Pirate strangth due to bounties

Hello. I recently played a game against CPU with pirates in game. They were totally incredibly strong, took down my starbase in a blink, playing time about 2 hours. Plus there was no bounty against me, and they went after me instead of an enemy with 2500 bounty. Strange? Do they gain power through bounty collected to improve their ships and such? Thanks

7,677 views 10 replies
Reply #1 Top

The pirates are just alot stonger than they were in the previous versions. You have to be careful when playing larger maps w/bounties. The fleets can get pretty huge. I'm not knocking it though. I like them more powerful.

Reply #2 Top

Quoting Gh0stwheel, reply 1
The pirates are just alot stonger than they were in the previous versions. You have to be careful when playing larger maps w/bounties. The fleets can get pretty huge. I'm not knocking it though. I like them more powerful.

That is until their fleets get larger then yours.

Reply #3 Top

Pirates raid the person who had the most bounty at the time the raid is launched. If your bounty drops to 0 or someone else becomes the player with the most bounty after the raid is launched, then you're out of luck: the pirates will come after you anyway.

Reply #4 Top

You could just change the game settings to "Pirates Off".

Reply #5 Top

i'm finding the pirates pretty hard to deal with. on my first game online my opponent bid more on pirates than i did at the critical moment, so they attacked me with a large fleet that i could do nothing to stop with my small fleet of a carrier and some illuminators.

Reply #6 Top

The problem with that logic is pirates are a great and awesome feature in the game and generally speaking I don't think people want to turn them off or at least they don't want to "have" to turn them off. I know I don't.

Heck I'd rather they get put back down to the level they were in original sins even though they were crap and essentially cannon fodder... at least you didn't have to disable them to play the game.

You shouldn't have to disable a core feature of the game because the core feature is tweaked badly and actually disrupts the gameplay as it stands right now.

Quoting DirtySanchezz, reply 4
You could just change the game settings to "Pirates Off".

Reply #7 Top

I agree that the Diplomacy pirates need to be fixed.  Speaking for myself, I've been playing this game for over two years with pirates off and never missed them.  However, I only play online against other people, which is a tremendous challenge.  I don't know exactly why the online multiplayer community concluded that pirates don't belong in serious Sins games, but it's pretty much been like that since I came online.  I think the concern is that it would detract from the game by allowing players who are in "economy" starting spots to put huge bounties on opposing players, resulting in unbalanced games.  Perhaps the other reason was a conclusion that the pirates are just silly and constitute capital ship food and detract from the strategic element of having to fight other players.

Reply #8 Top

Imo pirates should never be able to be used to completely flatten opposing players. Even if you had 50k credits to spend on pirates and pirates alone... you should end up with a massive pirate force sure... but the only way the pirates should "beat" the player is through numbers not actual ship strength. Right now given enough time (Only an hour or two in current games) the pirates do both. Even a small force of pirates outmatch the player ship to ship. Throw in the fact that they have more numbers than you and any planet they attack is pretty much screwed.

 

But if you have 40k credits to spend on a huge pirate force you should have that option. After all you're wasting a ton of credits to get pirates to attack a single player on a single planet. They are meant as an alternative means of attack. Ultimately they should balance the game out not imbalance it. IE a person with a lot of money might not have the military might to directly attack a military player but through use of pirates it should tip them into balance. Whereas without them military players could overrun an economic player.

 

It's all about balance... but right now the pirates themselves are not balanced.

 

Quoting DirtySanchezz, reply 7
I agree that the Diplomacy pirates need to be fixed.  Speaking for myself, I've been playing this game for over two years with pirates off and never missed them.  However, I only play online against other people, which is a tremendous challenge.  I don't know exactly why the online multiplayer community concluded that pirates don't belong in serious Sins games, but it's pretty much been like that since I came online.  I think the concern is that it would detract from the game by allowing players who are in "economy" starting spots to put huge bounties on opposing players, resulting in unbalanced games.  Perhaps the other reason was a conclusion that the pirates are just silly and constitute capital ship food and detract from the strategic element of having to fight other players.

Reply #9 Top

I have started playing again and the Pirates are the biggest problem not the other factions.

I wish i knew how to turn thier STR down a bit and increase thier exp again so at least if you do fight them you can gain some much needed XP for you Capital Ships.

Yes i know i can turn them off but i hate doing that because they can be a really good part of the game but as they are now they are a bit to strong and not worth killing for thier worthless exp.

Reply #10 Top

create a mod folder in your mods-diplomacy v1.011 folder, make a folder inside it called gameinfo

copy the frigatepirate*.entity files to the new gameinfo folder, convert the files to text

in EACH of the entity's look for the line 'ExperiencePointsForDestroying' , the number at the end is the experience points

and the line 'MaxHullPoints' affects their hull strength

while the line 'DamagePerBank:' is how hard they hit for that weapon and in that direction.

after altering the file you want to, then load diplomacy go to options click on mods, enable the NEW mod you just created and apply it then test

hope this helps

harpo