Stellaris

Stellaris

Marauders in action
35 条留言
Gogabor  [作者] 1 小时以前 
@SpooNNNeedle, this mod is about dormant marauder 'countries' behavior, making them less 'dormant'. It does nothing related to piracy,
Mentioned below in comments 'Lawless Space' is more close to Realistic Pirates, if you are looking for an alternative for piracy content
SpooNNNeedle 10 月 25 日 下午 5:18 
Besides the obvious outdated status of the mod, what're the major differences between Marauders in Action and Realistic Pirates? (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2752952962)
Red2401 8 月 30 日 下午 11:17 
very nice
Gogabor  [作者] 5 月 8 日 上午 7:28 
@Dark Nemesis, :handshake:
Dark Nemesis 5 月 7 日 下午 7:40 
@jtbush00 I was running both this mod and "Lawless Space" in all my games before the 4.0 update and I had no issues. Both worked just fine in all my games as far as I could tell :)

@Gogabor Thanks for updating this mod to the 4.0 so quickly! It's a fantastic mod that you have made here that actually makes marauders feel alive in the game! :steamhappy:
Gogabor  [作者] 5 月 7 日 上午 8:41 
@jtbush00, as I understand that mod re-thinks pirates, so while it doesn't interfere in marauders mechanics it is compatible.
jtbush00 5 月 6 日 上午 8:52 
jordicat 4 月 5 日 下午 6:36 
Awesome, thanks for taking the time to reply @Gogabor ! :) :cleanseal:
Gogabor  [作者] 4 月 2 日 下午 12:37 
@jordicat, it is uptodate. Well, at least for current 3.14 version. I've checked it a bit for open beta, just to make sure it is not crashing and no errors in log and it works too, at least for now
jordicat 3 月 30 日 下午 2:36 
This looks really neat! Anyone know if this still works with the current version? Thanks in advance!
Gogabor  [作者] 2 月 12 日 上午 5:01 
Bluetail 2 月 11 日 上午 11:00 
What is that UI you're using in the screenshots? I love it!
KKedasd's 1 月 29 日 下午 10:54 
Wow, great work.
ZMC SUPREME 1 月 27 日 下午 7:32 
That could be interesting.
SugarMoon 1 月 27 日 上午 6:58 
Is this a pirate mod?
Gogabor  [作者] 1 月 13 日 下午 3:00 
@perl, AI handles them as any other hostiles nearby. They don't hesitate to attack if they can free some space
perl 1 月 11 日 下午 9:24 
Will the AI attack the marauders, or do they just expand uncontested?
Gogabor  [作者] 2024 年 12 月 23 日 下午 12:24 
@Styr, I did that in different manner - amount of systems affects marauder 'power' valriable, which, in turn, is being used in calculations of chances to expand/attack/build. This mechanism is not yet tuned well, I am gathering game data and there can be changes to restrict them more.
Also note, that on difficult game level marauders are expected to be more aggressive and expand more quickly and further
Styr 2024 年 12 月 23 日 上午 1:09 
Sorry, I sent that a little too early. It needs an event that fires off that will split a Marauder empire that gets too big. Or, perhaps place a cap on how many systems a single Marauder can take over?
Styr 2024 年 12 月 23 日 上午 12:52 
Idea: this mod needs an event or something to fire off when a Marauder empire gets too big, like above 10 systems.
Baka Racker 2024 年 12 月 19 日 下午 12:56 
@Gogabor Thanks for the answer, I ended up just adding it in midsave and noticed it working almost immediately:steamthumbsup:.
Gogabor  [作者] 2024 年 12 月 18 日 下午 11:38 
@Baka Racker, yes, can be added after game start
@Railgunner2160, right, marauders uses wormholes in vanilla, so they consider linked systems as neighboring too
Railgunner2160 2024 年 12 月 18 日 下午 7:31 
Question: Are systems connected via wormhole considered a neighboring system for pirate expansion??
Baka Racker 2024 年 12 月 18 日 下午 6:59 
Also, can this be added after game start and still function properly?
Baka Racker 2024 年 12 月 18 日 下午 5:08 
@Gogabor So it might mesh well with GKE, then?
Gogabor  [作者] 2024 年 12 月 17 日 下午 11:28 
on further thinking I'd say it looks like Khan behavior - they expand, may attack, etc. On other side they are still passive - prefer empty systems first, don't attack while possible, don't retaliate.
In game now it looks like they are slowly developing and may become Khan eventually contrary to vanilla behavior when they are sitting all the time in the same system and just explode as Khan at some moment
Gogabor  [作者] 2024 年 12 月 17 日 下午 11:14 
@Baka Racker, not the same, this mod affects pre-Khan, dormant marauders. Great Khan mechanic is untouched and remains the same, so mods changing Khan behavior are unaffected.
And main idea of this mod is to make 'sleeping marauders' less sleepy :steambored:
Baka Racker 2024 年 12 月 17 日 下午 2:51 
I know you say it is compat with everything, but I'm wondering about The Great Khan Expanded, since it seems like both mods would affect the same things?
Gogabor  [作者] 2024 年 12 月 12 日 上午 4:54 
@Vietnam, heh, interesting idea, yes. It could be done I think and I wonder about outcome - if they will send fleets endlessly to fight for some sweet system, will they consume each other power after all or one will prevail earlier. ))
Vietnam 2024 年 12 月 12 日 上午 1:04 
idea: different marauder empires once they start bordering eachother should start fighting from time to time
Sparble 2024 年 12 月 11 日 上午 5:46 
This is a great mod idea. More marauders content!
[EHEF]光速小子1代 2024 年 12 月 11 日 上午 3:26 
I love it,at least they're not just beggars asking for my green apples.
Gogabor  [作者] 2024 年 12 月 10 日 下午 11:06 
@DingoAte, only sleeping marauders countries
DingoAte 2024 年 12 月 10 日 下午 6:14 
Do you know if this applies to pirates?
Quote 2024 年 12 月 9 日 下午 2:19 
Reminds me of how Pirates and hostile factions in games like Sins of a Solar Empire 2 expand... Nice concept