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Starsector 0.98a is out! (03/27/25)

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Messages - LngA7Gw

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1
Mods / Re: [0.98a] More Bar Missions (v0.0.6)
« on: May 27, 2025, 09:19:50 PM »

Did you also include the new Angry VIP transport bar mission for version 0.98a?
It seems Alex and co. introduced one new bar mission on this version.


New style bar events like the new Angry VIP mission is automatically supported and don't require changes.

2
Mods / Re: [0.98a] More Military Missions (v0.5.0)
« on: May 25, 2025, 06:57:12 PM »
I'm not sure if it was intended behaviour

That's why when the quest giver is describing the mission, it tells you which faction the trade fleet is at war with.

3
Mods / Re: [0.98a] More Military Missions (v0.4.7)
« on: May 17, 2025, 03:00:01 AM »
Version 0.5.0
  • Military Custom Bounty
    • reworked difficulty logic to allow faster scaling and scale past vanilla difficulty
    • in general, taking the biggest bounty increases difficulty, and taking the smallest bounty decreases it
    • difficulty maximum can be set in luna settings
  • Defense Mission
    • removed an inflate call in reportBattleOccurred and prevents invasion fleets from being deflated instead
    • can now change invasion probability in LunaLib
  • Escort Mission: removed an inflate call in reportBattleOccurred and prevents trade fleets from being deflated instead


4
Mods / Re: [0.98a] More Military Missions (v0.4.7)
« on: May 17, 2025, 02:47:35 AM »
data.scripts.campaign.econ.impl.rebelrats_OrbitalStation cannot be cast to class com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation

Should already be fixed; which version are you running?

5
bug report: SotfModPlugin.onGameLoad is executed every time the game loads, so you if do that multiple times without exiting the application, MilitaryCustomBounty.CREATORS ends up with multiple copies of SotfCBDustkeeperBurnout for example, leading to much higher mission frequency than expected.

6
Mods / Re: [0.98a] More Military Missions (v0.4.7)
« on: April 26, 2025, 03:56:48 AM »
Experienced a crash shortly after accepting a station defense mission from this mod. I believe FleetEventListener and its reportBattleOccurred callback is modifying the underlying listener list while Starsector is iterating it, triggering Java’s fail-fast mechanism and resulting in the ConcurrentModificationException seen below.

https://fractalsoftworks.com/forum/index.php?topic=26880.msg476210#msg476210

7
Mods / Re: [0.98a] More Military Missions (v0.4.7)
« on: April 22, 2025, 10:41:11 PM »
Did a mercantile mission for my faction trader and uhh...
I don't think that's supposed to happen to the local economy

That's actually an intended benefits of the mission--resolves shortages and allow you to buy commodities for cheap. Note that the vanilla bar delivery mission does the same thing.

8
Mods / Re: [0.98a] More Military Missions (v0.4.7)
« on: April 18, 2025, 04:21:09 PM »
FYI if you have Second in Command and runs into the ConcurrentModificationException error be sure to update to 1.4.4 or later as there's a fix

9
Mods / Re: [0.98a] More Military Missions (v0.4.7)
« on: April 17, 2025, 05:16:47 PM »
I'm still seeing [REDACTED] faction and same faction ships for defense missions despite setting the hidden factions option to false in the modSettings.json. I also tried adding the factions to the blacklist but I'm still seeing them pop up. Do I need a new save for it to apply?

If you've already visited the bar, existing fleets already generated will stay regardless of settings until they times out after 30-60 days.  If you have console command installed then you can clear them out with the mmm_Reset command.

10
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: April 11, 2025, 01:47:33 PM »
Hello @alaricdragon, I'm not too sure if this is caused by Starlords, but it was caused from interacting with a lord for a pickup mission, and accepting it in the intel screen caused this crash. Not sure what the Mmm package is (I think that's a package?). Anyways, thank you so much for maintaining this mod.

Try updating to v0.4.4 for More Military Missions and see if that fixes the problem.
https://fractalsoftworks.com/forum/index.php?topic=26880.msg469576#msg469576

11
Mods / Re: [0.98a] More Military Missions (v0.4.7)
« on: April 09, 2025, 07:31:41 PM »
Trying to do the mercantile escort mission, convoy arrived at the target planet and is just...circling forever and refusing to actually enter the port so I cannot complete the mission

Was there a lot of fleets in between?  You can try leaving the system for a while.  When you're not in the same system the game can takes shortcuts like not detecting fleet collision, and that may allow the fleet to go through.  You can be out of detection range for up to 7 days before failing the mission.

12
Mods / Re: [0.98a] More Military Missions (v0.4.6)
« on: April 06, 2025, 01:08:16 PM »
Version 0.4.7
  • Defense Mission: fixed a crash involving non-vanilla station industry class and added more exception guards
  • updated game version to 0.98a-RC7

13
Mods / Re: [0.98a] More Military Missions (v0.4.6)
« on: April 02, 2025, 07:20:07 PM »
Hey man, loving the extra mission types. But you really need to weigh the new end-game [REDACTED] units as higher value in the fleet generation or something. Because sometimes the defense mission will bring them in as enemies and they will DEVASTATE the defending AI fleets with their crazy speed and flux regen.

You can open mods\MoreMilitaryMissions\data\config\modSettings.json and increase the multipliers in DmFactionStrengthRatio.  The reason why the default is not set higher than 1.5 is because then the station can just win AI fights via auto resolve.

Can we get a per-faction toggle for defense missions? for example if I want only the hidden factions or some factions but not others...

Open mods\MoreMilitaryMissions\data\config\modSettings.json and blacklist the factions that you don't want in DmReinforcementFactionBlacklist.

If you don't know what the faction ID's are the easiest way is to install Console Commands and then use the list factions command.

I think the credit per FP setting is broke, with the default setting of 650 credits per FP I get this:

With 664 FP, and 650 credits per FP, the reward should be 431,600, unless the math is done some other way.

There are 3 more factors that goes into it.  First it's the difference between the station FP and enemy fleet FP that matters, but station FP is reduced by a multiplier, and the final credits is multiplied by a relations factor that goes from 1 (neutral) to 1.5 (maximum relations).  The actual formula is:

REWARD = RELATION_MULTIPLIER * DmCreditRewardPerFp * (ENEMY_FP - STATION_FP * DmStationFpRewardReduction)

So in your example, 1.0 * 650 * (664 - 562 * 0.9) = 102830 and gets rounded to 100000

14
I don't know if this is caused by a mod or not, but I somehow was able to get the invitation to meet with Zunya Glamor-Rotanev before going to the Abyss (the quest from Elek is active).  This is a problem because dialogue with her assumes that I already have the Onslaught Mk.I

15
Modding / Re: [0.98a] Retrofitted Bridge (v0.0.3)
« on: March 30, 2025, 10:53:59 AM »
Hi, any idea where I can get the 0.02 version of this mod? need it since I am still running 0.97

You can just download the v0.0.3 version and change the "gameVersion": "0.98a-RC5" line of your RetrofittedBridge\mod_info.json file.

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