Yay, over 3 game days in MBR vs PG. No bug, no error, no game crash. No slow-down'o'death. Good stuff. Still has to check some of the inner code to be sure i'm not missing a possible 'silent' incompatibility, but everything is ok so far.
Game Settings:
New start - No 3rd party plugins.
MBR: Default - No Xenon MBR
PG: Very Hard - ADS - No Station Attacks - War with Teladis
During the first game day, as usual PG bases in legit sector got their ass kicked apart from a few ones. Lowest PB count = 11. There's only a few bases that will remain in legit sectors like New Income. Usually, the more far away is a PB from the sector center, the more safe it is. It mainly has to do with the fact that the pirate M7 will be able to jump quickly to the jump beacon and will be ready way before the MBR fleet arrive.
The second day PB start respawning, and PG got a bit "lucky" here as most of the PB directly spawned in Pirate, Yaki or Unknown territory. The bases unlucky enough to spawn in the middle of legit sectors got destroyed quite quickly. New bases are not attacked by the MBR has it's too busy dealing with raiding parties (i guess).
After 3 days, there's 18 PB, which are "Pirate Guild Bases" apart from 2 Strongholds and 3 Outposts. Most of them have full LT and some have patrol M6.
It would seems that PG is doing good. But let's go to the economics. Funds in the PB are very very low. Basically because Pirate Bases are too busy defending themselves or dispatching military patrols to think about raiding TS/TP/TL ships. Some tunings to the AI decision maker could be needed here. The main effects of this:
- PB build less fighters
- PB don't buy enough M7 to fill the defense grid (10 bought during 3 days :/, thus they got killed quite quickly)
- No wealthy PB = no fund in the Guild account, so no M2 or additional M7
If i let the game last a couple more days i know that i'll finally get 3 or 4 wealthy fortresses/strongholds and money will start flowing, and so, the defense grid will start becoming slowly active.
On its side, MBR still (try to) intercept most of my actions. But like PG its ressources are apparently stressed to the max, and dispatched wings are most of the time too small.
So basically with these settings and a fresh reset of PG you should get a more or less even match in the long run. But whatever you do, the Guild will be bashed during the first 24h (initial position of the PB in the vanilla game ain't good at all).
One weird thing. Usually boron military are crap against PG, both in vanilla and with RRF. But here it has been the worst enemy of the guild during nearly the whole test. They did more damages to the guild that all the other races added one to another.
It also gave me a few ideas for the 1.6x serie.
+ PB that will morph into Mobile PB (TL ship with basically the same appearance) to relocate elsewhere.
+ Decoy attacks before major operations (invasions, HQ invasions)
+ Add the Mob Boss' emergency jump AI to most ships
+ Disabling bounty hunters when MBR is enabled would also help a lot.
I could also put back the X3R cover system, but it was causing too much issues, and it was a pain to implement, so it probably won't make it.
One funny screenshot :
[ external image ]
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Minor PG bug spotted :
Destroyed Guild HQ reported twice in the guild news.
And you probably get the reward twice too if you're the killer.