Master of Orion

Master of Orion

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Pirates Everywhere!
As I start a game, none of the systems are developed. Yet they all contain pirates. With no one living in these systems, what are the pirates subsisting on? Is there a way to turn pirates off?
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Showing 1-15 of 23 comments
mewdego Apr 25, 2016 @ 5:25am 
yes, starting a new game, in the same window you set galaxy parameters... press advanced settings...

http://steamcommunity.com/sharedfiles/filedetails/?id=651671659
Last edited by mewdego; Apr 25, 2016 @ 5:27am
kharnvor Apr 25, 2016 @ 11:28am 
I've noticed a massive increase in pirate activity. Each time I bomb a pirate base, a new one pops up somewhere else. In my new game, I've had to destroy the same base in the same system at least twice now in two different systems, and now there's a third one. It seems that there is a very high chance an unoccupied system will generate a pirate base each turn.
Draco Apr 25, 2016 @ 11:38am 
I feel that the pirates have been increased in this game, for the first time I had my colony ship and 2 of my scouts killed by pirates as soon as i entered the nearest system to my home planet (turn 5 I believe)

That was disappointing since my frigate was heading to another system. Lesson learned guard your colony ships I guess (never had to before in hundreds of hours on turn 1)
FourteenFour Apr 25, 2016 @ 11:53am 
The AI is not bombing pirate bases, hence they persist
univ3rsalsoulja Apr 25, 2016 @ 4:07pm 
We can just bomb them ♥♥♥♥♥ right? I been on blockade at one base for ever. Also before the update I rescued slaves on a pirate colony.
Morti Apr 25, 2016 @ 4:21pm 
Originally posted by univ3rsalsoulja:
We can just bomb them ♥♥♥♥♥ right? I been on blockade at one base for ever. Also before the update I rescued slaves on a pirate colony.

Yes, bombing their base, slows down the spawnrate of ships (in best case you bomb all their bases, then the next ship will only spawn after another new piratebase spawned). Anywaysgetting early space factory might sovle this issue, you can guard your boarders (just dont let them kill the factory before you can build the space outpost things).
Originally posted by TideBiRD // MortiBiRD:
Originally posted by univ3rsalsoulja:
We can just bomb them ♥♥♥♥♥ right? I been on blockade at one base for ever. Also before the update I rescued slaves on a pirate colony.

Yes, bombing their base, slows down the spawnrate of ships (in best case you bomb all their bases, then the next ship will only spawn after another new piratebase spawned). Anywaysgetting early space factory might sovle this issue, you can guard your boarders (just dont let them kill the factory before you can build the space outpost things).
I've noticed that the battle station doesn't intercept an incoming pirate unless the pirate attacks it.
Morti Apr 25, 2016 @ 7:24pm 
Originally posted by kenthenson:
Originally posted by TideBiRD // MortiBiRD:

Yes, bombing their base, slows down the spawnrate of ships (in best case you bomb all their bases, then the next ship will only spawn after another new piratebase spawned). Anywaysgetting early space factory might sovle this issue, you can guard your boarders (just dont let them kill the factory before you can build the space outpost things).
I've noticed that the battle station doesn't intercept an incoming pirate unless the pirate attacks it.

They cant trespass it. So they cant reach your planet. They might live a happy life on the other side, but they wont annoy you with blockades.
Sandman Apr 28, 2016 @ 7:11am 
use a space factory to build a deep space scanner in that system and the pirate base will not respawn.
FourteenFour Apr 28, 2016 @ 7:22am 
However having pirates bases respawn is actually a good tactic as you can farm that for population and gold
Silversata Apr 28, 2016 @ 7:25am 
The extra population or gold you get from pirate bases early on can be pretty helpful. I always bomb them when I can find them in the hopes for that extra population point.
Kody Apr 28, 2016 @ 1:53pm 
Pirates are a little too successful right now due to the AI not knowing how to handle the changes we made in the latest build. We have a patch in the works that will be disabling pirates near AI start systems until we can get AI handling pirates properly.
Migromul Jun 24, 2017 @ 8:38am 
And how DO you bomb a pirate base?!? I have a Bomber at the base, but unable to attack. There spawned a pirateship the round before. I was only able to attack the ship.

And what are the mode "readyness" for? ("Bereitschaft")
frdnwsm Jun 24, 2017 @ 11:02am 
Odd, in my latest game I think I saw exactly 1 irate base. I'm using Spud's 5x mod though. It's not listed as turning pirate genning down, but maybe it is having some effect.

In any event, farming pirate bases, as noted above, can be quite helpful early on. Turn out a couple of frigates with A: MIRVed nuclear missile and B: one bomb and you will have pirates on the ropes.
Last edited by frdnwsm; Jun 24, 2017 @ 11:02am
CaptainNebulous Jun 25, 2017 @ 9:14pm 
The pirates in this game are just horrible. They are basically just a cheap way to extend the game time a little.... but with no depth, no sense, no real AI, no feeling that you are fighting anything more than a simple robotic algarythm called "pirates."
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Date Posted: Apr 25, 2016 @ 5:21am
Posts: 23