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George LeS

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The outliner overload is a pain; 4ad is right.

What I don't get is why they took away our modding abilities here. Why CAN'T we # out the PIR file, & why CAN'T we make REB's act like pirates?

Yes, I am not unbiased, but I do not see how TB&TB was a threat to P'dox & to the integrity of EUIII. I do not see why they went out of their way to kill it.

Once again, (and again), the obvious fix is a new option at start: None-Privateers-Normal.

And please give me back my rebels.
 

Johan

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The outliner overload is a pain; 4ad is right.

What I don't get is why they took away our modding abilities here. Why CAN'T we # out the PIR file, & why CAN'T we make REB's act like pirates?

Yes, I am not unbiased, but I do not see how TB&TB was a threat to P'dox & to the integrity of EUIII. I do not see why they went out of their way to kill it.

Once again, (and again), the obvious fix is a new option at start: None-Privateers-Normal.

And please give me back my rebels.

The reb was a side effect of fixing quite a few bugs with spawning units.

The idea with the current system of patrols was to only need 4-5 fleets as a colonial power.. Unless you are a "colonise and conquer the world".
 

ForzaA

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I've not had a single pirate appear in "my" seazones in the games of HttT that I played (well, no, not strictly true, at some point the patrol range calculation didn't work yet), and I haven't had more than 5-6 fleets to cover the various parts of my empire.
 

George LeS

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The reb was a side effect of fixing quite a few bugs with spawning units.

The idea with the current system of patrols was to only need 4-5 fleets as a colonial power.. Unless you are a "colonise and conquer the world".

Oh.

If it really was necessary, I suppose that's it. Wish it weren't, though.

And the current system is much better. Still, an option, & more moddability, would be nice.

Thanks for the answer.
 

Musthavename

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What i'm doing currently is just making Barques and parking them along my coasts making sure every coastal region counts as being patrolled. My ships are always at port so I don't have to worry about them getting destroyed in a war, and I don't have to do anything to stop the pirates spawning. That, and they're dirt cheap, and count towards tariff efficiency.

The new pirate system is a LOT better than the old one.
 

unmerged(105596)

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What i'm doing currently is just making Barques and parking them along my coasts making sure every coastal region counts as being patrolled. My ships are always at port so I don't have to worry about them getting destroyed in a war, and I don't have to do anything to stop the pirates spawning. That, and they're dirt cheap, and count towards tariff efficiency.

The new pirate system is a LOT better than the old one.

This.

And by the way, if it would be possible to increase the patrol range as I suggested, every seazone would be patrolled by huge number of different fleets which would clog up the seazone popup window...
 

neant

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I like that provinces near not-partloed sea zones have -25% tax and -50% tarrifs. There is no micromanagment invloved in it, but removing pirate ships would be nice.
 

Epinephrine

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On the upside, this "in port = pirate patrol" feature could integrate into the MMP pirate system quite nicely, if there's a way to mod the probability of pirates by province (and perhaps limit the in-port patrol range to one province). It seems to be almost the same as the Pirate Hunter Squadron decision, just that instead of diverting funds towards that goal, you'd have to divert actual ships.
 

JCFast

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But still no confirmation from the devs or skilled modders? Is there a way to disable the pirates? I'm playing as Spain and I'm trying to colonize the whole Americas myself and my ledger is spammed with pirate patrol ships, I'm just done with the micromanaging. :D
 

unmerged(179463)

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But because of the pirates, I don't get any tariffs on my colonies in Mexico... and they're even on the wrong side (on the pacific side, which I can't reach). And when I move my fleet there, pirates spawn in my African regions.

I have exactly the same problem in the same area of Mexico. But an easy solution to this would be to allow ship construction in non-core provinces. I never understood the need to forbid it there, it doesn't even make sense.
 

Alerias

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I like that provinces near not-partloed sea zones have -25% tax and -50% tarrifs. There is no micromanagment invloved in it, but removing pirate ships would be nice.

Indeed. This is precisely how Id like the whole piracy system to work; largely abstracted.

Id like to be able to mod pirates' spawn rates, the duration of patrols, and the patrol range of fleets; or at LEAST to take out pirates fully like we used to.
 

tuore

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Bump, we need a fix for this. I have another game, and I can't afford the navies to protect my sea regions. If only we could change on what naval tech level the pirates appear (without moving the blockade level).
 

JCFast

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Seriously noone has figured out a way to disable them pesky pirates?
 

Antonius66

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Tried that and it didn't seem to work. However, I just changed blockade=yes to blockade=no for naval tech level 9 in the tech folder and it fixed it. I will live without blockades.
 

unmerged(135978)

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Are you sure you deleted them completely? You've got to delete everything from "PIR=" to the beginning of the next nation's tag, including all their navies and relations...

Worked just fine for me with NA/IN... haven't tried it with HttT yet, cause i don't really need it there, but i can't see any reason, why it shouldn't work :)
 

unmerged(136238)

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Johan- How about an option to hire "privateers" in our colonies, like mercenaries for land. So that we can pay for instant pirate patrol? This would be historically accurate and really help the game since much of the annoyance is waiting to build your pirate hunters, then only to see them destroyed when you are at war.
 

unmerged(7509)

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Johan- How about an option to hire "privateers" in our colonies, like mercenaries for land. So that we can pay for instant pirate patrol? This would be historically accurate and really help the game since much of the annoyance is waiting to build your pirate hunters, then only to see them destroyed when you are at war.

Why are they destroyed if you leave them in port like the rest of us? Ships will patrol almost as well from a port in HTTT, and then you don't have to worry about losing them in a war.
 

unmerged(69928)

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The real issue is places like Mexico where you haven't or are unable to explore and get ships to a location because you went by spread of discovery and over land.

Simply being able to build ships in a non core port with a 100% extended time and say a 25%-50% additional cost would solve this.

There's no reason you can't build a ship anywhere, as many ships had to make repairs in the middle of nowhere just to get home. It would make sense that it would take extra time and cost due unfamiliarity with the surroundings, having to track down materials and do alot of work by hand, unless the province happened to have a ship yard in it.

You could also limit the type of ship you can build. I would prefer lights, but even a basic transport or galley just to cover the zone would suffice. I say lights because that is what usually spawns over there, at least in my games. If the Pirates can get a hold of them, so should you. Especially if you made it out that far and were able to take the land. I would say being unable to build Bigs would be a good limiter, as they should require some sort of established sea port to be built properly.

Just my 2 ducats. (1/2 ducat after war taxes.)

T