Remove Pirate Raids

I have found the pirate raids and bidding wars to be very irritating and pace breaking. What are ways to remove them or make something useful(different) out of them(the existing code)?
4,823 views 6 replies
Reply #1 Top
do you mean in premade or random cause with 1.02 you can simply turn them off by choosing random no pirate raids
Reply #2 Top
Well, I don't know how to remove them without using galaxy forge to remove them from the premade maps. What you could do is make it so that they never ask for money. To do this, follow the instructions below.

1) Go to your Sins directory and open the folder 'Gameinfo'
2) Locate the file 'Gameplay Constrants' and open it with notepad
3) Push Ctrl+F and search for 'PirateRaid'
4) You should see something like this:
PirateRaidDef
arrivalDelayTime 6.0
minSupply 1
maxSupply 220
strengthPerOwnedPlanet .10
strengthPerCargoShip .0025
strengthPerBounty .00003
firstWarningTime 900
normalWarningTime 3600
minSendRaidTime 30
maxSendRaidTime 90

Change 'firstwarningTime' to anything you want. This is all in seconds, so if you wanted to have an hour before worrying about pirates, just put in 3600. If you don't want to deal with them at all, just add a few zeros to that (I haven't tried anything more than an hour but it should work)

And thats all it takes. The only other method I'm aware of is to open galaxy forge and alter the maps yourself. Don't know if you want to do that though.
Reply #3 Top
This is for premade maps, though I haven't updated to v1.02 yet. Originally I was going to edit the maps, but I wasn't sure if that was the best way to remove it or the most innovative use for that feature. Altering their time scale should work quite well, thanks for the info. I'll try that out next time I get a chance to play.
Reply #4 Top
Or just play on a non-pirate map.
Reply #5 Top
The game doesn't let you increase the time between raids past an hour, but one raid an hour isn't that bad, and has some strategic use to it.
Reply #6 Top
1. SOME premade maps done have pirates... (you can look at pirates screen and see if they start out with a timer or with a shattered glass meaning they are dead).
2. You can make them into much XP for your capital ships by killing them.
3. Bidding makes them MORE POWERFUL. The pirate fleets get more powerful (SIGNIFICANTLY SO) the more money was put into bounty.
4. Make a choke point, they will always attack a colony, and will never fly by ONE colony you own to attack another...
5. Fortify the planet, they leave as soon as all orbital structures are down (to joing the defense fleet of the pirate home, so be careful about letting them leave). If the planet survived the bombing up till all the orbital structures and vessels are dead then they will leave it alone and alive.
6. If you have a trade port then half will go chase freighters around the system while half will attack it. If you put it next to the planet with a bunch of turrets then the turrets will shred the bombers, and then shred the attackers. Repair stations will repair the trade port AND the turrets... and once they die the ones chasing freighters will eventually wonder close enough to be killed... Or if you have a hanger bay then the fighers and bombers will kill them (each pirate ship is weaker against another of the two, so get half and half)

7. Kill the pirate base... Colonizing gives you the "pirate booty" which adds 3.5 or so credits per second (if you settle the pirate base) and stops all attacks.. I have also found a major artifact there once.

HOWEVER, if you send a bunch of capitals they will be SHREDED!
An army of frigates and cruisers is MUCH more powerful then capital ships.. however it dies quickly and needs constant replacement forces, and costs MUCH more... but for pirate bases its the only way to go... get a large fleet of at least 50 frigates or 25 combat cruisers... AND send the capitals in as well... (to get the XP)... you might have to level your fleet capacity to build all those ships...