Pirate Raid Modifications

I've gone into gameplay.constants and changed some of the pirate settings--particularly max and min #'s of ships.  I've reduced those values to "1" and then gone and changed ship counts to match.  So I expected raids with 2-5 ships or so and about one of each.  Instead--nothing seems to have changed. The raids look the same.  What am I missing here?

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Reply #1 Top

Do you have a mod enabled that has a copy of said file in its GameInfo folder?

Reply #2 Top

Yep.

Reply #3 Top

The pirate raids are based on a lot of different factors now, not simply supply based.  Money fed into them, their research, current threat level, strength of their target's fleet, strength of their target's planet that they are going to attack, etc...  I believe those were the things mentioned in one of the recent update threads.  Obviously the closer to 0 all of those categories are, the smaller the raid.  If even one of them is fairly strong, you'll get a bunch of pirate ships sent after you.  Supply is kind of a left over setting now and for the most part is ignored.

Reply #4 Top

Thanks Stant.  I read some of the strings and the like and could see that there were some conditional variables--they just aren't really well spelled out as to their effects.

Wasn't sure if the raider's income still mattered for raid size.  I'll have to experiment. 

Sigh...is anything in this ever easy?

If anyone has any clear knowledge of the differing variables, I would love to hear details (O' Ryat, Pirate Lord eh?).  Specifically, the, "juicyPlanetModuleThreshold".

I am trying to replace the five Pirate ships with variants to take their places.  I want to replace them with levelable capital ships and give the pirates the equivalent of "Mass Transcendence" so their ships will level over time.

The ships would begin at cruiser level strength and grow towards serious capital ship levels.  To do this, I want to cull the raid sizes back to where single vessels of each type are the most that will normally spawn and then make the ships more formidable in weapons and abilities.

Reply #5 Top

Man--I have chopped down things to fractional values and tiny amounts and still get at least twenty ships in a start game raid.  It's fewer cruisers but the Pillagers and light frigate raiders still number 10 each on a small map against a single world economy and with no bribes.

Reply #6 Top

What's your 'pirateRaidDef' section look like?  Also, how much do the ships in the pirateRaidComposition:0 through 4 cost?

after looking over the section in 7DS, I need to change some fleet supply values.

http://pastebin.com/tJ6UFYrr

 

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Reply #7 Top

I've chopped it down drastically and still come up with 20 ship raids right out of the gate.  Lt me pull out the last and I'll post when I get back to my desk.  Thanks for the paste.

I didn't add the "weight" entries as mine had none already but I do see going back though old posts it was present in times past (I've just done Diplomacy for the mod).  Has this depreciated or is it still relevant?  What is the range and median for weight?

What's inspired me is watching lag-inducing, swirling monstrous fleets at pirate home worlds and thinking if it could be boiled down to lesser numbers but more powerful ships it would be a lot better.

Reply #8 Top

OK.

In vanilla Sins, you have the "weight" for raids.  In Entrenchment and Diplomacy you do not.  I am assuming you really should mod all of them and add weight to each--or just vanilla Sins?

I'll experiment but time savers are always nice. |-)

Reply #9 Top

well, 7DS is Entrenchment only, no vanilla/diplomacy.  I did go through and change the fleet supply for a number of pirate ships, but overall what's pastebin'd is unchanged.