Stellaris

Stellaris

Pirate Waves 3: Marauders
15 kommentarer
FirePrince 28. feb. 2022 kl. 23:13 
New reboot at Realistic Pirates [3.3.☠] - there are now options for Marauders/Mercenaries and Pirate Republic.
perl 21. juni 2018 kl. 14:10 
Can you add a policy option to disable the mercenary fleets from being affected?
北内雪崩型 12. juni 2018 kl. 16:46 
We really need a "Leviathan Waves" now:steamhappy:
kevinhann 27. maj 2018 kl. 10:11 
Does it work with 2.1?
Chastity the Celibate 6. maj 2018 kl. 3:35 
Lol
ScepraX  [ophavsmand] 4. maj 2018 kl. 14:25 
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  [ophavsmand] 23. apr. 2018 kl. 13:42 
@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 23. apr. 2018 kl. 13:28 
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  [ophavsmand] 23. apr. 2018 kl. 13:12 
@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 23. apr. 2018 kl. 12:02 
@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 23. apr. 2018 kl. 11:59 
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  [ophavsmand] 20. apr. 2018 kl. 1:22 
Moved the multiple marauder crisis events to Crysis .
ScepraX  [ophavsmand] 20. apr. 2018 kl. 0:29 
@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 19. apr. 2018 kl. 15:44 
Can you make a mod with multiple Khans allowed but not requiring Pirate Waves? I want to keep performance high without extra fleets.
jtexasboyz 19. apr. 2018 kl. 14:53 
yes