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Foraven

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May 14, 2016
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I just started messing with the event files and decided to take a look at the pirate one since it's in dire need of fixing. I did some programming in my days (read like 20 years ago, maybe less since i did some coding while modding) so i can make some sense of what it's there. But what struck me is what seem like obvious mistakes in the code, things that explain why we get multiple pirate stations or why pirates ships only use one type of guns even when they could use more.

like this gem:
Code:
                    last_created_country = {
                        set_name = random
                        save_event_target_as = pirate_band
                        set_relation_flag = {
                            who = ROOT
                            flag = pirate_relation
                        }
                        establish_communications_no_message = ROOT
                       
                        create_fleet = { name = "Pirate Station" }
                        if = {
                            limit = {
                                root = { has_technology = tech_mass_drivers_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Nest"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        if = {
                            limit = {
                                root = { has_technology = tech_lasers_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Lair"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        if = {
                            limit = {
                                root = { has_technology = tech_missiles_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Den"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }

There is no else there so it create one station for each type of weapon you have. If you researched all 3 then you get 3 stations instead of just one. I'm not familiar with the language here so i don't really know how to fix it, but it would make more sense to have else statements and have cases for when you have more than one of the base weapon tech so the game could spawn a more advanced pirate station (that i would gladly make :D).

Or this:

Code:
                            if = {
                                limit = {
                                    root = { has_technology = tech_mass_drivers_1 }
                                }
                                create_ship_design = {
                                    design = "Reaver"
                                    ftl = ROOT
                                }
                            }
                            if = {
                                limit = {
                                    root = { has_technology = tech_lasers_1 }
                                }
                                create_ship_design = {
                                    design = "Hunter"
                                    ftl = ROOT
                                }
                            }
                            if = {
                                limit = {
                                    root = { has_technology = tech_missiles_1 }
                                }
                                create_ship_design = {
                                    design = "Vagabond"
                                    ftl = ROOT
                                }
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }

It will only build the last created design, so if you have all 3 weapons you will face missile ships only. Rather dull. Another case where some more elaborate code would do a better job and a missed opportunity to have ship designs with mixed weapons or utilities.

Anyway, i'm looking forward to editing it, but i will need to first learn what language it is and what it can do (much more than shown here i'm sure).
 
  • 3
Reactions:
Yup, that's a big blooper.

There is an else= {} that can be nested within an if statement, so this should actually be pretty easy to fix - just move the create_ships into the if and then nest the 'alternative' options in 'else's inside, like

if ={
trigger ={}
create_fleet ={
make design, add ships
}
else = {
trigger = {}
create_fleet ={
make design, add ships
}
}
else = {
trigger={}
create_fleet ={
make design, add ships
}
}


Funnily enough, Paradox have done this correctly for the FTL types, where it's not required (they could have used multiple IFs there since in theory you won't get both warp and wormholes).
 
  • 1
Reactions:
Here's the fixed version (it's huge). What it does is generates a single military station, randomly picked between whichever ones you have the weapons techs for, and the same thing for the pirate fleet itself.

Code:
country_event = {
    id = pirate.1
    title = "pirate.1.name"
    picture = GFX_evt_exploding_ship
    show_sound = event_space_battle
  
    desc = { # Spiritual
        text = pirate.1.desc_01
        trigger = {
            OR = {
                has_government = theocratic_republic
                has_government = transcendent_republic
                has_government = theocratic_oligarchy
                has_government = transcendent_oligarchy
                has_government = divine_mandate
                has_government = transcendent_empire
            }
        }
    }
  
    desc = { # Militarist
        text = pirate.1.desc_02
        trigger = {
            OR = {
                has_government = military_dictatorship
                has_government = martial_empire
                has_government = military_junta
                has_government = ordered_stratocracy
                has_government = military_republic
                has_government = martial_demarchy
            }
        }
    }
  
    desc = { # Materialist
        text = pirate.1.desc_03
        trigger = {
            OR = {
                has_government = despotic_hegemony
                has_government = ai_overlordship
                has_government = science_directorate
                has_government = illuminated_technocracy
                has_government = direct_democracy
                has_government = subconscious_consensus
            }
        }
    }
  
    desc = { # Pacifist
        text = pirate.1.desc_04
        trigger = {
            OR = {
                has_government = moral_democracy
                has_government = irenic_democracy
                has_government = peaceful_bureaucracy
                has_government = irenic_protectorate
                has_government = enlightened_monarchy
                has_government = irenic_monarchy
            }
        }
    }
  
    desc = { # Generic Autocracy
        text = pirate.1.desc_05
        trigger = {
            OR = {
                has_government = despotic_empire
                has_government = star_empire
            }
        }
    }
  
    desc = { # Generic Oligarchy
        text = pirate.1.desc_06
        trigger = {
            OR = {
                has_government = plutocratic_oligarchy
                has_government = mega_corporation
            }
        }
    }
  
    desc = { # Generic Democracy
        text = pirate.1.desc_07
        trigger = {
            OR = {
                has_government = indirect_democracy
                has_government = democratic_utopia
            }
        }
    }
  
    trigger = {
        is_country_type = default
        NOT = { has_country_flag = birth_of_piracy }
        exists = capital_scope
        capital_scope = {
            solar_system = {
                ROOT = {
                    any_controlled_planet = {
                        OR = {
                            has_mining_station = yes
                            has_research_station = yes
                        }
                        solar_system = {
                            NOT = { is_same_value = PREVPREVPREV }
                        }
                    }
                }
            }
        }
    }
  
    is_triggered_only = yes

    #mean_time_to_happen = {
    #    months = 100 #Triggered by pirate.4 now
    #}
  
    immediate = {
        set_country_flag = birth_of_piracy
        set_global_flag = apirateslifeforme
        capital_scope = { save_event_target_as = capital }
        capital_scope = {
            solar_system = { save_event_target_as = capital_system }
        }
        save_event_target_as = pirate_target
        owner_species = { save_event_target_as = owner_species }
      
        # If Warp or Hyper Drive
        if = {
            limit = {
                OR = {
                    has_technology = "tech_warp_drive_1"
                    has_technology = "tech_hyper_drive_1"
                }
            }
            random_system = {
                limit = {
                    distance = {
                        source = event_target:capital
                        max_distance = 60
                        min_distance = 5
                    }
                    any_planet = { is_asteroid = yes }
                    NOT = { has_star_flag = hostile_system }
                    OR = {
                        has_owner = no
                        is_owned_by = ROOT
                    }
                }
                random_system_planet = {
                    limit = { is_asteroid = yes }
                    save_event_target_as = pirate_home
                    create_country = {
                        name = "Pirates"
                        type = pirate
                        species = event_target:owner_species
                        name_list = "PRT1"
                        flag = {
                            icon = {
                                category = "pirate"
                                file = "flag_pirate_7.dds"
                            }
                            background = {
                                category = "backgrounds"
                                file = "00_solid.dds"
                            }
                            colors ={
                                "red"
                                "red"
                                "null"
                                "null"
                            }
                        }
                    }
                    last_created_country = {
                        set_name = random
                        save_event_target_as = pirate_band
                        set_relation_flag = {
                            who = ROOT
                            flag = pirate_relation
                        }
                        establish_communications_no_message = ROOT
                      
                        create_fleet = { name = "Pirate Station" }
                        random_list = {
                        5 ={
                        if = {
                            limit = {
                                root = { has_technology = tech_mass_drivers_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Nest"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        }
                        5={
                        if = {
                            limit = {
                                root = { has_technology = tech_lasers_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Lair"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        }
                        5 = {
                        if = {
                            limit = {
                                root = { has_technology = tech_missiles_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Den"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        }
                        }
                        create_leader = {
                            type = admiral
                            species = owner_main_species
                            name = random
                            skill = 100
                        }
                        create_fleet = { name = "Pirate Fleet" }
                        last_created_fleet = {
                            set_fleet_stance = aggressive
                            set_aggro_range_measure_from = self
                            set_aggro_range = 150
                            set_owner = PREV
                            random_list = {
                            5={
                            if = {
                                limit = {
                                    root = { has_technology = tech_mass_drivers_1 }
                                }
                                create_ship_design = {
                                    design = "Reaver"
                                    ftl = ROOT
                                }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }                              
                            }
                            }
                            5 = {
                            if = {
                                limit = {
                                    root = { has_technology = tech_lasers_1 }
                                }
                                create_ship_design = {
                                    design = "Hunter"
                                    ftl = ROOT
                                }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }                              
                            }
                            }
                            5 = {
                            if = {
                                limit = {
                                    root = { has_technology = tech_missiles_1 }
                                }
                                create_ship_design = {
                                    design = "Vagabond"
                                    ftl = ROOT
                                }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }                              
                            }
                            }
                            }
                            assign_leader = last_created_leader
                            set_location = PREVPREV
                          
                            queue_actions = {
                                repeat = {
                                    find_random_system = {
                                        trigger = {
                                            id = "pirate.1.trigger.1"
                                            NOT = {
                                                has_star_flag = hostile_system
                                                is_same_value = event_target:capital_system
                                            }
                                            any_planet = {
                                                OR = {
                                                    has_mining_station = yes
                                                    has_research_station = yes
                                                }
                                                exists = controller
                                                controller = { is_same_value = event_target:pirate_target }
                                            }
                                            distance = {
                                                source = PREV
                                                max_distance = 100
                                                min_distance = 20
                                            }
                                        }
                                        found_system = {
                                            move_to = THIS
                                        }  
                                    }
                                    find_closest_planet = {
                                        trigger = {
                                            id = "pirate.1.trigger.2"
                                            OR = {
                                                has_mining_station = yes
                                                has_research_station = yes
                                            }
                                        }
                                        found_planet = {
                                            orbit_planet = THIS
                                            wait = {
                                                duration = 20
                                            }
                                        }
                                    }
                                    find_random_system = {
                                        trigger = {
                                            id = "pirate.1.trigger.3"
                                            any_planet = {
                                                is_planet = event_target:pirate_home
                                            }
                                        }
                                        found_system = {
                                            move_to = THIS
                                        }  
                                    }
                                    find_closest_planet = {
                                        trigger = {
                                            id = "pirate.1.trigger.4"
                                            is_planet = event_target:pirate_home
                                        }
                                        found_planet = {
                                            orbit_planet = THIS
                                            wait = {
                                                duration = 200
                                                random = 150
                                            }
                                        }
                                    }
                                }
                            }
                        }
                        if = {
                            limit = {
                                ROOT = { has_technology = "tech_warp_drive_1" }
                            }
                            set_country_flag = warp_pirates
                            else = {
                                if = {
                                    limit = {
                                        ROOT = { has_technology = "tech_hyper_drive_1" }
                                    }
                                    set_country_flag = hyper_pirates
                                }
                            }
                        }
                    }
                }
            }
            # If Wormhole
            else = {
                if = {
                    limit = { has_technology = "tech_wormhole_generation_1" }
                    random_system = {
                        limit = {
                            distance = {
                                source = event_target:capital
                                max_distance = 60
                                min_distance = 5
                            }
                            any_planet = { is_asteroid = yes }
                            NOT = { has_star_flag = hostile_system }
                            OR = {
                                has_owner = no
                                is_owned_by = ROOT
                            }
                        }
                        random_system_planet = {
                            limit = { is_asteroid = yes }
                            save_event_target_as = pirate_home
                            create_country = {
                                name = "Pirates"
                                type = pirate
                                species = event_target:owner_species
                                name_list = "PRT1"
                                flag = {
                                    icon = {
                                        category = "pirate"
                                        file = "flag_pirate_7.dds"
                                    }
                                    background = {
                                        category = "backgrounds"
                                        file = "00_solid.dds"
                                    }
                                    colors ={
                                        "red"
                                        "red"
                                        "null"
                                        "null"
                                    }
                                }
                            }
                            solar_system = {
                                create_wormhole_station = {
                                    owner = last_created_country
                                    angle = random
                                }
                            }
                            last_created_country = {
                                set_name = random
                                save_event_target_as = pirate_band
                                set_relation_flag = {
                                    who = ROOT
                                    flag = pirate_relation
                                }
                                set_country_flag = wormhole_pirates
                                establish_communications_no_message = ROOT
                              
                        create_fleet = { name = "Pirate Station" }
                        random_list = {
                        5 ={
                        if = {
                            limit = {
                                root = { has_technology = tech_mass_drivers_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Nest"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        }
                        5={
                        if = {
                            limit = {
                                root = { has_technology = tech_lasers_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Lair"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        }
                        5 = {
                        if = {
                            limit = {
                                root = { has_technology = tech_missiles_1 }
                            }
                            last_created_fleet = {
                                set_owner = PREV
                                create_ship = {
                                    name = random
                                    design = "Pirate Den"
                                    graphical_culture = "pirate_01"
                                }
                                set_location = PREVPREV
                            }
                        }
                        }
                        }
                        create_leader = {
                            type = admiral
                            species = owner_main_species
                            name = random
                            skill = 100
                        }
                        create_fleet = { name = "Pirate Fleet" }
                        last_created_fleet = {
                            set_fleet_stance = aggressive
                            set_aggro_range_measure_from = self
                            set_aggro_range = 150
                            set_owner = PREV
                            random_list = {
                            5={
                            if = {
                                limit = {
                                    root = { has_technology = tech_mass_drivers_1 }
                                }
                                create_ship_design = {
                                    design = "Reaver"
                                    ftl = ROOT
                                }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }                              
                            }
                            }
                            5 = {
                            if = {
                                limit = {
                                    root = { has_technology = tech_lasers_1 }
                                }
                                create_ship_design = {
                                    design = "Hunter"
                                    ftl = ROOT
                                }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }                              
                            }
                            }
                            5 = {
                            if = {
                                limit = {
                                    root = { has_technology = tech_missiles_1 }
                                }
                                create_ship_design = {
                                    design = "Vagabond"
                                    ftl = ROOT
                                }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }
                            create_ship = {
                                name = random
                                design = last_created_design
                                graphical_culture = "pirate_01"
                            }                              
                            }
                            }
                            }
                            assign_leader = last_created_leader
                            set_location = PREVPREV
                          
                            queue_actions = {
                                repeat = {
                                    find_random_system = {
                                        trigger = {
                                            id = "pirate.1.trigger.9"
                                            NOT = {
                                                has_star_flag = hostile_system
                                                is_same_value = event_target:capital_system
                                            }
                                            any_planet = {
                                                OR = {
                                                    has_mining_station = yes
                                                    has_research_station = yes
                                                }
                                                exists = controller
                                                controller = { is_same_value = event_target:pirate_target }
                                            }
                                            distance = {
                                                source = PREV
                                                max_distance = 100
                                                min_distance = 20
                                            }
                                        }
                                        found_system = {
                                            move_to = THIS
                                        }  
                                    }
                                    find_closest_planet = {
                                        trigger = {
                                            id = "pirate.1.trigger.10"
                                            OR = {
                                                has_mining_station = yes
                                                has_research_station = yes
                                            }
                                        }
                                        found_planet = {
                                            orbit_planet = THIS
                                            wait = {
                                                duration = 20
                                            }
                                        }
                                    }
                                    find_random_system = {
                                        trigger = {
                                            id = "pirate.1.trigger.11"
                                            any_planet = {
                                                is_planet = event_target:pirate_home
                                            }
                                        }
                                        found_system = {
                                            move_to = THIS
                                        }  
                                    }
                                    find_closest_planet = {
                                        trigger = {
                                            id = "pirate.1.trigger.12"
                                            is_planet = event_target:pirate_home
                                        }
                                        found_planet = {
                                            orbit_planet = THIS
                                            wait = {
                                                duration = 200
                                                random = 150
                                            }
                                        }
                                    }
                                }
                            }
                        }
}
}
}
}
}
}
}  
    option = {
        name = pirate.2.a
        trigger = {
            OR = {
                has_government = theocratic_republic
                has_government = transcendent_republic
                has_government = theocratic_oligarchy
                has_government = transcendent_oligarchy
                has_government = divine_mandate
                has_government = transcendent_empire
            }
        }
    }
    option = {
        name = pirate.2.b
        trigger = {
            OR = {
                has_government = military_dictatorship
                has_government = martial_empire
                has_government = military_junta
                has_government = ordered_stratocracy
                has_government = military_republic
                has_government = martial_demarchy
            }
        }
    }
    option = {
        name = pirate.2.c
        trigger = {
            OR = {
                has_government = despotic_hegemony
                has_government = ai_overlordship
                has_government = science_directorate
                has_government = illuminated_technocracy
                has_government = direct_democracy
                has_government = subconscious_consensus
            }
        }
    }
    option = {
        name = pirate.2.d
        trigger = {
            OR = {
                has_government = moral_democracy
                has_government = irenic_democracy
                has_government = peaceful_bureaucracy
                has_government = irenic_protectorate
                has_government = enlightened_monarchy
                has_government = irenic_monarchy
            }
        }
    }
    option = {
        name = pirate.2.e
        trigger = {
            OR = {
                has_government = despotic_empire
                has_government = star_empire
            }
        }
    }
    option = {
        name = pirate.2.f
        trigger = {
            OR = {
                has_government = plutocratic_oligarchy
                has_government = mega_corporation
            }
        }
    }
    option = {
        name = pirate.2.g
        trigger = {
            OR = {
                has_government = indirect_democracy
                has_government = democratic_utopia
            }
        }
    }

}
 
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Feel free. Attributing credit is always polite :)
 
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There another gem about the pirate event:

Code:
    id = pirate.2
    hide_window = yes
  
    trigger = {
        is_country_type = pirate
        OR = {
            num_fleets < 2
            num_ships < 3
        }
        any_owned_ship = {
            is_ship_size = pirate_station
        }
    }
  
    mean_time_to_happen = {
        months = 100
    }
  
    immediate = {
        random_country = {
            limit = {
                reverse_has_relation_flag = { flag = pirate_relation who = ROOT }
            }
            save_event_target_as = pirate_target
            capital_scope = {
                solar_system = { save_event_target_as = capital_system }
            }
        }
...

That part of the code is meant to allow the pirate station to spawn new fleets over time. But notice how long it takes for it to happen: 100 MONTHS! From the code i seen Days used in many places, so i believe it was meant to be Days = 100 so not dealing with that station would have been bad. But 100 months is plenty of time, you will most likely have a rather large and well equipped fleet if you actually wait that long to deal with the station.

Code:
                last_created_fleet = {
                    set_fleet_stance = aggressive
                    set_aggro_range_measure_from = self
                    set_aggro_range = 150
                    set_owner = ROOT
                    create_ship_design = {
                        design = "Reaver"
                        ftl = warp
                    }
                    create_ship = {
                        name = random
                        design = last_created_design
                        graphical_culture = "pirate_01"
                    }
                    create_ship = {
                        name = random
                        design = last_created_design
                        graphical_culture = "pirate_01"
                    }
                    create_ship = {
                        name = random
                        design = last_created_design
                        graphical_culture = "pirate_01"
                    }
                    create_ship = {
                        name = random
                        design = last_created_design
                        graphical_culture = "pirate_01"
                    }
                    create_ship = {
                        name = random
                        design = last_created_design
                        graphical_culture = "pirate_01"
                    }
                    assign_leader = last_created_leader
                    set_location = event_target:pirate_home
...

And after waiting that long... It spawn 5 Reavers (Mass driver Pirates). The game has lots of Pirate designs but the event only pick the Reaver (that regardless of what it spawned the first time around). I'm sure nobody actually waited that long to see it happen, and sure it would not have been much of a threat.

The original code doesn't spawn any more station after that (i know Naselus has made one that does, but it wait far too long to actually happen).
 
They also only spawn for the player and only target him.

The Mean time to happen isn't a fixed amount of time, btw - it's used to calculate the chance per month when something happens, at at the MTTH value there is a 50% chance it will have occurred. So there's about a 0.5% chance per month that the event will fire whenever the triggers are fulfilled.
 
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They also only spawn for the player and only target him.

The Mean time to happen isn't a fixed amount of time, btw - it's used to calculate the chance per month when something happens, at at the MTTH value there is a 50% chance it will have occurred. So there's about a 0.5% chance per month that the event will fire whenever the triggers are fulfilled.

Still seem to be a very low chance. I never seen stations spawn new ships. But that might be that it need to have less than 3 ships left, but it's not rare the vanilla code spawn 2-3 stations because we do have more than one weapon type researched. Oh well, lots of fun for me as i plan on rewriting that code.
 
Still seem to be a very low chance. I never seen stations spawn new ships. But that might be that it need to have less than 3 ships left, but it's not rare the vanilla code spawn 2-3 stations because we do have more than one weapon type researched. Oh well, lots of fun for me as i plan on rewriting that code.

I think the <3 ships thing is the big problem tbh. That, and the fact that once you wipe out the first pirate fleet you're likely to just go an annihilate the station almost immediately afterwards.
 
Is it recurring? Having pirates spawn a new fleet every 3 months would be quite extreme. If the pirates wipe out a frontier station and weaken the main fleet, having only 3 months to rebuild seems pretty tight, even if only a one time occurrence.
 
Well... a new fleet every 3 months might be a bit much, but 1 new ship every 3 months might not be so bad. Or just fire it on the yearly pulse.