Pirates are showing up dead

Recently, I've taken to using the Galaxy Forge to create various maps.  Because I didn't want to ridiculously overpowered pirates of Diplomacy, I decided to use a textpad to edit the file and prevent them from scaling.  The only changes I've made was changing upgradesPerRaid from 2 to 0 as was advised to return the pirates to "Pre-Diplomacy" statis.  This was all I changed. 

Now, on to the Galaxy Forge, I've built the map with 3 pirate bases.  I've customised the bases to start with the structures and ships I wanted and have ensured they show up in the game.  They do, but now every time I start the map, the pirates as a faction show up as dead (the glass is shattered and no one can bid for them).  Yes, before you ask, I DO have them set to active in the Game Options, not inactive.  So why are raids not happening, and why can't people playing bid for them?  How can I fix this?  Thank you. 

7,983 views 5 replies
Reply #1 Top

Does this happen on non-custom maps?

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Reply #2 Top

So far no.  I went ahead and checked to make sure my slight alternation to the pirate scaling didn't screw it up and sure enough, its only on my custom map that this is happening.  To give more details, when in galaxy forge, I turn off the default template for pirate planets in favor of my own number of turrets and standing pirate forces.  Don't know if the pirates need to stay with the default template but I went ahead and shut that off.  I also altered the group editor.  I read that pirate and militia forces will not normally show up unless you switch the Owner to "Pirate", so I went ahead and did that as well.  I don't want to give a wall of text for you to read, but this is how the code looks in the notepad for one of my pirate bases:

 

planet
  designName "Planet189"
  inGameName ""
  type "PirateBase"
  pos [ 8066 , 3985 ]
  owner ""
  isHomePlanet FALSE
  normalStartUpgradeLevelForPopulation 0
  normalStartUpgradeLevelForCivilianModules 0
  normalStartUpgradeLevelForTacticalModules 0
  normalStartUpgradeLevelForArtifacts 0
  normalStartUpgradeLevelForInfrastructure 0
  quickStartUpgradeLevelForPopulation 0
  quickStartUpgradeLevelForCivilianModules 0
  quickStartUpgradeLevelForTacticalModules 0
  quickStartUpgradeLevelForArtifacts 0
  quickStartUpgradeLevelForInfrastructure 0
  planetItems
   templateName ""
   subTemplates 0
   groups 1
   group
    condition
     type "Always"
     param ""
    owner "Pirate"
    colonizeChance 0.000000
    items 24
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Pirate:Module:GaussDefense"
    item "Tech:Module:RepairPlatform"
    item "Tech:Module:HangarDefense"
    item "Tech:Module:HangarDefense"
    item "Pirate:Frigate:Scout"
    item "Pirate:Frigate:Scout"
    item "Pirate:Frigate:Scout"
    item "Pirate:Frigate:Scout"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:AntiFighter"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Heavy"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium"
    item "Pirate:Frigate:Medium"
  spawnProbability 1.000000
  useDefaultTemplate FALSE

 

Perhaps this will help?

Reply #3 Top

Quoting Ehecatl123, reply 2
To give more details, when in galaxy forge, I turn off the default template for pirate planets in favor of my own number of turrets and standing pirate forces

That's the problem.

The pirate base default template is what tells the game to automatically colonize the bases for the pirates. In your template you did not specify that the base should be colonized, thus your pirates spawned but with no planets under their control they were immediately defeated. To fix that just change the following line.

colonizeChance 1.00000

Reply #4 Top

edit: GoaFan77's answer was better.

Reply #5 Top

Quoting GoaFan77, reply 3



Quoting Ehecatl123,
reply 2
To give more details, when in galaxy forge, I turn off the default template for pirate planets in favor of my own number of turrets and standing pirate forces


That's the problem.

The pirate base default template is what tells the game to automatically colonize the bases for the pirates. In your template you did not specify that the base should be colonized, thus your pirates spawned but with no planets under their control they were immediately defeated. To fix that just change the following line.

colonizeChance 1.00000

 

Awesome.  Thanks a lot!  I had overlooked that.  Will do now.  ;)