Master of Orion

Master of Orion

5X - The Ultimate Balance Mod
jens 2018 年 6 月 30 日 上午 8:08
Priates exterminating all NPC
I play multiplayer with a friend (first time with this mod) and at turn 80 3 NPC factions have died to pirates. anyone else has this problem or has a way to prevent this from happening? we use this mod and the unofficial code patch with the compability mod
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jens 2018 年 6 月 30 日 上午 8:13 
oh and we are starting pre warp if that has anything to do with it
jpoisel 2018 年 6 月 30 日 下午 11:17 
I think Spud is planning on addressing this in a future release (I think this is the specific response URL - Steam really needs to get its discussion UI business together):

https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/800155077/1697169163401041118/?tscn=1530425548#c1727575977543433965

edit: yep, that's it.
最后由 jpoisel 编辑于; 2018 年 6 月 30 日 下午 11:18
jens 2018 年 7 月 1 日 下午 3:40 
thanks!
Spud Dastardly  [开发者] 2018 年 7 月 9 日 下午 10:51 
I nerfed pirates in the update I just posted. Let me know if it's a bit easier to handle. They might still be a bit difficult for pre-warp, but if I make it any easier then they'll be pointless on later starting ages. I talked with WhatIsSol about scaling pirate progression to the difficulty setting. Maybe we can get that in a future UCP version.
roland.johansen 2018 年 7 月 10 日 下午 4:45 
引用自 Spud Dastardly
I I talked with WhatIsSol about scaling pirate progression to the difficulty setting. Maybe we can get that in a future UCP version.

Wouldn't you (also) want to scale them depending on the development setting (pre-warp, post-warp, advanced)? They do seem to grow in strength with time. If that is actaually the case, then the upscaling of their strength should be delayed somewhat if you're for instance starting in the pre-warp setting.

Preferably, they'd also scale based on the research speed, building speed, growth speed, etc. If you have very fast settings, then you develop a lot faster than with very slow settings. If pirates have a fixed development speed, then they will be weak for the fast settings and strong for the slow development settings.

By the way, I have never experienced any problems with pirates and I play with pre-warp, slow development settings at high difficulty levels. I don't specifically use outposts to stop them, but usually a bunch of well-designed frigates. However, I have not yet played the latest version of your mod. Have you increased their power?

I of course have no idea whether it's doable for WhatIsSoll to scale pirates based on the indicated settings.
jens 2018 年 7 月 12 日 上午 9:36 
couldnt you just let pre warp npcs start with rocket batteries? that way they wont get wiped by pirates. will check out the update as soon as i find time for it
Spud Dastardly  [开发者] 2018 年 7 月 12 日 下午 6:54 
@roland Development is what I meant to say. The idea was to scale them based on how many techs you have researched. I think pirates aren't so much an issue at high difficulty, but on lower difficulties the AI really couldn't handle it before.

@jens the problem I've seen is that they don't build defenses on their colonized planets, not that their home world has issues.
jens 2018 年 7 月 13 日 上午 8:43 
Oh for us it was they being wiped out by pirates. so their homeworld and if they had, any conoly destroyed by pirates
Spud Dastardly  [开发者] 2018 年 7 月 13 日 下午 12:40 
I suppose it wouldn't hurt to give everyone orbital batteries to start on the home world. That makes rush strategies a bit harder, which is fine I think since the AI is bad at defending against rushes anyway.
WhatIsSol 2018 年 7 月 13 日 下午 12:46 
A pirate base does not spawn a ship until its target civilization has at least 1 military ship. A military ship is any ship that has a weapon. But it starts counting from start of the game to determine which blueprint to spawn. So possible the first time someone builds a frigate, the pirates would start spawning a destroyer or even a cruiser depending upon game settings.

Really I think this feature "pirates" could use a substantial rework to make them more interesting, but for now, I'm just going to modify this logic a bit and see if it helps.

***** Enhancements *****
Chg.0.0.5.8: Modified logic for pirate spawning so instead of counting from start of the game, it counts from first pirate spawn to determine what blueprint to use. This should help a bit in pre-warp startups.
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