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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

Author Topic: Missions, contracts and pirates thread  (Read 4235 times)

Seth

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Missions, contracts and pirates thread
« on: October 03, 2017, 12:01:07 AM »

1. I'm not sure if I remember it right, but I could swear that on previous version we were getting much more Procurement Contracts than in new one, and also I remember factions gave missions if I was neutral to them as well. Now I need to rack up some rep to get more of those contracts to pop up. Might be wrong here, since I've been playing heavily modded SS though... Those missions serve more like roleplaying purpose to me, income isn't impressive, but I just enjoy hauling cargo across the galaxy.
So, is there a way to make mission pop up on neutral rep too and get actually more of those?

2. Survey Missions are very cool, but only at the beginning. Since galaxy got like WAAAY bigger, I have to drag along tanker just to have enough fuel to run around with average sized fleet+. In prev. version I never had any need for tanker and my fleet was enormous. With this, survey missions kinda fall off. Bounties are still better profit and if I go with small fleet for Survey with tanker, it's just pretty risky venture.
Are you guys still doing Survey mission in mid and lategame?

3. Again, can't say for sure if it was vanilla feature or mod (probably mod), but I remember in late game huge pirate armadas were hunting me down. Usually they were trashed but sometimes it was actually fun when after hard bounty, you get hit by one of these armadas with your CR lowered and some ships heavily damaged. It was awesome battle for survival. I think I'm pretty late in the game right now, but I didn't see one such event.
Does it exist? And if not, is there a way to implement it somehow?
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Sy

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Re: Missions, contracts and pirates thread
« Reply #1 on: October 03, 2017, 05:04:11 AM »

what mods are you using? i'm using the usual big ones (like Dynasector and Nexerelin) and i can always accept cargo missions with neutral reputation. haven't found their number to have changed noticeably at any point since they were introduced either.

as for hunter/vengeance fleets, they were originally a feature of Ship/Weapon Pack (iirc?), were removed a few months ago, and are now back in the latest Nexerelin version. so yes, there was a time where they weren't part of any up-to-date mod. but you should get them again now, unless your Nexerelin is outdated.
« Last Edit: October 03, 2017, 05:08:53 AM by Sy »
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Seth

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Re: Missions, contracts and pirates thread
« Reply #2 on: October 03, 2017, 10:41:16 AM »

Oh, I see. I don't use Nexerelin in current playthrough, would be cool if they were present in Ship/Weapon pack too...

And my mod list is roughly this:
DynaSector                                         
Ship and Weapon Pack
Portrait pack

Blackrock Drive Yards
Dassault-Mikoyan Engineering
Diable Avionics
Interstellar Imperium
Metelson Industries
Neutrino corp.
New Galactic Order
Outer Rim Alliance
SCY Nation
Knights Templar
Underworld

Still no idea why I get less (I think?) Procurement Contracts. Maybe something with prev. version SS+ which I don't use right now?
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dk1332

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Re: Missions, contracts and pirates thread
« Reply #3 on: October 03, 2017, 04:19:48 PM »

1. I haven't really experienced this lack of procurement missions though some of the "merchandise" needed are annoyingly hard to find. I might be wrong, but I think the game's config file might have an option to increase it.

2. I still do survey missions as I prefer to explore the galaxy to look for abandoned stuff even on Nex gameplays since there are periods where there's a long period of peace (if you did well on playing the politics properly). Especially research stations since they always give you good loot and you can always need an extra pair of good/rare weapons.

3.Vengeance fleets usually appear when the faction hates you like -70 or more Rep. Though I don't see them alot lately considering how pirates are treated by most of the other factions. They could've been killed by other fleets or found a prey that is worth killing (not 100% sure if the latter is a thing since pirates chase anyone even if they have cargo or not).
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CaptainWinky

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Re: Missions, contracts and pirates thread
« Reply #4 on: October 09, 2017, 10:46:24 PM »

1. I haven't really experienced this lack of procurement missions though some of the "merchandise" needed are annoyingly hard to find. I might be wrong, but I think the game's config file might have an option to increase it.

Yep it does.  When you play with a lot of faction mods, you will notice fewer missions at each market because the same number of missions are being spread out over many more markets.  Check out starsector-core/data/config/settings.json (back it up first!) and search for "maxMarketProcurementConcurrent".  You can increase the max number of procurement missions as well as scan and survey missions.
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Seth

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Re: Missions, contracts and pirates thread
« Reply #5 on: November 14, 2018, 08:36:42 PM »

Ultra-necro bump.

Got back into this game, can't wait for 0.9 anymore, plus some of mods I wanted so much got updated, yay! But issue with contracts persist.

It might be tied to mods, the list, just in case (all latest version):
Spoiler
LazyLib
GraphicsLib
DynaSector                                         
Ship and Weapon Pack
Portrait pack

Blackrock Drive Yards
Dassault-Mikoyan Engineering
Diable Avionics
Hazard Mining Incorporated
Interstellar Imperium
Junk Pirates
Neutrino corp.
New Galactic Order
SCY Nation
Tiandong Heavy Industries
Knights Templar
Underworld
[close]

Dug into starsector-core>config>settings.json, set "maxMarketProcurementConcurrent": "maxAnalyzeEntityConcurrent": and "maxSurveyPlanetConcurrent": to various, including extreme, values. Reloaded game, flew through several systems (to spin time), still bad results. Very rarely I encounter around 6-9 various contracts on the planet or station, but most of them are completely empty. I had roughly same amount of faction mods in 0.72a, but there was never a problem with those missions, I always had more or less stable amount of them across all systems. I'm pretty sure there must be some way to fix it or something that may be handling these values, but I suck at coding.

Any ideas, guys?
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