Stellaris

Stellaris

Realistic Pirates [3.14.☠]
348 Comments
Sabaithal May 22 @ 12:16pm 
Doesn't work on 4.0 (unsurprisingly), keeps spamming popups repeatedly.
tilarium May 17 @ 12:50am 
It’s not updated for 4.0, so yeah, it’s not working.
Kar May 16 @ 9:27pm 
it's spamming alerts everyday it's been a year into the game and it's still doing it.
I Darkstar X May 14 @ 5:51am 
Seems to spam alerts at the start of a game.
Dr. Quackers M.D. Apr 25 @ 8:47am 
spawns pirate fleets dynamically, no its arbitrary.
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.
Lawnmower Apr 7 @ 10:24am 
Yeah seriously, i put it on ensign after captain was just way to annoying. On captain i had constant pirate fleets where each one rivaled my total fleet power. And that was even when i put it on 1 pirate spawn every 100 months. So i restarted and tried ensign because i liked the concept of the mod.

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.
FirePrince  [author] Apr 5 @ 8:48pm 
THX for criticism: I'll consider this in the next update and default halve the number of pirate ships.
CometDeer Mar 10 @ 1:32pm 
This mod really missed the mark for me. It doesn't really feel like any care at all has been taken to balance any of the elements of the mod and as a result this isn't very fun to play with.

- 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.
perl Jan 10 @ 9:03am 
Is it possible to get a setting to affect the AI less? I notice AI empires really struggle with the pirates since they never attack their bases
Za_vcya Dec 29, 2024 @ 7:11am 
Не играл, но планирую, респект за обновления
Lulu Dec 7, 2024 @ 11:42am 
theses fleets absolutely murder the AI sadly
tilarium Oct 30, 2024 @ 4:19am 
Are... you trying to use a mod built for 3.13 in game version 1.14? 3.13 Stellaris is pretty much a completely different game then 1.14 Stellaris
Tech621 Oct 29, 2024 @ 7:50pm 
mod crashes while opening the empire menu [1.14.1]
Cosmoros Sep 18, 2024 @ 3:33pm 
Acot overrides compat, pls.
AL|EN Sep 16, 2024 @ 3:13am 
Love what you did with the version for mod title :steamthumbsup:
tilarium Sep 15, 2024 @ 5:05pm 
Anyone know if this works with Star Trek: New Civilizations?
FirePrince  [author] Aug 29, 2024 @ 9:55pm 
@Tidalbelt: yes, it is intended (for most compatibility, compare NSC).
Tidalbelt Aug 29, 2024 @ 9:48pm 
Are all ships meant to have access to all ship computers (corvettes being able to have carrier chip for example). (was tested with only the mod enabled)?
FirePrince  [author] Jul 30, 2024 @ 7:40pm 
@Aphyxia: ty, fix incoming.
Aphyxia Jul 30, 2024 @ 12:36pm 
NSC computer appeared in the galactic community fleet computers list after the latest update
https://imgur.com/a/aefcCiu
I don't use NSC.
FirePrince  [author] Jul 29, 2024 @ 6:58am 
@Aki Zeta-9, d.kall: ty, updated. (in fact the ship's computers are open for compat. like NSC it does)
FirePrince  [author] Jul 29, 2024 @ 5:38am 
@MyresMkG: do you mean something specific?
MyresMkG Jul 25, 2024 @ 8:43am 
Can you please update Chinese description page of this mod? Obviously it is old and outdated.
Aki Zeta-9 Jul 20, 2024 @ 10:11pm 
There is a mess with the ship's computers in this mod. It allows combat computers on civilian ships. Removes restrictions on what ships they can be installed on. Removes the evasion bonus from the sapient torpedo computer.
d.kall Jul 14, 2024 @ 3:53pm 
Probably unintended bug: marauder empires created by this mod are non-hostile to each other. This also applies when they turn into a horde, making the Great Kahn and their fleets fly straight through their marauder neighbors without beating them to a pulp
FirePrince  [author] Jul 12, 2024 @ 12:03pm 
You are right, vanilla has taken over this mod. Probably I'll fully remove the Bulwarks in the next version... or just replace the redundancy
d.kall Jul 12, 2024 @ 9:23am 
Mainly that they were redundant with the Overlord mercenary enclaves already being a thing and that the AI didn't seem capable of using it. So it felt like a huge boost in power to the player which felt a bit "unfair". Also that I mostly got the mod as a replacement to the base game pirate raids since I'm using the Optimized Trade mod so I didn't really feel the need to have anything beyond the new pirate system
FirePrince  [author] Jul 12, 2024 @ 6:32am 
@d.kall: what didn't you like about it?
FirePrince  [author] Jul 11, 2024 @ 11:47pm 
@d.kall: added option
d.kall Jul 11, 2024 @ 7:48pm 
Hey is there a way to remove the Outer Bulwark faction from an already existing game? Turning it off through the edict just turns them into a hostile faction which isn't the clean complete deletion I was hoping for
FirePrince  [author] Jul 11, 2024 @ 12:09am 
@cjjohnson995: just re-sub (and wait a bit longer)
cjjohnson995 Jul 8, 2024 @ 2:12pm 
Been having issues, it says "Missing Descriptor File" and I have no idea how to fix.
MightNight Jul 7, 2024 @ 12:26pm 
It really would be cool if you could do a spinoff of Monster Waves
FirePrince  [author] Jul 6, 2024 @ 6:02am 
Updated to v3.12.5.
@Doze14 : done
@danielbayonaors: reduced for midgame and lategame
@jtbush00: not sure
Doze14 Jul 6, 2024 @ 4:31am 
Hi I think when using this mod it prevents people from building Nanite Interdictor ships from nanotech ascention path. I disabled the mods I was using one by one to fix it and when I disabled this mod it allowed me to build the ship type. The error was SHIPDESIGNER_savefail_wrong_required_components
dani95esp Jul 6, 2024 @ 12:58am 
How i can reduce the numbers of ships spawned? I want to convert all pirate ships to crusiers for performance, but i cant find the files that create the fleets
jtbush00 Jun 3, 2024 @ 1:43pm 
Have you thought about doing something like the monster waves?
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.
FirePrince  [author] Jun 1, 2024 @ 2:23am 
SFLR my limited time does not allow me to play anymore, so anyway thx for all the comments.
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
Dark Warrior May 24, 2024 @ 5:59am 
@Alferner experienced that too, i see the construction ships moving building star bases, but for me, the fleets didnt move aside from where they spawned
Akirazine May 21, 2024 @ 9:11pm 
Holy shit wasn't expecting anymore updates for this banger mod, thanks mate
Alferner May 12, 2024 @ 1:36am 
Is it just me or does the Khan always die really quickly for others when using this mod too?
Szybs Apr 18, 2024 @ 1:29am 
hi FirePrince,

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
AnotherExample Mar 18, 2024 @ 10:07am 
What is the recommended settings when the Pirate waves settings pop up?
Should I activate bulwark? And If I normally play on GA, what is the recommended piracy difficulty from the getgo?
Anton Rabe Mar 15, 2024 @ 3:30pm 
It would be cool to have a Civic or an origin that allows you to interact positively with pirates.
For example, provide them with shelter on your territory and in return they give resources
Salv Feb 10, 2024 @ 11:54am 
I also see crisis fleets flying right through some systems that have starbases with defense platforms, neither firing on each other, which I suspect might also be coming from this mod. Earlier in the game this particular station was defeated by pirate wave fleets, I dunno if that is a coincidence.
Salv Feb 10, 2024 @ 9:34am 
Hello, I just noticed a curious behavior from AI ships that might be from this mod. Sometimes AI empire fleets seem to behave like the pirate wave fleets in terms of entering a system, then sitting 'afk' at weird places like pirates do while building pirate stations. This even seemed to happen with Unbidden fleets! I'm not sure if this behavior is really caused by this mod, or if these were just coincidences by funky AI.
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?
Alferner Feb 10, 2024 @ 8:03am 
I started a game with only me fallen empires and lots of primitives and then this happend.
Alferner Feb 10, 2024 @ 8:02am 
Rn this
{LINK REMOVED}
FirePrince  [author] Feb 10, 2024 @ 7:27am 
Not that bad, or? ;-P will be changed in 3.11, thx
Alferner Feb 10, 2024 @ 6:22am 
It seems that primitive civilizations who become spacefaring is neutral to the pirates