pirates not spawning again

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    There are afew posts on this but most are over a year old but all deal with issue as either being server.cfg not being set right, catalog permisions not being right or blueprint not being in either default-blueprints or in the blueprints folder itself.....well before last patch they worked fine, now ive noticed there notspawning at all if you attack a pirate station. I can manually initiate a wave, the permisions are set to enemy use, ENABLE_SIMULATION = true, ENEMY_SPAWNING = true, DEFAULT_BLUEPRINT_ENEMY_USE = true....but still no pirates....any ideas?
     

    AndyP

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    So, /initiate_wave works but the pirates do not spawn when attacking a pirate station? (what weapon did you use? missiles?)

    If they spawn in outer areas by themself, this may be an issue with the new missile system not triggering the "response fleets".

    - Andy
     

    AndyP

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    Great thank you,
    that would make it a lot easier to nail the source of that problem down.

    - Andy
     
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    Hello,

    I would like to note that I have the same issue. I've checked the config file to verify enemy spawn is true and have access to my blueprints, both in the config file and in game permissions. I've attached with both beam weapons and missiles with no spawning of pirates soon after. I've went as far as reinstalling the software to make sure I was at default setting with the same outcome, no pirates. If there is an update to this I would appreciate any information.

    Thanks
    Mike
     

    AndyP

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    Mdgeiers does the command
    /initiate_wave 1 1
    spawn them?

    - Andy
     
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    Have noticed this no pirate spawn on 2 different servers. Was told by server admins that pirates will spawn if the shields reach Zero and the station takes damage. Attacked with missiles, cannons and beam weapons to the extent that the station was destroyed and decayed. To my surprise one of the stations that decayed had loot in the storage boxes and I had never seen that before, was my only consolation to spending 20 minutes destroying a station to get some pirate loot. Please look into this as this is the only way (best way - don't want to mine roids for days) to make money on servers starting with low credits.
     
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    Andy,

    Okay, here is what I did. I copied and pasted your command in my text line when I was near a pirate station and sure enough, PIRATES were everywhere. They eventually killed me to where I spawned back at home base 2,2,2. I initiated a admin spawn of a pirate vessel and proceeded to another station, because the pirates seemed to linger around the previous ones I manually spawned them at, and attacked it. Sure enough, the system worked as it should have and pirates came to its rescue. I don't know why it started to work as it should have, but for now I can't complain. Because I'm very particular about my games I'm going to restart my local game and see if the pirates are working properly before I attempt to modify the blueprints, like I said, after restart I left everything default to trouble shoot. I thank your for your support and will come back if they fail to spawn after I do a game restart.

    Thanks,
    Mike
    [DOUBLEPOST=1437690264,1437689312][/DOUBLEPOST]Okay, after my restart when I attacked a station pirates would not spawn. Once I did a force spawn of the pirates my continuing attacks on the station produced Pirates to assist the station under attack. I ask why this is happening if anybody knows? If I reset my local game do I need to do a pirate spawn to activate pirates to assist the pirate stations under attack? I'm just trying to find out how the software is working and if there is a glitch to report.

    Thanks,
    Mike
     
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    i have noticed that if you have where u can only spawn in ships with blueprint if u have the blocks the pirates wont spawn ships over a sertin size but turn on pay by credits and pirates spawn any size ship you set if the devs can fix this or tell us how to fix this would be great
     
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    I have similar issue - pirates spawn a little task force to attack my station and I destroy all of them. After that no pirates attacks my station nor they spawn to protect their stations. Station definitely calls for help, messages was shown, but no pirate ships (
    After some time I've found that in first attack they used my blueprints as well - and there was spawned elevator as a pirate ship))) It has no thrusters nor weapon so I've didn't notice it at first. After I've destroy this mighty pirate boss all start works as expected
     

    Matt_Bradock

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    To AndyP and everyone having trouble with the pirate spawns:

    What I deducted from thorough testing and info from other players, the pirate reinforcement wave can spawn anywhere in the 3x3x3 sector cube with the station in the middle. The problem is, that you don't have vision to all those, you have vision only to 7 sectors out of that 27, because what you see is the sector you're in, and the 6 that share a side with yours. You don't see into sectors situated diagonally to yours. There is only 25.9% chance that the pirate wave spawns in a sector you have vision and sensors coverage in - which is why you usually don't see the pirates: they have spawned in one of those diagonal sectors and the best way to find them is to check the corners of that 3x3x3 sector cube surrounding the pirate station. At least, that seems to work for me. Check the upper corners first as they are more likely to spawn there.

    /initiate_wave works because that command always spawns the baddies in the same sector you're in. Station attack triggering pirate spawns used to work the same until the wave customization update. What would certainly solve the matter is making only the 6 sectors adjacent to the pirate station, and the station's sector itself eligible for spawning the pirate wave. Thus, they'd always show up on your nav.
     

    AndyP

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    To AndyP and everyone having trouble with the pirate spawns:

    What I deducted from thorough testing and info from other players, the pirate reinforcement wave can spawn anywhere in the 3x3x3 sector cube with the station in the middle. The problem is, that you don't have vision to all those, you have vision only to 7 sectors out of that 27, because what you see is the sector you're in, and the 6 that share a side with yours. You don't see into sectors situated diagonally to yours. There is only 25.9% chance that the pirate wave spawns in a sector you have vision and sensors coverage in - which is why you usually don't see the pirates: they have spawned in one of those diagonal sectors and the best way to find them is to check the corners of that 3x3x3 sector cube surrounding the pirate station. At least, that seems to work for me. Check the upper corners first as they are more likely to spawn there.

    /initiate_wave works because that command always spawns the baddies in the same sector you're in. Station attack triggering pirate spawns used to work the same until the wave customization update. What would certainly solve the matter is making only the 6 sectors adjacent to the pirate station, and the station's sector itself eligible for spawning the pirate wave. Thus, they'd always show up on your nav.
    That reads like a good trail to follow.
    Added this to the issue information:
    http://phab.starma.de/T672#26720

    Thank you for pointing this out.

    - Andy
     

    StormWing0

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    Noticed this issue of neither pirates or trading guild spawning and yes I've tested all the usual things and searched the whole area around the stations as well and found nothing. I've shot stations with everything from cannons to the astronaut's torch and got nothing. If I remember right last time the AI would advance on the sector they are called to from the nearby sectors but they don't move and that could be why no one is finding them because they don't move around from where they spawned. >_>