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Starsector 0.98a is out! (03/27/25)

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Author Topic: Pirate vermintide  (Read 1644 times)

eert5rty7u8i9i7u6yrewqdef

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Pirate vermintide
« on: February 07, 2024, 04:54:35 PM »

As I noted in my suggestion thread pirates are spamming armadas in player colonies under certain conditions.
I had hoped that after killing the ten fleets that would be it since they seemed to stop at first, however the issue is persisting.

So far upon each of my visits to my colony I've had 10 fleets, 2 fleets, 8 fleets, and now 3 fleets just in hyperspace I haven't entered my colony yet due to the extreme number just outside.
All of which are armadas, as in there are no scouts, raiders, attack fleets, etc.

The steps to reproduce are following how I played during this run.
Let the pirates develop for about a decade, destroy all pirate stations near where you want to set up. I destroyed one before colonization.
Colonize several planets at once, I colonized six, three admins and three under my control.
All planets should be at five or less stability.
Build a waystation and industry on all planets.
Destroy new pirate station that spawns near your system.
Return to your colonies a few weeks later and find a large volume of pure pirate armadas.

I know this isn't an overzealous feature to try to get the player to negotiate with Kanta as I'm resetting my hostile activity bar to 0 every time I clean out my system.

No rush on the fix, while it's tedious I've played through worse. Currently I have a high command set up, and am generating nearly enough cash to break even each month, so I can theoretically keep it up until every planet in my system has a star fortress and high command.

I will upload a save in this thread if you can't repeat the bug on your end, just let me know what file service you want me to use.
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Alex

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Re: Pirate vermintide
« Reply #1 on: February 07, 2024, 05:10:46 PM »

Thank you for the info! Could you email me the save?

fractalsoftworks [at] gmail [dot] com
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eert5rty7u8i9i7u6yrewqdef

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Re: Pirate vermintide
« Reply #2 on: February 07, 2024, 06:14:04 PM »

Thank you for the info! Could you email me the save?

fractalsoftworks [at] gmail [dot] com
Sent. The email will be coming from Thisisarealusrnametrustme[at]proton[dot]me

As I said in the email, load the save with debug mode on, or a mod that allows you to instant kill fleets, as there is a Pirate armada emergency burning to say hi.
Edit: I did compress the save file to make sure there wasn't any issues sending it through proton. If it fails to load, I'll resend it uncompressed.
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Alex

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Re: Pirate vermintide
« Reply #3 on: February 07, 2024, 07:20:51 PM »

Thank you, I appreciate it! Hmm. This is a lot, but actually looks right-ish for a system with a ton of colonies. I guess my question is, why *are* you spending time cleaning out your system? There's no real reason to that I can think of unless you just want to do it or are getting Commerce bounties or some such. It kind of sounds like you're treating it as doing a chore - which, if you had to do it, I can see how it would feel that way, for sure. But you don't actually have to?

You might need to fight one or two if you get ambushed on the way to a colony, sure, but I mean aside from that. For example, in the save you've sent, there's one fleet burning at you and there's zero pirate fleets inside the system; you could activate e-burn and make it to a colony with zero fighting. I'm not saying you're wrong, but I'd like to understand.

(Kind of funny - once your original colony hits size 4, a bunch of Persean League fleets and other faction fleets will come and clean out most of the pirates.)
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eert5rty7u8i9i7u6yrewqdef

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Re: Pirate vermintide
« Reply #4 on: February 07, 2024, 07:58:51 PM »

Thank you for the info! Could you email me the save?

fractalsoftworks [at] gmail [dot] com
Something else to note, when even one of the planets in the system I sent you hits level 4, it will result in the Persean League adding 44 points of hostile activity. While this isn't technically a bug, I doubt you meant for 6 level three planets and one level 4 planet to generate so much HA.

In the event you miss this comment I'll make a proper suggestion thread for it.
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Alex

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Re: Pirate vermintide
« Reply #5 on: February 07, 2024, 08:00:47 PM »

Yeah - I'm actually roughly halving the PL event points for the hotfix! It's too much and an outlier compared to the other events.
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eert5rty7u8i9i7u6yrewqdef

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Re: Pirate vermintide
« Reply #6 on: February 07, 2024, 08:06:59 PM »

Thank you, I appreciate it! Hmm. This is a lot, but actually looks right-ish for a system with a ton of colonies. I guess my question is, why *are* you spending time cleaning out your system? There's no real reason to that I can think of unless you just want to do it or are getting Commerce bounties or some such. It kind of sounds like you're treating it as doing a chore - which, if you had to do it, I can see how it would feel that way, for sure. But you don't actually have to?

You might need to fight one or two if you get ambushed on the way to a colony, sure, but I mean aside from that. For example, in the save you've sent, there's one fleet burning at you and there's zero pirate fleets inside the system; you could activate e-burn and make it to a colony with zero fighting. I'm not saying you're wrong, but I'd like to understand.

(Kind of funny - once your original colony hits size 4, a bunch of Persean League fleets and other faction fleets will come and clean out most of the pirates.)
The reason why I spend time cleaning out my colonies is "eventually" I have to return to drop stuff off, and while I'm in system the pirates are causing havoc. So the best solution is to drop in each point in the system, clear the pirates out, do what I need to do, and then leave.

There's three fleets in the system. For a total of five, the save starts after I killed one fleet, with another burning towards my fleet, with the remainder being in system. Alternatively, three spawned in my system after I entered it.

I would have added all my comments together, however I didn't see your reply until after I submitted the last comment.
Thank you for the fix.

Edit: While the system is large, the population is extremely small due to all of the planets being level three. I assume what is happening here is pirate strength and numbers are tied to population of a system, in which case mine is 21 despite everything only being level three. If this is the case, perhaps tying it to development level, which would be +1 per world or 7 total, or passing population through some kind of average formula that is softer on small worlds would be a better call.
« Last Edit: February 07, 2024, 08:16:08 PM by eert5rty7u8i9i7u6yrewqdef »
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Alex

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Re: Pirate vermintide
« Reply #7 on: February 07, 2024, 08:11:33 PM »

Ah, gotcha - that makes sense, thank you.
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eert5rty7u8i9i7u6yrewqdef

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Re: Pirate vermintide
« Reply #8 on: February 07, 2024, 08:17:26 PM »

Ah, gotcha - that makes sense, thank you.
I left an edit in my above comment. I'm not sure why but I'm not getting notified when a new comment appears in a thread.
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Alex

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Re: Pirate vermintide
« Reply #9 on: February 07, 2024, 08:51:19 PM »

Edit: While the system is large, the population is extremely small due to all of the planets being level three. I assume what is happening here is pirate strength and numbers are tied to population of a system, in which case mine is 21 despite everything only being level three. If this is the case, perhaps tying it to development level, which would be +1 per world or 7 total, or passing population through some kind of average formula that is softer on small worlds would be a better call.

Yeah, that makes sense - I actually just finished adjusting the calculation. It did take into account both the largest colony and the number of colonies, but it was weighing the number of colonies too much for a somewhat-extreme number like this, so I added some simple caps based on the size of the largest colony.

(Let me move this to suggestions, since this is more of that type of thread at this point. Thank you again for bringing this up and for sending your save along, it was very helpful to see.)
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Wyvern

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Re: Pirate vermintide
« Reply #10 on: February 07, 2024, 09:26:14 PM »

I guess my question is, why *are* you spending time cleaning out your system? There's no real reason to that I can think of unless you just want to do it or are getting Commerce bounties or some such. It kind of sounds like you're treating it as doing a chore - which, if you had to do it, I can see how it would feel that way, for sure. But you don't actually have to?
Because if you don't clean out the hostile fleets, they'll blow up merchants and your colonies get resource shortages. Which for a size six colony may just mean a bit less profit, but for a size three or four, can easily push a colony over from 'profitable' to 'cash drain', especially if you're running growth incentives. (And for a lot of colony types, you basically have to run growth incentives if you want them to ever get to the more-secure larger colony sizes.)
« Last Edit: February 07, 2024, 09:28:26 PM by Wyvern »
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Wyvern is 100% correct about the math.

Alex

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Re: Pirate vermintide
« Reply #11 on: February 07, 2024, 09:55:45 PM »

Honestly, I'm not sure how true it is that cleaning out the pirate fleets manually appreciably helps with this. I didn't do this at all and had the occasional disruption (which can happen regardless, even when you're not around), but it was all pretty much fine, even with smaller colonies. It could be that it tips over some threshold when there is a ton of small colonies in a system and the pirate fleets get larger, though.
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Wyvern

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Re: Pirate vermintide
« Reply #12 on: February 07, 2024, 10:23:38 PM »

Honestly, I'm not sure how true it is that cleaning out the pirate fleets manually appreciably helps with this.
I mean, it's hard to argue with "I see a Pather Armada fighting a merchant fleet, and if I don't intervene and help, the merchant fleet dies."

So, maybe in the grand scheme of things, it doesn't make much difference? But in the immediate anecdotal evidence- well, it's the only thing I can do that can make a difference, so...

Now, I'm also nowhere near the levels of enemy presence reported here; I've been seeing typically two Pather Armadas (or whatever else) in my main system each time I visit. But they'll absolutely kill things while I'm there if I don't stop them myself.
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Wyvern is 100% correct about the math.

Alex

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Re: Pirate vermintide
« Reply #13 on: February 08, 2024, 10:19:01 AM »

Yeah, that's fair. I guess I'm more saying there's diminishing returns in terms of value for time spent for, say, sweeping the entire system.
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eert5rty7u8i9i7u6yrewqdef

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Re: Pirate vermintide
« Reply #14 on: February 08, 2024, 09:33:14 PM »

Edit: While the system is large, the population is extremely small due to all of the planets being level three. I assume what is happening here is pirate strength and numbers are tied to population of a system, in which case mine is 21 despite everything only being level three. If this is the case, perhaps tying it to development level, which would be +1 per world or 7 total, or passing population through some kind of average formula that is softer on small worlds would be a better call.

Yeah, that makes sense - I actually just finished adjusting the calculation. It did take into account both the largest colony and the number of colonies, but it was weighing the number of colonies too much for a somewhat-extreme number like this, so I added some simple caps based on the size of the largest colony.

(Let me move this to suggestions, since this is more of that type of thread at this point. Thank you again for bringing this up and for sending your save along, it was very helpful to see.)

Thank you. I've beaten everyone but the Hegemony/Path/ and Pirates, and I have some notes on what I think works and what needs some rework. However, I'll save that for a larger general discussion thread when I feel like it.
Also thank you for letting players resolve the Persean problem via sat bombing. I didn't stay with that route, but it's a nice option to have.
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