this mod better then the new pirates.
The pradox pirates are just annoying. This mods Pirates, with the ability to configurate how strong and often they come makes them a real challange. and Fun especially with a mod that creats unity for militarist when destroing ships.
Doc 27 Feb, 2018 @ 10:59pm 
Turns out your pirate set up was better than the one Paradox came up with!
tmonahan23 23 Feb, 2018 @ 4:56pm 
I would suggest that the pirate wave spawn happen for late game ... when all space is occupied by an empire since vanilla pirates will stop spawning
Timrath 22 Feb, 2018 @ 2:47pm 
"Unsure if this mod will have any value in 2.0"
It's probably obsolete now, but it was one of the best mods out there. You did us all a great service, ScepraX!
xxjcrxx 22 Feb, 2018 @ 2:16pm 
updated
ScepraX  [author] 21 Feb, 2018 @ 3:11pm 
@MightNight: Unsure if this mod will have any value in 2.0 considering the addition of the marauders, which is like an official well balanced version of this mod, at least that it what I sincerely hope. We shall see.
MightNight 20 Feb, 2018 @ 10:51pm 
2.0 plans?
Mosley was right 27 Jan, 2018 @ 10:03pm 
My man, this mod is insane. With some help from other mods, you can have an epic-level pirate crisis on your hands.
Doc 11 Jan, 2018 @ 10:59am 
"Pirates of the Constellation:
Watch out for Marauders – space nomads who raid settled empires and carve out their lives on the fringe of civilization. Hire them as mercenaries in your own conflicts, but take care that they don’t unify and trigger a new mid-game crisis!"
-
Ha! Did someone take notes?
DJ The Fox 9 Jan, 2018 @ 1:25am 
Thanks, really like this mod. keep on the good work.
Red Moff 8 Jan, 2018 @ 11:10pm 
Fantastic! Thank you.
ScepraX  [author] 8 Jan, 2018 @ 1:48pm 
Finally fixed that annoying bug!
DJ The Fox 26 Dec, 2017 @ 7:00pm 
please update the mod, it makes the game really interesting.
Timrath 22 Dec, 2017 @ 2:39pm 
I'm afraid this mod no longer works in 1.9. It doesn't generate any errors, but neither does it generate any pirates.
Red Moff 19 Dec, 2017 @ 3:45pm 
Would love to see the mode updated. It was real fun while it worked.
SoulTechnology 11 Nov, 2017 @ 5:42am 
would love to see a version that removes the ingame edicts and options. primarily for use in MP with friends i dont necesaruly trust but also to prevent menu spam abit. mod seems just default settings adaptive and baalnced enough so would be nice if there was just a version that did just that in the background and wastnt adjustable mid game.
ZeridanMoriarty 28 Sep, 2017 @ 2:23pm 
Encountered a bug that crashes the game. Here's the log for it:
[17:21:42][event.cpp:662]: Script Error, attempted to execute an event on an unsupported scope!
Event: pirate_waves.2
Event Scope: fleet
Executing Scope: type=fleet
id=100663833
random={ 578227758 578227758 }
from={
type=fleet
id=100663833
random={ 989940960 269775780 }
from={
type=fleet
id=100663833
random={ 479989627 4127330765 }
from={
type=planet
id=4296
random={ 808564444 808564444 }
from={
type=country
id=0
random={ 957703748 1617151710 }
from={
type=none
id=0
random={ 1895935226 1881209822 }
saved_event_target={
type=fleet
id=100663833
name="spawn_location"
}
saved_event_target={
type=country
id=44
name="current_pirate_country"
}
saved_event_target={
type=species
id=17
name="closest_country_species"
}
}
}
}
}
}

Caellach 24 Sep, 2017 @ 8:57pm 
yay hes back.. and yay an update...
ScepraX  [author] 24 Sep, 2017 @ 10:57am 
@Caellach: You're right btw. Hadn't even launched steam in at least a month. Just decided to check my steam messages and a patch happened to be released the day before.
ScepraX  [author] 24 Sep, 2017 @ 10:35am 
Updated to v1.8. No changes were needed.
Caellach 24 Sep, 2017 @ 2:08am 
no idea.. I dont think hes been on in ages..
Reflectere 23 Sep, 2017 @ 10:19pm 
Will this mod have a 1.8 update? thx
Mosley was right 21 Sep, 2017 @ 1:52pm 
Can't wait to try this baby out!
Mosley was right 21 Sep, 2017 @ 1:52pm 
Oh, HELL yes!
JDF31596 21 Sep, 2017 @ 12:48pm 
update please?
Caellach 9 Aug, 2017 @ 12:44am 
prehaps you should try turning down the difficulty to easy and maybe change the spawn rates of the pirates to maybe 1% and also use the event pirate_waves.666 to remove all the pirates currently in the game Mattias.
mattias6575/Radioblade 8 Aug, 2017 @ 6:24pm 
This MOD IS BROKEN I HADE NO CHANSE 60 YEARS INTO MY PLAYING SESION AND THE PIRATES ARE SPAWNING INSIDE MY EMPIRE AND THEY KEEP ROINING MY EKO FIX YOUR STUPID MOD
Caellach 7 Aug, 2017 @ 2:53am 
me likey your monster waves and pirate waves mods
Bun 22 Jul, 2017 @ 5:57pm 
I wish I could edit, but I also had 500 empires at the start, while it's likely that some were put into the same situation as I and had a bunch spawn next to them, 309 empires have died in 50 years, over 200 of them in the first.

I personally blame the pirates, and I love it.
Bun 22 Jul, 2017 @ 5:56pm 
It seems that either this mod or Monster Spawner breaks Real Space, though i haven't tested them with just those enabled, it zooms into the sun and won't let you zoom out whenever you select a different solar system.

Also are there any tests with how fallen empires deal with this? I partly installed this to test if Fallen Empires could be slowed in a huge, very slow game with 30 of them. (Heavily modded, but days can take ~5seconds)
Racockon 19 Jul, 2017 @ 10:40pm 
Thinking about it, thats probably a stupid question...
Racockon 19 Jul, 2017 @ 9:22pm 
Should I use this, the first mod or both?
BladeofSharpness 13 Jul, 2017 @ 9:31am 
Oh... I reread your text. It is true that one of their fleet sat one year in my territory, I was busy cleaning pirates in the south. Is that the cause for the new station? If yes, I take back my previous comment, you are doing it perfect ;)
BladeofSharpness 13 Jul, 2017 @ 9:30am 
Hi ScepraX. First, your mod is great! Now a question, it seems a pirate base can be spawned even in controlled space, is that not a bit too much? Because I can guard my frontiers, but if they can settle within controlled (and abstractly patrolled) space, this is a bit of a let down.
tolaburke 11 Jul, 2017 @ 12:28am 
Your Kill Counter overlaps the text telling you about pirates.
Trace Projectile 7 Jul, 2017 @ 11:43pm 
This mod is an awesome idea, and should in theory give me something to do during peacetime. I'll try it, looks good!
BladeofSharpness 3 Jul, 2017 @ 11:03pm 
Is the mod update dynamic for an ongoing game?
Shemone 29 Jun, 2017 @ 4:54am 
Thanks for this ScepraX, i can confirm everything seems to be working now - it took around 100 years for the pirate threat to really show up, but that's probably down to the galaxy size - which now means i'm swimming in debris from wrecked pirates, my fault for cranking it up to Insane difficulty :)
ScepraX  [author] 26 Jun, 2017 @ 11:59am 
@Shemone: Thank you for reporting this. I've updated the mod to use a specific trait for the pirate captains. This fixes the compatibility issues you experienced.
ScepraX  [author] 26 Jun, 2017 @ 11:21am 
@Shemone: I've looked into it and... it works fine with ISBS and New Ship Classes 5.0. It works with all of these mods except Trait Collection which somehow seems to break this mod. Going to look into this.
Shemone 26 Jun, 2017 @ 3:35am 
I believe other mods are able to break this mod, i'm currently running the following;

ISBS - Living Systems
ISBS - Dommsday Weapons & Ships
ISBS: Balance
ISBS: Graphics
Trait Collection
New Chip Class v5.0
Guilli's Planet modifiers
Ground Megastructures
Plentiful Traditions

I'm pretty sure it's once of the ISBS mods thats bugging it out, beyond the initial pirate spawn nothing appears and the pirate log in situation log shows no murders occuring across the entire galaxy. Any idea which mod it might be?
ScepraX  [author] 25 Jun, 2017 @ 11:55am 
@AJ: No, they will show up. Maybe even next to your capital if there's an asteroid in that system.

If the script cannot find any asteroid without a pirate station in unowned space it will choose an asteroid in owned space without a pirate station.
Earendil_ 25 Jun, 2017 @ 3:43am 
If all systems are occupied by mine and AI's Empires, (late game) the pirates won't show up?
lordxoi 15 Jun, 2017 @ 9:11am 
Yar har, fiddle di dee,
Being a pirate is all right with me,
Do what you want 'cause a pirate is free,
You are a pirate!
Yo Ho, ahoy and avast,
Being a pirate is really badass!
Hang the black flag at the end of the mast!
You are a pirate!