disable Pirates upgrades

I installed a mod having changed sins game-info files having pirates with their research files deleted. I started the mod with an already existing sins diplomacy 1.00. The pirates still have their upgraded armor and hp, kicking ass of my fully upgraded star base and planet.

Now there are two possibilities.

1. Once a game is started, one cannot change pirate behavior or anything else. The files are stored in memory.

2. I am missing some cruical file that affects pirates upgrade.

5,190 views 8 replies
Reply #1 Top

Well, the way I see it, there are 4 possibilities;

1. Disable Pirates.

2. Update to Diplomacy 1.32.

3. Learn how to fight. Pirates aren't that much of a problem.

4. Mod the game yourself. Its not that hard. Just go grab Harpo's source files.

 

Reply #2 Top

The pirates still have their upgraded armor and hp, kicking ass of my fully upgraded star base and planet.
End of quote

Turrets actually do quite a lot of damage against ships who are stupid enough to wander into range. When a few turrets are placed strategically in combination with a starbase and a couple repair platforms, you'll probably be invulnerable from pirates.

Reply #3 Top

So you are saying that you played a game. Saved it. Then edited the files?

If so then it is the first. Sort of. The game will show some changes but for them to be fully implemented you need to reset.

Oh and update to Diplomacy 1.32. The pirates are fixed for you then.

Reply #4 Top


I installed a mod having changed sins game-info files having pirates with their research files deleted. I started the mod with an already existing sins diplomacy 1.00. The pirates still have their upgraded armor and hp, kicking ass of my fully upgraded star base and planet.
End of quote

The raids I go up against would kill you in seconds if you played the mod/s I play.  With that being said:

1.  You shouldn't be playing on such an outdated version.  Always update.

2.  Sounds almost like you changed the core files of the game instead of the files associated with the mod.  If so, you made a horrible mistake.

3.  I highlight the "use better tactics" option. 

A generally good tactic is to build a starbase at the chokepoint in your gravity well.  Make sure it's close enough to the building range of tactical structures so you can support or surround the structure with turrets supplemented with repair bays (2/3 is enough).  You also need to ensure that structure has the backup government upgrade on it.  It turns the starbase into a target for your foes to be forced to attack if they want that planet.  Clustering your defenses to protect the starbase helps nicely.  Remember, you can always anchor the Vasari starbase as well so it won't be an issue.

Reply #5 Top

I did not touch the core files. I copied the game info folder (txt version) to "mod diplomacy 1.00". There i changed the files included.

I have harpoo text files diplomacy 1.00. I just need to know how to edit files controlling pirate upgrades. Any help would be helpful.

Reply #6 Top

Why have you not updated to 1.32? That alone would fix your problem.

Reply #7 Top

I just had an idea about fighting pirates as Advent but I have no idea if it would work. Pirates always try to group phase jump, right? If they nearly always go through a neutral gravity well first before making their way to one of your planets, I'm wondering how effective it would be to build a starbase covering the area where they would have to phase jump out, and then to have 2 or 3 or 4 Guardians right there alternating Repulsion, preventing the pirates from getting positioned to phase jump - while your starbase mows them down. Maybe station have a cap there to gain a little experience.

This will allow you to destroy the pirates without having defensive units take damage or lose credits to Plunder. I think.

Reply #8 Top

You can also use the destabilize phase lane ability inherent in all starbases. It is an effective tactic. Even better with TEC's upgrade for the starbases.