Ungodly Pirates

Okay, so I must admit, much of my current frustration over the pirates is due to the Distant Stars mod which added capital ships and the Vasari starbase to the Pirate's forces. However, this is not, by far, the main problem I currently see with the pirates. Diplomacy's "send pirates on mission" option is game breaking. If they succeed, their forces return to the pirate base and are not included in new raids, causing a build up of forces. Three and a half hours into a multi-player game with a friend, this is what the Pirate Base looked like:

331 Fighter Squadrons

85 Dunov Battlecruisers

18 Pirate Battleships (a pirate-specific capital ship mesh put in by Distant Stars team)

20 Halcyon Carriers

156 Vulkoras Battleships

1 Akkan Battlecruiser

403 Pirate Cutthroats

134 Pirate Reapers

842 Pirate Corsairs

A couple of rogues and pillagers.

 

I can almost guarantee that the pirates were 80% of the lag in our game, which became so bad we quit, and likely won't resume. Again, capital ships and starbases are a pain, but the real problem is the constant adding up of pirates on a pirate base. IMO, this is something the devs need to fix immediately.

3,722 views 6 replies
Reply #1 Top

ok so the devs need to fix a problem in a mod??........

 

Reply #2 Top

No, I'm not saying that at all. I noticed the problem due to the fact that we always play Distant Stars because we love it. I have issues with pirates having starbases and capital ships, but that is AN ENTIRELY SEPARATE MATTER.

My concern is with the fact that pirates return from raids and stay. To the best of my knowledge this has been the case since Sins began. Pirates pilling on top of each other like this is the issue. If we weren't playing the mod there would still have been HUNDREDS, and in this case over ONE THOUSAND ships sitting on the pirate base, regardless of whether any of them were capital ships. The lag from this breaks the game play completely. THAT is what I would like to see the devs fix. Pirates owning capital ships and a starbase due to a mod is something I can fix on my own just fine.

Reply #3 Top

Being able to send a 1000 fleet supply fleet to attack someone and having most return and never be reused is my issue with Diplomacy and what I feel the devs should rectify. I don't have a problem with such fleets being sent as long as survivors are reused rather than pilling endlessly on the pirate base.

Reply #4 Top

the fact is in normal Sins Diplomacy this is not a problem. it is only when you have Distant Stars enabled taht you run into the problem. It is something that the mod needs to fix not the devs.

If the mod doesnt work well with the base game you dont edit the base game you edit the mod.

 

Reply #5 Top

Vaild point top vasari. Though Im not sure if the OP had any idea that we are working on the issue. I would guess not since Ive not seen them on our topics.

Reply #6 Top

as for the pirates returning back to base and logging up the gravwell as always been done

just that with diplomacy it got a lot worse

as for the lag we are working on it (I am the Pirate Lord for DS and they will have cap ships and stabases)