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

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Author Topic: [0.98a] More Military Missions (v0.4.7)  (Read 133869 times)

DMWoland

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #180 on: March 30, 2025, 11:55:39 PM »

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Frosterus

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #181 on: April 01, 2025, 10:21:48 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.
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Clockwork Owl

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #182 on: April 02, 2025, 06:43:06 AM »

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...

EDIT: Also might want to fix up multi-faction multi-fleet defense mission - just seen a [THREAT] fleet flying Path colors and demanding tithe in perfect human speech...
« Last Edit: April 02, 2025, 06:49:28 AM by Clockwork Owl »
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ElmerGlue

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #183 on: April 02, 2025, 06:33:59 PM »

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.
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LngA7Gw

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #184 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
« Last Edit: April 02, 2025, 07:25:45 PM by LngA7Gw »
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LngA7Gw

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #185 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
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CiphLight

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Re: [0.98a] More Military Missions (v0.4.7)
« Reply #186 on: April 06, 2025, 02:17:36 PM »

I would've said that the mission for defending the orbital stations is OP, seeing that it can pop up on heavily defended stations with maxxed defender ships, so it ends up being a free $200k to $300k, and you mostly watching the fireworks with your few little ships.

But then again, smuggling in this game exists, where you can buy supplies for dirt cheap and sell them in the same system for more than double the price (looking at you, Hybrasil).
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Frosterus

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Re: [0.98a] More Military Missions (v0.4.7)
« Reply #187 on: April 06, 2025, 05:47:50 PM »

I would've said that the mission for defending the orbital stations is OP, seeing that it can pop up on heavily defended stations with maxxed defender ships, so it ends up being a free $200k to $300k, and you mostly watching the fireworks with your few little ships.

But then again, smuggling in this game exists, where you can buy supplies for dirt cheap and sell them in the same system for more than double the price (looking at you, Hybrasil).

I'd agree that early game defense missions are pretty easy money, but once your fleet reaches a certain point, it's not so easy. And it also depends on the station.

Trying to defending an orbital station/battlestation from a dozen+ suicidal cruiser/capital ships is basically impossible for me. The enemy ships just fully commit to attacking the station, and I simply can't grind through them fast enough before the station explodes.
« Last Edit: April 06, 2025, 05:54:26 PM by Frosterus »
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delra

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Re: [0.98a] More Military Missions (v0.4.7)
« Reply #188 on: April 07, 2025, 05:59:28 AM »

It does get pretty mental at the end of it. I am getting fleets of 500-600 Paragons at this point.
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dowdpride

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Re: [0.98a] More Military Missions (v0.4.7)
« Reply #189 on: April 09, 2025, 06:19:36 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
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LngA7Gw

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Re: [0.98a] More Military Missions (v0.4.7)
« Reply #190 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.
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CornCorn

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Re: [0.98a] More Military Missions (v0.4.7)
« Reply #191 on: April 16, 2025, 01:00:58 AM »

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?
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LngA7Gw

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Re: [0.98a] More Military Missions (v0.4.7)
« Reply #192 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.
« Last Edit: April 17, 2025, 07:17:22 PM by LngA7Gw »
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