Stellaris

Stellaris

The Lawless Space 2.0 (Pirate Expansion)
44 Comments
RedRapture 21 Aug @ 12:02pm 
@Watchman Reery? I will go look! See if it's updated, read the comments, all that good jazz.
Nider001  [author] 21 Aug @ 10:06am 
@Watchman, friendly reminder to cite @RedRapture to show who you are replying to and avoid confusion
Watchman 21 Aug @ 9:40am 
There's already a mod that does p much exactly that, "Shroud Rising". Basically translates 40k Chaos shenanigans into Stellaris complete with Legally Distinct Necron Pylons and all that jazz to shut down the Shroud incursions.

Don't think it's been updated to 4.x tho.
Nider001  [author] 18 Aug @ 10:40am 
@RedRapture, sounds like a solid idea for a new mid-game crisis, but would certainly require a lot of work on custom assets and localization. Not sure I'll be up for such big project any time soon.
RedRapture 17 Aug @ 8:34am 
Hey, so, love this mod, and have an idea for another. You're the only one that I know of right now who's done something similar.

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.
foverlor 15 Aug @ 10:18am 
cool beans bruv
Nider001  [author] 28 Jul @ 7:21pm 
@cjjohnson995, how do you mean?
cjjohnson995 28 Jul @ 1:59pm 
Can you make it produce more for people who want more, such as a toggle option?
Mystic 26 Jul @ 10:59am 
@Nider001 I understand your motivation, and I generally agree with this approach and follow it in my own projects.
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,
Nider001  [author] 25 Jul @ 11:23pm 
@Dr. Quackers M.D., your link does not work. Pirate raids spawn in random empire-controlled system without deep space citadel or upgraded starbase as well as several other restrictions. Overall, the system is selected similarly to how systems are chosen by vanilla pirates, but with additional conditions. It's very good that they spawned close to your fleet this time - I assume you've managed to take them out quickly and without issue. Lore-wise, they covertly infiltrate the system, either smuggling ships in through illicit routes or even building them on-site.
Dr. Quackers M.D. 25 Jul @ 6:37pm 
It just makes pirate annoying as there spawning make no sense why would a pirate fellet spawn near my capital system that has a star base, on its other hyper lane connection has a has a defensive star base with I have a fleet in my home system that is and this pirate fleet spawns in the system between all that.... How did they get there?
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
Nider001  [author] 25 Jul @ 10:09am 
@Mystic, I see where you are coming from now and will keep your feedback in mind.

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.
Mystic 24 Jul @ 11:24pm 
@Nider001 Yeah, I saw your comment about the config file.
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.
Nider001  [author] 24 Jul @ 7:49pm 
@Mystic, while the raid distance is hard-coded, its cooldown can already be adjusted by altering a config file as described in the comments below yours.
Mystic 24 Jul @ 11:52am 
Thank you for creating this mod!
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.
Nider001  [author] 23 Jul @ 8:47pm 
@TY, thanks!
TY 23 Jul @ 7:33pm 
Genius, simply genius.
Nider001  [author] 23 Jul @ 11:20am 
@Dr. Quackers M.D., the file is currently intended for dev use, so its contents may get reset or altered by mod updates. The way to temporarily circumvent this is by copying this file and prepending one or more "!" to its name (e.g. "!LS_scripted_variables.txt"), then making the changes to it rather than the original.
Nider001  [author] 22 Jul @ 7:51pm 
@Dr. Quackers M.D., that's... the whole point of this mod? I am not planning to maintain multiple versions, but there is a config file in the mod folder with several adjustable values related to pirate spawn cooldown and raid frequency: "common\scripted_variables\LS_scripted_variables.txt"
Dr. Quackers M.D. 22 Jul @ 6:32pm 
to much pirate!!!! would love to see a version called "lawless space less lawless" with values that dictate spawning be cut by 1/3
Nider001  [author] 22 Jul @ 9:12am 
@DanielAir, no notable performance impact is observed on my end.
DanielAir 22 Jul @ 8:00am 
Since this mod adds new calculations, I have to ask: does it have significant impact on performance? specially during late-game.
white1498 21 Jul @ 7:06pm 
this should be official cause this adds alot more to the game.
Nider001  [author] 21 Jul @ 8:37am 
@PlainWhiteToast, naval coverage is used to calculate power projection. You can see the current naval coverage % by hovering over your naval capacity on top of the screen
PlainWhiteToast 21 Jul @ 8:12am 
Just to be clear, when you say "naval coverage", are you referring to the percentage of one's naval capacity they have built out? "Coverage" used to have something to do with paroling, but that's obviously not a thing, now.
hexosecurity319 21 Jul @ 7:45am 
Oh thank god, thanks for this update!
I really appreciate it. I was sad the previous one didn't worked anymore. :')
Thanks a lot.
Nider001  [author] 20 Jul @ 11:13pm 
@The Green Alien, adding this mod mid-save is not recommended as pirate ship designs and pirate country settings will not be updated from vanilla ones. The raiding fleets are always very weak - a single corvette-only fleet with up-to-date ship designs is enough to defeat one at all tiers of strength. The Pirate Heaven guards may get fairly strong towards the endgame depending on your difficulty setting, but should stop being an issue even at their highest tier once your fleet power surpasses 100k.
The Green Alien 20 Jul @ 8:40pm 
*pirate
The Green Alien 20 Jul @ 6:25pm 
can this mod be added mid save also how strong can private bases and fleets become in the late game, would you need to be concern about them if you are using other mods like gigastructures or ancient cache of technology
Suyadon 20 Jul @ 11:12am 
This looks really cool.
Coggernaut 20 Jul @ 11:08am 
Oh we have some significant overlap across civics, events, possibly more.

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 :steamhappy:
Nider001  [author] 20 Jul @ 9:00am 
@Coggernaut, thank you! My mod overrides the following events: "pirate.1", "pirate.4", "pirate.24", "pirate.48". In addition, it overrides all pirate ship designs, the "pirate" country type, "create_privateer_country" and "create_pirate_fleet" scripted effects.
Coggernaut 20 Jul @ 12:20am 
Awesome mod!

Could I know which pirate events you overwritten? I would like to make sure Ethics & Civics Classic is compatible
Azurewrath 19 Jul @ 7:18am 
Have you ever seen an old "cartoon" called "Exo-Squad"? It was my favorite show when I was young. It detailed a time when we were in space with mighty fleets of ships. There was also a very strong pirate faction with their own fleet of ships that played a major role in the show. I loved it.
jackrackham001 18 Jul @ 5:38pm 
This will be in my next run. No doubt.
Nider001  [author] 16 Jul @ 8:02am 
@Szybs, likely not, for the same reason I recently removed the pirate frequency modifiers for having authoritarian/egalitarian ethics: I'd like to keep the mechanics uniform and straightforward instead of punishing players for using certain empire setups.
Szybs 16 Jul @ 2:26am 
great ideo on this mod, wonder if you could add more modifiers to the triggers for piracy?

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
Callipygian Apribot 15 Jul @ 8:35am 
Was eagerly anticipating this one, thrilled to give it a shot!
Nider001  [author] 15 Jul @ 7:57am 
I've thought it over and decided to change the modifiers to check for low/high naval coverage (below 30% or above 70%) instead, on account of your feedback.
Watchman 14 Jul @ 2:25pm 
Basically, more disaffected people falling through various cracks and/or finding the general society unlivable (eg. due to persecution of their ideas/beliefs/identities) and absconding to the fringes, resorting to piracy and suchlike to support themselves and possibly also harass the realm of their origin for reasons both political and personal. Think any number of IRL Third World guerilla movements that nigh-inevitably turn to activities like kidnapping, extortion, drug trade and plain banditry and robbery (piracy if suitably situated, as in eg. Somalia and various Maritime SEA countries) to sustain themselves.
Nider001  [author] 14 Jul @ 10:19am 
@hellm100, notice how authoritarian governments focus directly on stability over general citizen happiness. Their firm rule pushes more and more dissenters into the fringes where (lacking any legitimate outlet) they turn to piracy. Meanwhile, egalitarian citizens tend to be more content, thus reducing piracy.
hellm100 14 Jul @ 9:44am 
It's a good mod, but it's strange that authoritarianism increases the chances of piracy. In fact, authoritarians are more likely to enforce internal security.
Markey 14 Jul @ 8:22am 
Amazing update! I've been hoping you'd update this for 4.0
Nider001  [author] 14 Jul @ 7:49am 
This mod is a complete redesign of my previous project for Stellaris v3.14. The legacy version can be found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3411849912