Stellaris

Stellaris

Realistic Pirates
56 Comments
FirePrince Feb 13, 2022 @ 3:39pm 
Now rebooted as Realistic Pirates [3.3.☠] Beta.
FirePrince Feb 2, 2022 @ 6:04am 
I'll release a version for 3.3 soon, any collaboration is welcome.
Dr Jimothy Dec 5, 2021 @ 9:15am 
Has anyone got an updated version of this lying around somewhere? Messing with pirates is a lot of fun.
TheBigE Aug 24, 2021 @ 2:28pm 
It's really a shame that this mod is abandoned, there aren't many other mods that touch the non-Marauder pirates. Would love it if someone else might be able to pick it up and update it for 3.0 or 3.1 when it comes out.
Dr Jimothy Aug 11, 2021 @ 11:09am 
Pirates are just vibing in their systems. Yeah, Captain Lunar, you can sit around and drink groxahol all day for weeks at a time but to be able to afford to do that you've gotta go raiding for plunder every now and then.
Just roleplaying them as space megacorps tryna avoid paying taxes by resisting you taking the system now.
randy Aug 9, 2021 @ 1:56am 
In 3.0 the pirates AI stopped functioning. They spawn and stay put next to their base indefinitely.

It's a shame that Paradox removed pirates when they made marauders.
In a slow-paced game on a large galaxy, pirates from your species give you something to fight in early game, before you've made first contact with any aliens.
Rogueone Jun 7, 2021 @ 8:40pm 
Update for 3.03?
Ryujin May 20, 2021 @ 4:36am 
Doesnt work, breaks pirates
Carl Pease May 5, 2021 @ 2:56pm 
The Pirate fleets are not leaving the system they are generated in. Not very piraty if you ask me. lol
shoobers Apr 18, 2021 @ 8:15am 
This still works in 3.0.1 without seemingly causing issues
Wewei Apr 15, 2021 @ 4:09pm 
3.0.1??
FirePrince Apr 7, 2021 @ 3:24am 
There is a reason why no JPEG is allowed as thumbnail, because people have absolutely no idea what it is. PNG here is 3 times smaller too (also no need for an extra thumb).
Teamson Apr 6, 2021 @ 10:25am 
@Seal160 this seems not to be a bug - they have a regenerative hull. You need way more Damage than in vanilla.
Seal Apr 5, 2021 @ 11:51pm 
Same Issue as Theamson - impossible to kill pirate stations
Teamson Mar 16, 2021 @ 6:23am 
Jupp, that works - thank you brother!
xika Mar 16, 2021 @ 2:26am 
@Theamson

You might be able to destroy it using console commands.

Either the damage command:

damage 100000

deals 100K hull damage to all fleets in the selected fleet. Should work on stations.

Or the own command:

own

transfers ownership of the selected starbase, fleet or planet to you. Once you own it you should be able to delete it.

(For both commands you need to select the pirate base first.)
Teamson Mar 14, 2021 @ 5:39pm 
Needed to start fresh, because i got destroyed. Now i have another pirate station which cant be destroyed. i do damage the armor, but as soon as i hit the hull - it gets regenerated... no way to destroy it. i dont have any combat mods
Teamson Mar 14, 2021 @ 3:35pm 
worked perfect, but now i encountered a undefeatable pirate station :(Its resetting its hull points/damage every microsecond)

Any idea to fix this?
Spider Feb 19, 2021 @ 5:51am 
Can confirm, same issue as above.

I noticed you use the “any_ship_in_system” trigger for a lot of events. You should replace this with “any_fleet_in_system”. The former was deprecated a while ago by PDX.
Rocket Feb 8, 2021 @ 11:39am 
Having the same issue as p6kocka
p6kocka Feb 2, 2021 @ 3:42am 
The pirates spawned right afterc activating the mod but after defeating them they never shown up in couple of years. Have the 20 months wave edict
maltheal  [author] Jan 31, 2021 @ 4:11pm 
@Forever

yeah i could do that i can release a add-on mod that removes the edicts and just sets it to max if you want
Forever Jan 30, 2021 @ 12:26pm 
You can scale it up @maltheal according to the midgame and endgame Crysis :).
maltheal  [author] Jan 30, 2021 @ 12:10pm 
@Forever only the host can change it and most people use it to make it harder mid game

@xika yes that's an issue I'm looking at I'll have that fixed eventually

@GuaPi I do not know chinese if someone wants to translate and make a localization file for chinese I will gladly implemented it :)
Forever Jan 30, 2021 @ 12:20am 
Good mod...I suggest you make it work without edicts so people won't change it.
GuaPi Jan 29, 2021 @ 1:53am 
have a Chinese patch?
xika Jan 29, 2021 @ 1:03am 
I love the idea behind the mod and the early game challenge, but mid and late game it turned into an annoyance right now.

In my current game the only spot left uncontrolled are 3 systems locked away behind a fallen empire. All pirates spawn there and I get the "They must be dealt with"-notification, but they are no threat to me ever and I can't even get there without declaring war on the fallen empire (or jumping in). I've set them to maximum difficulty, but they still get cleaned up easily by the fallen empire. So it just turned into another notification that I ignore.

That's why I suggested spawning them on trade routes once most systems are captured. Or in border systems with other empires that have high trade.

They could also spawn 3 jumps away from your border, only hostile to you and act like a marauder raiding fleet. Except that you get less warning time and can't bribe your way out of it.
maltheal  [author] Jan 28, 2021 @ 2:10pm 
@xika

Read above for notifications

And I agree late game there need some tweaks
xika Jan 27, 2021 @ 5:28pm 
I'd love if there is a way to disable the notifications. Especially once you have the Sensor Array you will be notified about pirates spawning 100s of hyperlanes from your border.

And another nice - late game - option would be to allow them to spawn in controlled systems. On undefended trade routes as vanilla pirates. Because in my late game there are usually very few uncontrolled systems left.

Maybe even auto-enable that once 95%+ of systems are occupied.
maltheal  [author] Jan 25, 2021 @ 10:08am 
p.s the pirates hunt all empires including the AI empires equally

maltheal  [author] Jan 25, 2021 @ 10:06am 
fleets spawn monthly but that does not mean they will spawn next to you the pirates can and will spawn anywhere in the galaxy so it is spawning monthly just not always near you as for the stations the fleets go hunt and end up dying and the stations usually survive longer but the stations do spawn pirates that are not tied to monthly spawn the stations spawn via random chance the longer its there the better the chance
Ronchi Jan 25, 2021 @ 5:51am 
Also, a question, I seem to have alot more stations than fleets, is this because of a likely conflict with a mod ? I've had a few stations next to me for a number of years, I have it set to spawn monthly and no fleets, just stations.
Ronchi Jan 25, 2021 @ 5:45am 
Awesome, thank you Maltheal
maltheal  [author] Jan 25, 2021 @ 5:32am 
@microman

i might im currently having some issues with my vscode but its more likely ill make a addon as its so much less time consuming

but in the mean time to change how long the pirate stations last

go to the mod in your steam folder events/pirate_waves_events.txt
*******@pirate_waves_station_life_days = 3600 # Stations lives for 10 years before spawning fleet and it gets destroyed*******

change the *3600*

3600 is in days

so 36000 is about 99 years
Ronchi Jan 25, 2021 @ 1:42am 
Hi There, any chance you could make the pirate station life configurable so that I could make the stations live 100 years or more ?
Cosmic Cat Jan 21, 2021 @ 11:56am 
Hi,

Does anyone else get extreme fps drops starting at 2210.12.30 - 2211-01-01? It started happening after I added this mod, and it will sometimes freeze 5-8 seconds at a time (several times). It stops doing that once you reach 2212.
I assume maybe it's the script that runs then or something?
maltheal  [author] Jan 14, 2021 @ 11:42pm 
@Robotic Caretaker

im 99% sure they wont have any issues with each other :)
Robotic Caretaker Jan 14, 2021 @ 10:37pm 
How does this mod work with the Pirate Republic mod ?
Because I love both concepts
maltheal  [author] Jan 14, 2021 @ 4:35pm 
@Its_Sun

i do if you click on my Malts Mods of Stellaris collection i have a discussion folder drop the name/version there and ill take a look not all mods can be restored and im going to flesh out the mods i have right now before i bring another one back so it could take a couple weeks for me to check it out
Its_Sun Jan 14, 2021 @ 4:22pm 
Would you be willing to take mod update suggestions? Like Military Faction by DrBLOOD95? (That mod has been out since 2.2)
maltheal  [author] Jan 14, 2021 @ 4:19pm 
@Sneakaroo

um 2.8 or 2.8.1? both would technically be the latest version just ones beta testing and one is officially called "stable" and it works great in 2.8.1 but 2.8 was a hot mess for anything around the AI sooooo maybe? lol
Sneakaroo Jan 14, 2021 @ 3:17pm 
Would playing with this mod in the most updated version break it?
maltheal  [author] Jan 14, 2021 @ 10:17am 
@JenkoRun

It should be but I have not checked I'll check IMM
later and see it there is any code conflicts
maltheal  [author] Jan 14, 2021 @ 10:09am 
@davidsen324 lol the pirates attack everyone including you, the pirates don't care if you have a piracy policy or support piracy or have it banned they are coming for your creds
davidsen324 Jan 14, 2021 @ 7:25am 
The pirate fleet/station starts spawning before the piracy has been established, which i dont like. Is this a bug or a feature?
Wrath_of_Janos Jan 14, 2021 @ 7:13am 
nice
JenkoRun Jan 14, 2021 @ 6:40am 
Compatible with zofe and acot? Cheers
Mr. Flibble Jan 12, 2021 @ 5:41pm 
OMG this is awesome! One of my all time favorite mods! Pirate Wave!
Thank you, so much for updating it!
Baka Racker Jan 12, 2021 @ 4:10pm 
@maltheal I'll give it a try and let you know if I see any possible conflicts.
LogosDistributing Jan 12, 2021 @ 1:22pm 
thx so much for this!