[WIP] FRBs, Foraven's Stellaris rebalance mod

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Looking great!

Should be interesting and a door for similar events in the future. There are still a few things i want to add to the pirate event, like replenishing fleets (ie new ships added to existing fleets) and ship repairs when back to base (right now i made them use the engineer trait as a workaround). There is also an issue with alien pirates that remain unknown because they never make contact. Still, it works a lot better than the vanilla event.
 

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New version out. Fixed the crash bug, rescalled most entities in the game. You should not miss no having more range when you have so much more room to move around :p.
 

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New version out. Fixed the crash bug, rescalled most entities in the game. You should not miss no having more range when you have so much more room to move around :p.

My goodness. I know I liked having pirates spawned ... but ... this seems ridiculous in terms of numbers!

Within the last year, they've suddenly started spawning every ten days! I have systems with 4 or 5 pirate bases in them now!

Dude, they're even respawning ontop of my fleets now!

http://puu.sh/pT23t/d732083750.jpg
 
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My goodness. I know I liked having pirates spawned ... but ... this seems ridiculous in terms of numbers!

Within the last year, they've suddenly started spawning every ten days! I have systems with 4 or 5 pirate bases in them now!

Dude, they're even respawning ontop of my fleets now!

http://puu.sh/pT23t/d732083750.jpg

Ouch, something not working right, i never meant to have that many bases around. I will check my codes.
 

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I found the bug and made a fix, but didn't have the time to test it out and make sure it is bug free so it will have to wait until i get back home later today. Pirates will be limited to spawning a new faction every 2 years per Empires (i wanted to limit it to one pirate faction per empire but that didn't work and caused the bug) and will limit fleet spawning to at least 3 months (spawning time is random but i will set a hard limit so it can't happen earlier than that). I will also set some "spam" limits on the script so they aren't called as often, the bug made me realize that some part of the script can be called and used a lot more often than i thought.
 
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New version out. Should fix the infini spam of pirates. Added some improvements to the galaxy generator, more spacious star systems for all :).

Version 2.4.1 Hotfix

-Added a timer so no new pirate factions can spawn in a country for at least 2 years after the last one.
-Added a timer so no new pirate fleets can spawn less than 3 months after the last one.
-Added a few timers to ensure no pirate event script is called more often than really needed.
-Now all pirates will have communications by default (no more unknown empires).
-Starting systems are now larger.
-Several tweaks to galaxy generator.
-Habitability range (from the star) has been adapted to the larger systems.
 

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Another set of fixes, hopefully nothing major is left.

Version 2.4.2 Hotfix

-Removed traits from pirate admirals (no longer needed).
-Fixed bugs that prevented pirates from upgrading to better ships.
-Tweaked habitable zone for all colonizable planets including Gaia (Galaxy Generator).
 

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Be prepared, new version is out. Pirates are everywhere, fighting over your stuff. All bugs dealth with. Pirates now upgrade their fleets, rebuild their numbers, send new fleets and rebuild their bases. Everything you ever wanted from a NPC faction making things more difficult for you :p.

Version 2.4.3

-Fixed several bugs with pirate missing ship designs.
-Several improvements to the Pirate event scripts.
-Added new pirate ship designs.
-Increased the minimal delay between new pirate spawning.
-Pirates fleets can now replenish their numbers each time they get back to base.
 

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What is the respawn rate for pirates? I'm getting numbers that make no sense.

Pirate bases or pirate fleets? Anyway, i'm working on it, i am currently reworking them to get more reasonable numbers and avoid the galaxy filling up with them. I'm still looking for a way to set a hard limit on how many there can be at once because currently i only have put a delay on new spawn but the game don't track how many already exist (that is the real problem).
 

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The issue is knowing when I can expand honestly. I'm having severe issues just getting the starting fleets together.
Also having 5 fleets spawn while I'm trying to take care of their base and having other pirate forces attacking my homeworld is a bit of a pain.
 

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The issue is knowing when I can expand honestly. I'm having severe issues just getting the starting fleets together.
Also having 5 fleets spawn while I'm trying to take care of their base and having other pirate forces attacking my homeworld is a bit of a pain.

I know, that wasn't intended. Been working on this for the last 2 days, should have something done soon. I have been learning a lot lately about how to script events, also learned how easy it is to screw thing up when we don't really know what's is going on. I'm refraining from posting updates until i'm quite sure the pirates works as intended and don't turn into The Flood, Stellaris edition.
 

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I've taken to not actually building space stations to avoid summoning The Horde, and its turned out pretty well. The surrounding foes are not so lucky...
 

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I'm starting to understand what was wrong with my pirate fleet orders. One thing i got wrong at first is queued orders are added to the fleet queue, but the script don't wait for the queue to end before queuing more of them. So i had to tweak my script to wait for queue to end before starting new queue or doing special stuff like building more ships. I'm currently testing a few alternate means to do this. Once it's done i think my pirate will be ready for another release.
 
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The testing is taking more time than expected, but it should get done in the next 24 hours (hopefully sooner). Getting the Pirate event to work right has been much more difficult than expected, but it's almost done.
 
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I made some progress with my pirates, but there are still a few quirks i struggle to get fixed. Not sure how long it will take to finally get rid of the problems. Everything works but fleet orders are temperamental, they work when they want to. Timed fleet flags are unreliable but i need them to make things work, but so far i haven't been able to figure out what is wrong.