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Dynamic implies taking more factors into account. If that was the case my crime free empire should not be spawning pirates in systems i own that are with in 1 to 3 jumps of 3 star fortress with enough trade protection to make a Ferengi drool.
Factors like economy, trade protection, last time a military fleet passe thru, storm protection, goals for the pirate that when meet will cause disbanding, maybe sometimes that thing is a job and i can get a free fleet with high upkeep and a leader who might not agree with me, maybe they want a hab and to be a free port under your realm, or maybe they just want to pillage.
Point is this feel far far far far from dynamic.
But god damn, 10 years in and i'm sitting on around 2k fleet power with another 10 corvettes being built. POW 3k pirate fleet just right next door. I cant even imagine what it would be like if the difficulty was on Grand Admiral.
- The pirates are fun in principle, but they seem WAY too overtuned. Economy doesn't matter to them, and they can spam fleets and stations while being mostly impervious to any "strategic damage". Killing their bases does nothing but stop that specific base from being used as a fleet spawn point.
- The Outer Bulwark is even worse as far as I'm concerned. They will at some point """"ask"""" you if they can use your planets to do some science. If you say no, they will send two fleets sporting about 100k military power each to permanently destroy your space stations and bombard your planets. At the point in the game where I was I had COMBINED maybe 90k fleet power between my 3 fleets, and I definitely had the strongest military out of the normal factions at that point.
https://imgur.com/a/aefcCiu
I don't use NSC.
@Doze14 : done
@danielbayonaors: reduced for midgame and lategame
@jtbush00: not sure
https://steamcommunity.com/sharedfiles/filedetails/?id=2296804172&searchtext=tass
I would love to have this back, maybe could make some custom monsters and they could have a "pirate republic" in their own way.
I'll try to fix all the reports. But be honest I not fully understand your bug reports...
In the meanwhile, if you missed it, there is an addon for this mod now "Freebooters Origin":
https://steamcommunity.com/sharedfiles/filedetails/?id=3253479588
There is a critical bug in your mod.
I've found that when this mod is enabled Space Amoeba cannot destroy (disable) System Space Stations, they are engaging the station, and when the space station reach 1 hull point it stays like that for whole game.
Then leads to a huge lag in game as the Amoeba is constantly circling around station firing at it but it cannot destroy it.
Not sure if that affects other space creatures but I've found that with space amoebas so far
Should I activate bulwark? And If I normally play on GA, what is the recommended piracy difficulty from the getgo?
For example, provide them with shelter on your territory and in return they give resources
Also, the AI seems to have a bit of a tough time clearing out pirate stations in neighboring systems. This results in chunks of the galaxy filled with pirate stations that the player has to clear out themselves. Is this behavior intended?
{LINK REMOVED}https://prnt.sc/mm9qUx5NRea_