Pirates are way to strong at the start

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unclean
Posts: 163
Joined: Fri Dec 31, 2010 6:27 am

RE: Pirates are way to strong at the start

Post by unclean »

ORIGINAL: pipewrench
p.s. did you notice the increase in the speed and evade,flee or get the uber pirate running at 78? This little puppy came up more then once on game start and it might be just a simple data glitch I can tweak.
I've actually run into a pirate like this once at the beginning with pirates set to normal, and if I remember correctly it was also 78 firepower. What I do remember for sure is him being an absolute bastard who could outrun my fleet with some ridiculous shield recharge going on.

I have to admit though, it was pretty fun having an uber pirate that I actually had to track down for once, although dealing with two at the same time with your settings sounds infuriating.
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WoodMan
Posts: 1345
Joined: Wed Jun 02, 2010 1:22 pm
Location: Ol' Blighty

RE: Pirates are way to strong at the start

Post by WoodMan »

Not come across this design yet in my current game. It would be very nice to know how pirate designs work these days. I'm absolutely positive they used to copy nearby empires designs (because people experienced them copying ships they had designed manually) but I don't know if that happens anymore. Did you check the game editor to view whole map and see if Boskara were nearby?

My current game I just destroyed the first pirate base I've found. 5 destroyers did the job without losses!
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
endoric_MatrixForum
Posts: 71
Joined: Thu Jun 14, 2012 11:42 am

RE: Pirates are way to strong at the start

Post by endoric_MatrixForum »

i have not noticed pirates every causing me any problems. If the new patch has made them more difficult i look forward to the chance to generate new fleet admirals.
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