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Pirats of WTP

Nenos

Chieftain
Joined
Feb 15, 2006
Messages
35
The first time if the pirats apear it close to wrecking your start. Because they destroy your ship and not just steal your cargo.
Would it be possible that an attack of a pirat just damaging your ship and steal your cargo? It is hard anough for the player to lose the cargo. But in close to all cases. They sink your ship. Maybe capture your cargo and your King rise the tax and hand over you a new low ship. Mostly a caravel which will sink if a pirat attack them again.

Can you please modify the survival chance of the trading ships?
 
@Nenos

Pirates are supposed to be a threat and challenge. :dunno:

Thus it is intended that the player gets enough "Defensive Ships" to protect his "Tade Ships" (the trade routes).
Meaning you should adjust your strategy and gameplay to handle this, then everything should work fine.

I do not like to singificantly reduce or remove the threat to lose Ships, because it will make the game less interesting.
From my perspective it is simply a matter of "not properly adjusting your strategy", not "bad balancing".
(If we would not have liked the balancing it would have been changed many years ago already.)

Simply get some Navy and go "Pirate Hunting". :)
(You can e.g. set your Miltiary Ships on "partrol routes" or use "Sentry" command.)

However it is too challenging or annoying for you, you can simply adjust "GlobalDefinesAlt.xml", to have Pirates occur later and less often. :thumbsup:
  • Give MIN_ROUND_PIRATES a higher value to have them occur later in game
  • Give BASE_CHANCE_PIRATES a lower value to have them occur less often
  • Give TIMER_PIRATES a higher value to increase (min) turns between 2 spawnings
Code:
    <Define>
       <DefineName>MIN_ROUND_PIRATES</DefineName>
       <iDefineIntVal>100</iDefineIntVal>
   </Define>
   <Define>
       <DefineName>BASE_CHANCE_PIRATES</DefineName>
       <iDefineIntVal>20</iDefineIntVal>
   </Define>
   ...
    <Define>
       <DefineName>TIMER_PIRATES</DefineName>
       <iDefineIntVal>20</iDefineIntVal>
   </Define>

However there is not only "Pirates" (basically "Barbarian Civ").
The other AIs will build "Privateers" as well.
 
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Edit:
We also slightly adjusted / increased "Evasion Chances" and "Withdrawal Chances".
(So a few more Ship Fights will end with both Ships just being heavily damaged or a "Trade Ship" evading Combat by fleeing to a home port.)
 
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Wait a moment - patrol routes and sentry orders? Can you explain - I think I have missed this!

Just check your buttons of e.g. a Frigate. :thumbsup:

Sentry (S)
--> A Unit will stay on a Plot until it spots an enemy

"Patrol" (Ctrl + G)
--> Send a Unit up / down along the coastal line close to your border
--> When it is there, use the same to send it back.
--> It will stop when it spots an enemy.

-------

I do most of this manually (without using the commands), but I also had games where I used these buttons, and it worked relatively nicely. :)
It is much better than to use "Fortify" / "Heal" / ... or anything like that.
 
Sorry, but I don't see the patrol (Ctrl+G). I only see "Go-to mode (Same unit type)", which is just Go-To with all the same type unit in the same tile are selected together. It's 2.8.2.1 which is nearly the latest.
 
Sorry, but I don't see the patrol (Ctrl+G).
You are right, it does not have its own button.
But the Keyboard-Shortcut (Ctrl+G) exists.
 
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