Hi,
I see a lot of people upset over the Pirate strength in Diplomacy, some would prefer to have it toned down a bit, some would like it turned down alot. Some are afraid that if we nerf the Pirates then all the competition will drop off.
I dont have a perfect idea here, but i thought it would help to have something. So I have made a set of mini mods, for Strong, Moderate and Weak Pirates for Diplomacy 1.011.
Basically i have altered the gamplay.constants file in the gameinfo folder.
The values i changed are:
maxsupply of Pirates
firstwarningtime
normalwarningtime
minsendraidtime
maxsendraidtime
minquestcredits
maxquestcredits
and the numbers of ships in each raid.
For Moderate i dropped the maxsupply by a 100, firstwarning to 900 and normalwarning to 780, raidtimes are increased by 30 seconds each. Credits have been dropped and strength is decreased by 2.
This should give a player more time to build up, and a weaker force to counter.
For Weak i dropped the maxsupply another 100, firstwarning to 1800 and normalwarning to 1480, raidtimes increased another 30 seconds and Credits decreased another third, down to 300 min, and 10,000 max, as well as dropping the shipcounts another third.
This should give even beginning players a good lead time to build up, and an even weaker force to counter.
Of course this isn't perfect. I haven't playtested this yet. But simply based on numbers it should make it easier to play.
I have left the gameinfo folder intact, with just the gameplay.constants file changed.
If you are going to use this with another mod as well, then i am going to pull out all but the changed gameplay.constants file so you should be able to load this one on top of your other mod and get the same results.
Let me know.
I'm not a perfect modder, but my heart is in the right place, just wanted to help if i could.
Hope it makes it easier to enjoy your game, Without nerfing the game. Its not a "slider" as some people have wanted, but i'm not a dev and don't have knowledge to build sliders, but a mini-mod might do basically the same thing.
In addition, if you are a modder yourself, you can take the rather basic changes i have made and tweak them, or change them around, add, delete or whatever to make your game more custom, to get it "just the way you want".
Hope it helps.
Take care and Happy Gaming and Happy Modding!!
-Teal
link for complete gameinfo folder with changed file is here: http://www.mediafire.com/download.php?dommxg2xyzm
will upload a "just changed file" version here: http://www.mediafire.com/download.php?oj5fnzznydh
Adjusted file to lengthen arrival time between raids is here: Pirate Strength Mods v2 - Adjusted Changed File Only.7z
Thanks and take care,
Well i just tried my 1st pirate game and it SUCKed. So I think that I am finally dumping pirates all together.
Thanks again Ironclad
I hate to say it--and while I like mean pirates--the pirate system dominates the game. They are so powerful that a strategy must be to beat them as much as any player (either through credits spent in Diplomacy or defenses). It's a bummer when trying to establish a balanced map for multiplayer play.
There really should be a "pirate difficulty" setting.
I'd actually liike to see pirates with a single "monster ship" that when defeated removes them as a serious threat.
Did the mini mods not help?
I was hoping it would mitigate a bit when playing Diplomacy, but don't know what to say if people still feel they are too powerful.
Perhaps as Sin-Imperium suggests a "credit" balance is more effective. Will have to try to adjust some credit settings and get back to you on that.
Don't worry about it, you'll just never make anyone happy with the pirates without totally revamping them. So long as they rely on brute force to do damage, they will always be too strong or too weak. Water them down too much, and you can hold them off with a three turrets and a repair bay like in Entrenchment. Leave them as is, and you need a starbase to hold them off past the first couple raids.
Unfortunately Ironclad didn't have the time or interest level to revamp the pirates properly, leaving us with a mess. The AI bidding bug and pirates not leaving if mines remain doesn't help either. Best to just turn them off IMO.
I am sooo sorry Teal that I did not explain that I did not try your work.
But I have to agree with lbgsloan.
Thanks for the effort and I am sure people will try this but another stacked mod to test and test. I AM NOT an IC beta tester. DO they even use them?
Well, it's very strange that no more players thanks the creator of this mod. At least, he does something, developers not....
So thank you, I will test the weak pirates, it seems to be good.
yes they did, though the beta test this time was a bit short. hopefully with enough shouting we can get it fixed a bit better.
Sorry Ryat, haven't paid much attention to my mods lately, is this one broke?
no only a comment towards myfist0 for his comment about beta testers
Thanks and take care
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