Stellaris

Stellaris

Pirate Waves 3: Marauders
15 Comments
FirePrince Feb 28, 2022 @ 11:13pm 
New reboot at Realistic Pirates [3.3.☠] - there are now options for Marauders/Mercenaries and Pirate Republic.
perl Jun 21, 2018 @ 2:10pm 
Can you add a policy option to disable the mercenary fleets from being affected?
北内雪崩型 Jun 12, 2018 @ 4:46pm 
We really need a "Leviathan Waves" now:steamhappy:
kevinhann May 27, 2018 @ 10:11am 
Does it work with 2.1?
Chastity the Celibate May 6, 2018 @ 3:35am 
Lol
ScepraX  [author] May 4, 2018 @ 2:25pm 
I only now found out you can hire ridiculously strong mercenaries with this mod. A 20k fleet with no upkeep for 6500 energy seems like cheating. Though the AI managed to use it better than me to be honest.
ScepraX  [author] Apr 23, 2018 @ 1:42pm 
@Chirumiru ShiRoz: Well I don't know if it's even possible to check whether fleets can actually merge so a mod that tries to do that through events, which is what I think you're saying, would be incompatible with any fleet that has the settings changed. Most marauders fleets can't be upgrades, disbanded, change composition or change leader.

I'm afraid I can't really fix this issue. The mod that tries to make them merge should exclude the Marauder country from their code. And the Sentinels as well while they're at it. Those country have fleets that are limited in options. This is all conjecture though.

I haven't changed anything to how the Marauders operate. No events were changed. No fleet settings were changed. Other than the ships that the fleets consist of nothing was modfiied. The only thing in this mod are overwritten scripted effects for Marauder ship based fleets creation. It should not have an effect on this bug.
Chirumiru ShiRoz Apr 23, 2018 @ 1:28pm 
I think that's what's causing the AI to bug, it tries to merge but it can't. I think it may have something to do with Glavius AI/Enhanced AI mods?
ScepraX  [author] Apr 23, 2018 @ 1:12pm 
@Chirumiru ShiRoz: The marauder fleets should be prohibited from merging. This is the case in the Vanilla scripted effects and the ones from this mod as I haven't changed it.
Chirumiru ShiRoz Apr 23, 2018 @ 12:02pm 
@Sceprax Not sure if it's related to this mod or just generic AI-dumbness, but the Horde's fleets are stuck trying to merge themselves to form bigger fleets and they end up stucking in their home starting area.
Chirumiru ShiRoz Apr 23, 2018 @ 11:59am 
Damn that's a bummer, I have other mods that also overwrites crisis event, guess I'll have to live with only one khan lol.
ScepraX  [author] Apr 20, 2018 @ 1:22am 
Moved the multiple marauder crisis events to Crysis .
ScepraX  [author] Apr 20, 2018 @ 12:29am 
@xnadu27: I might move the Khan related events to Crysis . Would that be satisfactory?

This mod will not create extra fleets. It will replace the fleets created by the Vanilla marauder events with those from Pirate Waves. The results depend on when the Marauder events are triggered but in general the Marauder fleets will be smaller, expecially during the midgame. This might actually increase the performance of the game at that point. Though it's also possible to get much larger Marauder fleets during the endgame which will have a performance impact.
Chastity the Celibate Apr 19, 2018 @ 3:44pm 
Can you make a mod with multiple Khans allowed but not requiring Pirate Waves? I want to keep performance high without extra fleets.
jtexasboyz Apr 19, 2018 @ 2:53pm 
yes