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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Deluth

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1
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: December 06, 2024, 07:59:37 AM »
Hey everyone, for everyone encountering null pointer exceptions, I have a workaround fix which you can apply by downloading the latest jar here and replacing your starlords jar. This will try to reset lords when an error occurs instead of crashing the game. However, errors can still cause unexpected side effects/behavior so I don't recommend using this unless you have to.

I got a crash as well:

1155440 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
java.lang.NoClassDefFoundError: exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
   at java.lang.Class.getConstructor0(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at exerelin.utilities.NexUtils.instantiateClassByName(NexUtils.java:423)
   at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:354)
   at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:63)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:152)
   at starlords.ai.LordAI.chooseNewOffensiveType(LordAI.java:1134)
   at starlords.ai.LordAI.progressAssignment(LordAI.java:830)
   at starlords.ai.LordAI.advance(LordAI.java:96)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.InteractionDialogCustomPanelPlugin$ButtonEntry
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 30 more

This is a new one, can you check if your nexerelin is updated to the latest version?

2
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: November 14, 2024, 11:53:46 AM »
Hello, I get a null error on the same day (Nov 18 I believe) every time I have run a particular save. Below will be the section of code that I believe is relevant.

114851 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at starlords.ai.LordAI.progressAssignment(LordAI.java:515)
   at starlords.ai.LordAI.advance(LordAI.java:96)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

 I run mods with the save, I'll attach the enabled_mods file as well.

Let me know if you need any more information, and if my formatting for reporting bugs is correct. Thanks  8)

Thanks for the report, this seems to be due some custom market added by another mod. I'll see if it can be resolved.


Minor bug occasionally when given tasks from a Lord.

"Error: could not get mission description."

If clicking accept button the mission will fail to appear.


Thanks for the report, this is a known issue which happens when the quest generator creates a quest that is incompatible with the lord in some way. Since it doesn't crash the game, it likely won't be resolved for a while.


Hey, I am thinking about adding cross-mod content for Star Lords, and I had a question. Can a lord of one faction start off holding the world of another faction as their fief, or will that cause issues? In one of my mods there is a main faction and client faction, and I was thinking of having all the lords be from the main faction but for some of them to hold territory in the client state. Would that work or would it be better to split them up?

Currently super/subfaction relations aren't modeled at all, so it would be safe to place them in separate factions, Technically there's no check that a lord's fiefs must be in their faction to be assigned so you might be able to get away with it, but the behavior there is undefined.


enjoying the mod so far noticed a potental design flaw. the lords LOVE capitol spam k fine but the problem in question is the invictus. i noticed 5 of em parked on a luddic church world with an orbital station along with a large ish fleet. this looks like it could make having to deal with the luddic church for whatever reason a slog if they can summon a garrison like that at will. if it goes 10 invictus it might not be possable to be before everyone of your ships run out of cr.

There's a 600 DP cap on fleet/garrison sizes that a lord can recruit, so 10 invictuses isn't possible (though to be fair, it's close). Lords collect taxes from fiefs and use them to purchase+upkeep fleets/garrisons/marines, so if you keep them at war, they shouldn't be able to save enough to build up large garrisons. If you let a lord get to max strength, it's expected that you should work with allied lords to take them down, and that your own fleet may not have to CR to face them alone.

3
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: November 08, 2024, 10:02:40 AM »
Good day, another report: got this crash randomly playing with bunch of mods and SL("randomly" meaning I was in abyss from RAT minding my own business), but I suppose that connected with Star Lords.

Code
18091053 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
at exerelin.campaign.intel.groundbattle.IndustryForBattle.<init>(IndustryForBattle.java:59) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.addIndustry(GroundBattleIntel.java:362) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:290) ~[?:?]
at starlords.ai.LordAI.chooseNewOffensiveType(LordAI.java:1135) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:830) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:96) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Thanks for the report, I haven't seen this one before. This seems to be some other interaction between starlords and nex, I'll take look.


Hi, I'm trying to create a couple of lords for custom factions and made two for the Apex Design Collective mod, but after trying to create one for the Roider Union mod I'm running into an error. After validating bounties it crashes at saving I think. Once I delete the segment for the roider lord it goes away. Bellow is the beginning of it.

Hey, I can think of a couple of possible issues. Firstly, "aggressive" is spelled wrong. Secondly, if you try to add/remove lords in an existing save, it may cause crashes, so make sure you aren't do that. Lastly, make sure that all the variants you specified in flagship/shippref are valid variants.

Important question; does this mod override any custom Nex settings?

Like say when you've blocked the AI from ever using saturation bombardment? Because I just got back to Sindria and it's been sat bombed down a size category and was about to deciv. Heck I've have 5 other core worlds decivilized so far and usually that's only an issue for pirate planets like Garnir.

Is there something I need to change in the settings?

Lords will occasionally perform saturation bombardment as part of campaigns, but it's quite rare. There's currently no setting to disable that. The more likely cause of decivs is that this mod does increase the amount of raiding going on (since there are pirate/pather lords who are constantly raiding). I've already greatly reduced the impact of lord raiding and haven't seen much deciving in recent games, but stability will be a bit lower on average in ai markets with this mod installed.

4
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: November 01, 2024, 05:41:27 PM »
not sure if its this mod or both having trouble so thought id share the report error part

24099061 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.GroundBattleIntel.autoGenerateUnits(IILcom/fs/starfarer/api/campaign/FactionAPI;Ljava/lang/Boolean;ZLcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Ljava/util/List;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.GroundBattleIntel.autoGenerateUnits(IILcom/fs/starfarer/api/campaign/FactionAPI;Ljava/lang/Boolean;ZLcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Ljava/util/List;
   at starlords.ai.LordAI.beginNexGroundBattle(LordAI.java:1178)
   at starlords.ai.LordAI.progressAssignment(LordAI.java:793)
   at starlords.ai.LordAI.advance(LordAI.java:96)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Hi, this happens when using a outdated version of Nex with this mod. Try updating Nexerelin.

5
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: October 27, 2024, 08:53:06 AM »
Hello and thank you for your dedication, this is a great mod.
Can I make a translation and carry this great mod to the Chinese forums, I want more players to know about this mod.
I'm going to be very specific about the author and the source.

Hey, thanks for your interest in the mod! Naturally I won't stop you if you want to translate it, but the mod is still in a beta state. Specifically, the way the localization strings are organized is quite poor, so you may find translation to be unnecessarily difficult. It may be ~2 months until I get around to resolving that though, if you're willing to wait.


Got a crash on 0.3.1 after fighting a lord, in this case Archibald Lawrence but I previously had it fighting one of the Tritach lords. Posting it since didn't see it in the thread, don't know if 0.3.2 has it fixed.

...

Tested with/without mods and came to a conclusion that crash probably is rare, due to how I didn't crashed even once, also in the end loaded the same save, same battle and it's all fine.


Thanks for reporting this bug! This one seems weird and may be caused by behavior of other mods. Tbh I'm not sure what the root cause is, but I can add a fix to prevent this specific code from crashing in the next update.

6
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: October 25, 2024, 05:24:46 PM »
Hi everyone,

Thanks to all bug reporters for your patience, I've been a bit busy lately and was meaning to release bugfixes alongside some other qol changes I've been working on, but since this bug seems to be affecting many people, I'll just release it as a standalone version now. Please try to the latest version to see if the issue is resolved and thanks for reporting bugs!

hey random question: does this mod have Exotica Technologies support?
what i mean by that, do star lords get a custom amount of bandwidth / exotics on there ships, or do they get the normal 'random' amount Exotica Technologies tends to give all fleets in the game?
because i kind of feel like they should be getting at least 200 bandwidth and 2 exotics on there ships, to make sure that they stay 'strong' even when the player starts to get high bandwidth and exotics on there ships.

I haven't played with this mod before. Let me look into it and see if any changes will help on my end. The bug you reported with faction ids should also be fixed now.

7
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.1
« on: October 24, 2024, 07:12:17 AM »
Howdy @Deluth, I'm having some crash which how I tested is pretty much inconsistent for some reason and one more crash, which I will talk about it below.

1. Issue: when you go on UI "Politics" - "Council" for Ludic Path faction, game will or not crash apparently; to my knowledge politics non-existent for unlawful factions, but
this UI in the game for some reason.

 This was a pain to test, due to I thought that there were issues with other mods like Vayra Merged and inconsistency with crashes added up more confusion.
In the end, I tested Star Lords with some basic stuff like: Nexelerin, MagicLib, LunaLib, LazyLib, zz GraphicsLib and I'm playing on Starsector 0.97a-RC11 through (not some basic stuff) java 23-beta with a little more than 16 GB allocated to the game with tweaked mine and AI campaign/fleet layer on fleet size  (vanilla size to approximately 1000) and number of officers (vanilla to 18).

...

Hey, thanks for taking the time to test all of this, I've identified the causes of both of these bugs and will fix them by the next release.

8
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.1
« on: October 20, 2024, 10:03:37 PM »
The game casually crashed when exploring a system, I assume there's a groundbattle started by a starloard and triggered some glitch between starlord and Nexerelin?

50211 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.GroundBattleIntel.autoGenerateUnits(IILcom/fs/starfarer/api/campaign/FactionAPI;Ljava/lang/Boolean;ZLcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Ljava/util/List;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.GroundBattleIntel.autoGenerateUnits(IILcom/fs/starfarer/api/campaign/FactionAPI;Ljava/lang/Boolean;ZLcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Ljava/util/List;
   at starlords.ai.LordAI.beginNexGroundBattle(LordAI.java:1172)
   at starlords.ai.LordAI.progressAssignment(LordAI.java:787)
   at starlords.ai.LordAI.advance(LordAI.java:96)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

This happens when your nexerelin verison is outdated, try updating it.


Maybe this is just me not understanding the mod but... I have my own faction and have 0 support in it, accepted a lord into my faction and he has 1000 and is currently going to war with everyone and everything?

I don't quite know how I'd get rid of him atp.



Slight update:

I didn't notice in time that the senate was now active and he voted himself to have 2 fiefdoms before I found the veto button and started vetoing him, he left the faction, taking my two colonies with him, but the battlestations on those colonies are still part of the faction, and I'm still the admin, they're now just under the control of Metelson...

Hey, thanks for the report. The council doesn't play very well with a single lord currently, that's a major thing I want to rework in v0.4. For now though, you have to be active about submitting your own legislation proposals; if you ignore a lord, they'll end up passing everything that they like. For warfare in particular, most lord personalities prefer being at war with one faction, and martial lords love declaring war especially, but if your lord is declaring war on 3+ factions, that should be a bug. Aside from spamming your own proposals, you could try recruiting some other lords to balance out the vote. Calculating lords love peace.

If you have a save from before the lord defected, you can now use the new console commands to take away a lord's fiefs (there's also a law proposal to do that, if you recruit more lords). I realize that the council notification system is not very visible, sorry about that. I'll also investigate the bug where colonies only partially transfer.

9
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« on: October 18, 2024, 02:47:44 AM »
Hi everyone, version 0.3.1 is now released. This is a small qol update focused towards modders. There are now console commands added for changing lord's fiefs, wealth, loyalty, relations, or location, which should hopefully be useful for testing or manually correcting any bugged behavior mid-game. Also, for mods who don't place their portraits in
Code
graphics/portraits
, you can now explicitly set the path for lord portraits instead of being restricted to that folder. There will be at least one more small update before I start working on v0.4.


Been getting a crash when one of my custom lords get awarded with a fief or when a custom marshal starts a campaign. Im using Java 23 with nexerelin 11.2c

Thanks for the report! Great timing, this has been fixed with the newest minor update.


Quick Q for you. Is there a setting/command to add intel for all lords. Currently testing custom lords and it can be a pain chasing them down.

Let me know if there are other console commands which would be useful for your testing!

10
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« on: October 16, 2024, 05:13:25 PM »
Is there any features to having a fief as a player with a comission, and if so how do I interact with my fief.

You can be voted to become owner of a fief, just like any other lord in the faction. Unfortunately owning a fief currently doesn't do anything aside from preventing anyone else from owning it, but that will change in v0.4.

Just in case, you can use portraits from the "More Character Portraits" mod, which are more vanilla friendly and generally more aesthetically pleasing than portraits from the "Interesting Portraits Pack" mod

And the author doesn't seem to mind (check the description).

https://www.nexusmods.com/starsector/mods/100

I think long-term I'll either generate or commission custom art for this mod, but for now I don't see anything wrong with the Interesting Portraits Pack.

Quick Q for you. Is there a setting/command to add intel for all lords. Currently testing custom lords and it can be a pain chasing them down.

TimeDiver is right, there isn't any good support for testing custom lords currently. Thanks for the reminder, I'll see what I can do about this in the future.


11
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« on: October 13, 2024, 10:30:31 PM »
I also second the suggestion earlier to allow us to turn some of our officers into lords, no idea how difficult that is for you to do though.

And yeah I agree on no generated lords, though maybe some 'initially low loyalty' or lords in independents who can be more easily recruited or defect to other factions?

Elevating companions to lord is a M&B feature and a pretty fun one at that, so it'll definitely be added at some point. My timeline currently has it being added (very tentatively) around v0.5. And the pirate/pather lords were originally added to have some unaffiliated lords that you can recruit without changing the balance of power in the sector. Independent lords aren't out of the question though, but there'd have to be some mechanic for them to do in the meantime like lord exploration or bounty hunting.

So far having a blast with this mod, procedural lords would help with playing around multiple mod factions, but the json file makes it really easy to add my own. Looking forward to how this mod turns out as it gets updated!

One thing I did notice is that it's easy to farm reputation by making unpopular proposals, voting against your own proposal, then get a relationship boost with everyone also opposing it. It's not exactly balance breaking as it takes 2-4 months for the politics system to get to that point, and one job brings in more relationship points than the 3 you get, but I thought it'd still be worth mentioning.

Thank you though, this mod's been great so far and touched a niche I really enjoy! Faction comissions feel alot more involved now.

Glad to hear you enjoyed the mod! The trick you mentioned isn't that simple since you do need your proposal to get support in order for it to reach the senate floor, and then those initial supporters may get mad when you turn on them. If you can get a situation where it works though, these kind of tricks are things that I don't see as bad. Isn't that basically what politics is?


Is this mod compatible with java23? this one https://fractalsoftworks.com/forum/index.php?topic=29320.0
Yes, I'm playtesting the mod on this java version currently and haven't had any issues so far.

12
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« on: October 12, 2024, 07:53:14 PM »
Hi everyone, I've just released v0.3, which rounds out feast mechanics by adding the courtship/marriage system. You can initiate and progress courtship with any lord during feasts. Unfortunately reading medieval poetry is no longer in fashion, but you can build your relationship by spending time together during feasts, giving gifts, and dedicating your tournament victories. Lords are very particular about the kinds of gifts they like. If you don't know a lord's preference, you can ask their close friends. Lords will look for different qualities in partners based on their personality, but ultimately you can marry any lord. Marrying a lord gives you a faithful ally who is very likely to join your faction and assist in schemes in the planned scheming system. Additionally, you can ask your spouse to leave their fleet and join yours, granting you an immensely skilled officer as a perpetual mercenary (does not count towards the officer cap or cost story points).

Other added features include the controversy system from M&B, which will cause discontentment about the current marshal and make marshal appointments less static. Additionally, defection has been rebalanced so that lords cannot defect to the player unless they have 50+ relations and the player has previously recruited a lord. Lords from decentralized factions (pirates/pathers) will also gain faction "loyalty" from winning battles since they cannot hold feasts to gain loyalty.

For v0.4, the plan is to introduce the scheming system for an... extralegal means of manipulating lord relations and politics. Along with this, politics will be rebalanced to have more impactful/interesting laws, less binary voting results, and improved UI. Before v0.4, there will also be a few minor updates to clean up any newly introduced bugs and reduce tech debt.


Thank you for your understanding. I agree that there should be some consequences for mismanaging your faction. I will keep using the mod for now as I have too many hours in this playthrough to let go at this point. This is only my second full game since I bought Starsector so I want to get as far as possible. One suggestion for this mod is a system to tell you where the lords in your empire are and when they join. Part of why I did not notice my fief being stolen is because I thought I only had one lord in my empire, turns out there was another guy at some point and he had enough power to grant himself a fief. Also, I feel like player council power should be much higher than any one lord.

I agree that there should be more visible notifications for defections and politics. To see which lords are in your faction, you can look at the lord intel category, which is sorted and color-coded so that your faction is on top. I guess this wouldn't have worked if you never met the defecting lord in the first place, but with the recent changes that shouldn't be possible anymore. The player also does have a lot of council power, though it's mostly "soft power" and perhaps not well-communicated. As a ruler, you have these powers:
1. You apply a sizable multiplicative modifier to whichever side you support.
2. Lords with high relations will be drawn to their liege's side in any vote
3. You can propose your own legislation, which will be supported by lords who like you, effectively double-dipping with the relation bonus
4. You can sway lords who are on the fence to vote for your side by talking to them

Overall, you can swing any loyal lord's voting decision by up to 70 points, which should let you pass most things. Especially as your number of subordinates grows, a player ruler will be far more influential than any lord. If you find yourself stuck with only disloyal lords though, you'll have a tough time.


The game crashes when I click the council page for my commissioned faction. The page was working before, not sure what changed to make it crash.

This looks like an old bug which was fixed several versions ago. Can you try updating to the latest version? It's save compatible.

13
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« on: October 11, 2024, 02:56:46 PM »

Same thing just happened to me, except it was a world that I had just built from the ground up as a farm planet. Some lord I had never heard of was granted the planet as a fief and then he defected to the Hegemony, all while I was off fighting pirates. I had no idea at all. I regret installing this mod because I really like this save and I don't want to start over just to get rid of the mod. My only other choice to to just kill any lord that defects and take the planet back. But this is a really big problem.

To the mod author. The council should not be allowed to vote and grant fiefdoms at all. I get that this is to try and mimic Mount and Blade, but losing a planet I put a lot of hours into to make profitable all without me even noticing has killed my motivation to even play the game.

Hi, first of all I'm sorry that you experienced this issue. There are indeed still a lot of balancing issues in the mod, and I missed this one in my own testing. From your story, my understanding is that the main issues are poor/inadequate notifications for things going on in the political system and the fact that players can be forced into the role of managing lords via defections. I do think that it is important to have consequences for (mis)managing lord relations if the player has chosen to engage with the system, but the problem in your case is that you had no choice and were forced into the situation by lord defections, which is not ok. In the next update, there will be far more restrictions on lord defections to the player so that these situations won't happen again, and improving the clarity/mechanics of the political system is also a priority immediately afterwards.

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Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« on: October 10, 2024, 09:10:17 PM »
Hi, it shouldn't be common for lords to defect from your faction, they generally have to hate you quite a lot. Was their relationship at least favorable, or were you under commission? In those cases it would be a bug. Otherwise if you're leading your own faction, it's on you to recruit loyal lords.
I ran into a similar situation as well. In my case Mordecai defected to my faction, granted himself my home planet and another in the system and it has been a decent bit of work to keep him on good terms. In the context of the current/previous version you don't have the option of refusing in a single lord situation, as your vote alone doesn't have enough points so you just end up losing relationship with them. Another difficulty is that it can be hard to learn that a lord has defected to your faction, as it's a single line of text in the intel feed. In my experience, it's also very easy to lose relationship with a lord because I didn't know senate was in session due to not seeing anything in the intel feed and the default option is to oppose them, so occasionally I'll see a line of text that a senate bill has passed and because I voted against it, -6 relationship. If the intel item that a lord has started a proposal is on the month change, that might explain why I didn't see the intel for it, due to so much stuff on month change with mods. Would also be nice if you could choose which planet is selected for granting fiefdom of, since again it can be annoying when the first option is your main planet or planets you plan to give away due to conquest missions.

Yeah I see now, I'll add some safeguards in the next update so only high-relation lords will defect to you. I sometimes forget to vote in the senate too; I'll think about how to deal with that when I get to fleshing out the political system. Thanks for the feedback!

15
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« on: October 10, 2024, 05:13:24 AM »
Is it possible to toggle/disable the fiefdom mechanic for player colonies? I was out on an extended expedition and didn’t notice my capital colony was granted fiefdom to a lord and then that lord defected with the colony to another faction. Quite the shock when I got back and tried to dump my spoils into storage.

Hi, it shouldn't be common for lords to defect from your faction, they generally have to hate you quite a lot. Was their relationship at least favorable, or were you under commission? In those cases it would be a bug. Otherwise if you're leading your own faction, it's on you to recruit loyal lords.

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