Space Engineers

Space Engineers

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War Against Pirates (IMDC)
   
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Type: Mod
Mod category: Script, Other
File Size
Posted
Updated
1.011 MB
5 Feb, 2016 @ 7:25pm
15 Jun, 2016 @ 6:48pm
32 Change Notes ( view )

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War Against Pirates (IMDC)

In 1 collection by Bouncy
War Against Pirates - Versions
2 items
Description
<This mod is no longer updated>

Vanilla-friendly: No other mods required.

What this mod does:
This mod is intended to balance pirates for multiplayer or hardcore singleplayer. Ever wanted generated fleets to battle on-the-fly without stepping into creative mode? This is the mod for you. I initially made this mod for me because I couldn't find something like this. So I thought I'd share it with the community. Enjoy!

Here's some vanilla pirate bases you can paste onto your planets that will spawn ships from vanilla or this mod.

FAQ:
• Can I use this is an existing world? Yes. You won't need to start a new world.
• Why are there no pirates spawning? Check if your start scenario is one that spawns pirate encounters.
• Will you be adding more ships? I've stopped working on this particular version of the mod.
• Do I need to enable cargo ships? No, but it's highly recommended.
• Can this work with other mods? The only mod I know that interferes with this is EEM or other WAP versions.
• Ships aren't chasing me? Make sure programmable blocks are enabled in your world.

Ships and stations are derived from the IMDC packs made by JD Horx (with their permission). I've made modifications to them to make them compatible with the AI scripts here. You may use this mod as you please - just be sure to give credit appropriately.

All of the ships have a unique personality in how they fight. Their main focus is protection of their territory. Cargo and utility ships will flee. Most combat ships will come straight at you and try to line up their main weapons to you. Some will try to ram you, others won't. Most combat ships will call off hunting you and retreat when they are unable to fight or if a certain amount of time passes. If you take out the broadcasting antenna, the spawning will be interrupted and enemy reinforcements will be cut off. Retreating out of their radar range will also cease the spawning (though some ships will still hunt).

Want something a little different? Check out different versions of this mod.
347 Comments
Wolfpackalpha8 13 Jan, 2021 @ 2:43pm 
this is great fucking idea for a mod keep it up :steamthumbsup:
Nitrogameace 3 Feb, 2020 @ 5:54am 
hey dRUPpl the orks mod does the same thing
dRuPpI 1 Feb, 2020 @ 10:53pm 
can this pleas be updated for Modular Encounters Spawner?
would love to fight the 11th fleet
Nitrogameace 14 Sep, 2018 @ 10:08am 
currently my test show its broken as all ships spawn without ai( aka they dont move)
Avience 29 Aug, 2018 @ 6:54am 
anyone knows if this mod still works?
Sgt.Ritz Crackerz 28 Jul, 2018 @ 5:03am 
@ball
With the new update, and probably not going to have a nother major update for awhile, do you see youself working on this again?
cen2050 27 Jun, 2018 @ 3:03pm 
First off I LOVE this mod and have used it extensively to make a more PVE style game in both single and multiplayer. Even making pasting in my own spawning stations to create a "Fleet in a box"

That said, I am experiencing an oddity: On planerts the atmo based ships spwn and fight properly. In space however none of the ships that spawn remain stationary. Even things like the cerbreus just don't move. Is this because of some A.I. update? Or something that has broken on my end (this has happened before) And is anyone else experience this?
EKG_Todesbrot 4 Jun, 2018 @ 1:27pm 
We have this on a non-dedi Server and we don't encounter any pirates, even if we have Antennas and Stuff, anything we do wrong or does this mod need configuration and if so how?

Hope you guys can help, thanks in advance!
James Fire 1 May, 2018 @ 1:22am 
So we are out of beta now. Thinking of looking at this again?
ArtyomBlin 10 Mar, 2018 @ 7:19am 
Is it working right now ?