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Author Topic: Mod to prevent absurd pirate base spawning.  (Read 1692 times)

CrazedDutchman

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Mod to prevent absurd pirate base spawning.
« on: August 19, 2019, 12:39:23 PM »

Recently, my 2-colony system was hit by max pirate activity, enough to set me back 120.000 credits each month back. When i was going to check where the pirate base was, I found out that it was ON THE OTHER SIDE of the sector, I'm not even going to calculate how much logistical problems it is going to give.

It makes sense if the Base was nearby, which it is. (most of the time)
But a pirate base THAT far away doesn't make plain sense and is EXTREMELY annoying.
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canned Tomatoes

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Re: Mod to prevent absurd pirate base spawning.
« Reply #1 on: August 19, 2019, 12:58:30 PM »

As a stop gap measure, you can use console commands to jump to such a system and then kill the pirate base the old fashioned way.
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Wyvern

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Re: Mod to prevent absurd pirate base spawning.
« Reply #2 on: August 19, 2019, 01:28:55 PM »

This is particularly an issue with colonizing Duzahk in a heavily-modded playthrough - the game will try to put a pirate base 'nearby', but if there aren't any unoccupied systems within the game's definition of 'nearby' it'll just pick a place at random - which will tend to be very close to the map edge because that's where most of the systems are.
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Wyvern is 100% correct about the math.