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Don't think it's been updated to 4.x tho.
Warp Breaches.
A mod that adds in the Chaos stuff from Warhammer in the form of a random raiding group. Now and then, a breach happens in a system either in or near an empire's territory. From the breach flows a fleet that attacks the nearest inhabited system. If it succeeds in conquering the system, the breach spawns in an invading force that tries to invade and occupy the planet. If the empire doesn't respond after a period of time, the forces of Chaos drag a portion of the planet's population back off into the Warp, causing the fleet, invasion force, and a sizable chunk of the planet's population to go away.
The downside is that the designer very often has very specific context in mind.
For example, they prefer playing on large maps where empires quickly become huge, so their numbers don't work for players who prefer smaller maps or higher player density.
But of course there are almost always ways to solve that by dynamic values using formulas or rules instead of fixed numbers, providing the designer has enough motivation and time on their hands to address that.
In any case, best of luck with your project, and thank you for creating it and sharing with the community,
I dont understand what factors dictate pirate spawn and they feel counter intuitive and with out reason aka random!
See screen shot for proof.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3534713032
I know this is a very controversial take, but I actually prefer providing as few customization options as possible beyond the absolutely essential ones, opting for alternate approaches such as dynamic scaling instead. For example, the time between pirate strength upgrades is automatically increased/reduced based on current game length (I may implement similar scaling for other mechanics in the future). This makes balancing easier and generally gives me a peace of mind that the players are using my mods as intended, rather than carelessly altering various settings without fully understanding their impact.
An in-game setting would be much more convenient, because the desired values for things like the maximum raiding distance or the threshold for the amount of systems in an Empire before a pirates country spawns heavily depend on the specific run.
For example, you are playing a game with 400 worlds / smaller game length, you want to set the values to be lower.
Then you are switching to a game with 800 worlds / longer game length, you have to edit the file again.
You switch between two saves, for example you are having a single player game and a multiplayer game with a friend when they are available, you have to edit the file every time.
But of course I understand if you don't have time for that, thank you for creating a config file in the fitst place.
If possible, it would be great if things like maximum distance to raid and cooldowns would be configurable in the game.
I’ve seen some mods are doing that through special edicts, for example.
I really appreciate it. I was sad the previous one didn't worked anymore. :')
Thanks a lot.
I'll have to put this on my to-do list to investigate the code, but I really like your mod! Ethics & Civics Classic just had a Pirate Update
Could I know which pirate events you overwritten? I would like to make sure Ethics & Civics Classic is compatible
So they can account species traits and empire civis?
For instance unruly species are more prone to generate piracy than docile the same goes with empire with beacon of liberty in opposition to police state one, etc