Few Simple Questions From A New Modder

Hey guys,

 

Thanks for taking the time to read this. Just a few quick questions.

 

1.) Is it possible to disable pirates for a map? Usually in the game options after loading Sins you can choose Pirates Active or not. Is there a way to permenantly disable this for a specific map?

 

2.) I have been able to create a template to start a particular player with a capitol ship. Is there a way to make it have a specific name upon spawn?

 

3.) Also, how do I add random militia around non owned planets such as Asteroid belts. I used a template to add If No Planet Owner, spawn these items for NoOwner. And then added ships. However, upon arrival in a non-colonizable planet's gravity well (asteroid belt) there are no militia. Is this a specific  non-colonizable issue? Or is it the setting IsPiratesActive or some such?

 

Thanks in advance guys!

1,465 views 5 replies
Reply #1 Top

1) Delete the pirate base from the .galaxy file. Either by editing it in Notepad or GalaxyForge. Be sure to make a backup though, if you want to play online (I guess it checks if every player has the same map).

For 2 and 3 I have no answer, sorry. Have you tried searching the forum? I think it has been discussed before.

:-)

Reply #2 Top

Thanks for your answer on the PirateBase. i was looking to keep the pirate base as a planet, yet disable the possibility of bounty when the map is played by other players. I was considering publishing the mod after playtesting so it would need to be something in the .galaxy file, i am just not sure what line to delete while keeping the pirate base as a planet.

As for the others i Have searched the forum but to no avail, i believe the search engine hates me. X(

Reply #3 Top

sorry but with the pirate base in the galaxy and pirates active the bounty is active.

the only 2 ways to disable the bounty is either turn pirates OFF or not include the pirate base, but you might be able to create a dead pirate base planet with different name & description and not have the raids/bounty and include your new custom planet in a mod to go with the map(s) and put you dead pirate base in place of the pirate base

hope this idea helps

harpo

 

Reply #4 Top

1. I know other people have changed the severity of pirate rates, maybe just make it so that no pirates will ever spawn on all levels? The AI might still enter bid wars, but that should do it in effect.

 

2. Not possible, at least from just the galaxy file.

 

3. You have to mod the galaxy file in a text editor for this. Its the same as adding different custom militias to normal planets. I know their is several posts on this, though if you can't find one I'll explain when I have more time.

Reply #5 Top

Thanks for all the reply's!

 

Harpo, that might do it. I was looking more for a setting that in effect defaulted to "inactive pirates". I like the pirate bases but not the bounty. The scenario being you start with a dead asteroid and very minimal resources as an escaped prisioner, pirates could wipe  a player pretty fast.

 

GoaFan77, thanks. I will try to search more.