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Author Topic: [0.97a] More Military Missions (v0.4.3)  (Read 65886 times)

LngA7Gw

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[0.97a] More Military Missions (v0.4.3)
« on: May 17, 2023, 12:29:24 PM »

More Military Missions (v0.4.3)
A mod for adding a defense oriented bar mission.

                 
Are you tired that all military missions basically amounts to go to point A, then possibly destroy a fleet? Introducing the
Orbital Defense Mission!
  • have the fleets come to you instead!
  • fight alongside an orbital! (plus other allied fleets if they exist)
  • fight against multiple fleets, possible with ships from different factions!
  • supports any factions! including Pirates, Luddic Path, and your own factions
  • and why can't you add your own station commander as contacts?
  • can be freely added to existing saves (but not removed)
  • tweak settings in MoreMilitaryMissions\data\config\modSettings.json
  • WARNING: by default it pulls enemy ships from ANY faction, including hidden ones, like Omega and Lion's Guard -- may break immersion if used in conjunction with faction mods that have hidden ships/factions. You can turn this off in modSettings.json
Repair Materials Delivery Mission
  • A companion mission for above: now that you've screwed up and gotten the orbital blown up, do this fetch quest to repair it faster
Mercantile Convoy Escort
  • Don't you wish you can do something with the trade fleets?  Now you can join them instead of being filthy pirates!
  • Also made trade contacts more useful
VIP Mission
  • Make distress call worth responding to.
Scavenger Trading
  • Trade with salvage fleets (including scavengers and prospectors) for salvage intel or swap commodities.
Pick Your Ships
  • New game choice that allows you to pick your starting ships.
  • Won't show up if you're running Nexerelin.
Force Auto Resolve
  • If your fleet is much bigger than the enemy, adds an option to auto resolve battles even if enemy is not interested in fleeing.

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[close]
changelog
Version 0.4.3 (2024-04-27)
- Defense Mission: makes it less likely that the officer does not match ship faction; updated invasion window logic
- Scavenger Trading: relaxed the criteria for eligible commodities such that lobster is now eligible
- added LunaLib as a required dependency to avoid confusing players


Version 0.4.2 (2024-02-18)
- Defense Mission;
  - reduce effective station FP by 10%
  - guard against MagicFleetBuilder exceptions
- Procurement/Cheap Commodity missions: fixed bug where the same mission can be taken consecutively
- Escort Mission: add pirate strength option in Luna Settings
- fixed a possible NPE


Version 0.4.1 (2024-02-03)
- updated version to 0.97a-RC6
- fixed a bug where the modSettings.json values are not being loaded if LunaLib is not enabled
- Escort/Defense Mission: increased importance of created contact
- trade missions (Escort/Cheap Commodity/Procurement) now affects the market by 120 days to match vanilla change
- Scavenger Trading: ignore salvage location if you already have an intel for it


Version 0.4.0 (2024-01-27)
- Defense Mission: added a console command to reset difficulty and clear spawned fleets
- Escort Mission:
  - added more description for mission failure reason
  - trade fleet being completely destroyed no longer reports the wrong failure reason and properly reduces reputation
  - now works correctly for commodities with cargo size greater than 1
  - can now grant trade contact to player faction
- added version checker support
- added Luna Settings support from LunaLib as an optional dependency
- made trade contacts more useful by modifying vanilla cheap commodity / procurement missions for contacts:
  - can now reliable get such missions from contacts
  - quantity is now determined by market surplus/shortage; doing the mission resolves the surplus/shortage
- integrated Scavenger Trading, Pick Your Ships, Force Auto Resolve into this mod; please do not enable 0.4.0 or later
  versions of this mod with the above
- Scavenger Trading: can now trade credits for salvage locations


Version 0.3.3 (2023-11-04)
- Defense Mission: fixed a bug preventing invasion fleets from being changed due to PRNG seed reuse
- Escort Mission: now take commodity size (cargo space) into account when computing deliveries
- VIP Mission: prevent save scum


Version 0.3.2 (2023-10-08)
- Defense Mission:
  - pirate station king created by the mod now has underworld tag instead of military
  - some setting tweak
- Escort Mission:
  - make mission name match name of trade fleet
  - small trade fleets are no longer eligible for the mission
- all
  - updated version string for MagibLib, but older version should still work
  - updated SDK to 1.8


Version 0.3.1 (2023-07-14)
- Escort Mission:
  - take mothballed ships into account so pirate is not much stronger than convoy plus player ships
  - add options to adjust strength of pirates


Version 0.3.0 (2023-07-13)
- add new VIP mission to distress calls to make it worthwhile; can choose +1 story point as reward
- Escort Mission: cancel the mission if source/dest factions became hostile, but still allow outstanding deliveries to be completed


Version 0.2.2 (2023-06-30)
- Defense Mission:
  - made fleet generation more robust


Version 0.2.1 (2023-06-24)
- Defense Mission:
  - fixed a crash where the enemy fleets runs out of assignments before engaging in battle


Version 0.2.0 (2023-06-22)
- New mission: Escort Mission: escort a mercantile convoy, while fighting off pirate fleets and carry additional commodities for more profits
  - turn EmAddAllIntel off if you don't want to see more trade fleet departure intel
- Defense Mission:
  - add DmEnemyIgnoredByOtherFleets option so allied fleets won't chase after enemy fleets, making it more likely that they will make it to the station
  - reordered things, *hopefully* fixing the issue where enemy fleets would chase each other. Cannot be sure as I cannot reproduce this issue.
  - turning DmUseHiddenFactions off now skips your own faction


Version 0.1.1 (2023-05-31)
- fixed issue where enemy fleets from unaccepted missions can take over the local comm relay, etc


Version 0.1.0 (2023-05-29)
- new mission: Repair Mission to reduce the disruption days of station industry; useful when you fail your defense mission
- Defense Mission:
  - add settings to scale enemy fleet size by faction and uses it to nerf omega fleets
  - add option to skip generating enemies from hidden factions (omega, Lion's Guard, etc)
  - increased reputation penalty for failing missions to match vanilla missions
  - when you accept a mission in a different system (possible with Stellar Networks), how many days you have to arrive
    is now determined by your speed and distance instead of being hard coded.
  - reduces rewards when station is a big part of your fleet and marginally reduced rewards overall


Version 0.0.4 (2023-05-26):
- fixed a crash that can happen on markets without an existing station commander, like on player colonies
  - more likely with mods that reorders bar events, like More Bar Missions


Version 0.0.3 (2023-05-25):
- fixed a divide by 0 bug when your fleet plus station are too small
- in mission offer increase fleets to show up to 10.


Version 0.0.2 (2023-05-21):
- adds a workaround for an issue with Stellar Networks; sometimes the player fleet is empty when you call a contact remotely
- adds more variety to enemy fleets size
- adds a blacklist in modSettings.json for players and other mods to blacklist factions from enemy fleets generation
- increased reward by 25%
- recompiled for 0.96a-RC10


Version 0.0.1 (2023-05-18):
- enemy difficulty should now be more consistent
  - fixed a bug in fleet generation making it harder to generate fleets with the correct size
  - switched to using effective strength instead of fleet point for reward and difficulty computations
    - increases credit rewards as a side effect
- removed faction impact on enemy fleet's real faction (almost always the pirates)
- add some supplies to enemy fleets since they drop very little sometimes


Version 0.0.0 (2023-05-17):
- initial release
- not tested with faction mods but I don't see why it wouldn't work
- different factions have different fleet strength per fleet points (omega is especially bad), so the enemy can be much harder then expected
[close]

See my other mods More Bar Missions, Scavenger Trading, Pick Your Ships and Force Auto Resolve
« Last Edit: April 27, 2024, 06:14:11 PM by LngA7Gw »
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ZordaN

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Re: [0.96a] More Military Missions
« Reply #1 on: May 17, 2023, 02:27:37 PM »

A rather unusual idea with defense... And can earn money, and fly not so far.  btw, is this mod compatible with current saves?
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LngA7Gw

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Re: [0.96a] More Military Missions
« Reply #2 on: May 17, 2023, 05:52:13 PM »

A rather unusual idea with defense... And can earn money, and fly not so far.  btw, is this mod compatible with current saves?

Yes; however you can't safely remove it afterwards.  And as always, save to a different entry just in case.
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Argonaut

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Re: [0.96a] More Military Missions
« Reply #3 on: May 17, 2023, 06:34:18 PM »

I think it's a good idea, as long as it's balanced with the reward! Haven't tried yet, but i think it would be good if it scaled with contribution if it doesn't yet.
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renegade_sock

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Re: [0.96a] More Military Missions
« Reply #4 on: May 18, 2023, 02:27:26 AM »

Fantastic idea, looking forward to trying this out!

Do you feel like the rewards for these missions are roughly on par with regular bounty missions?
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Ryxsen1421

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Re: [0.96a] More Military Missions
« Reply #5 on: May 18, 2023, 03:35:43 AM »

Fantastic concept, I'd love me some defense themed missions which is surprisingly lacking in the vanilla.
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Deageon

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Re: [0.96a] More Military Missions
« Reply #6 on: May 18, 2023, 09:32:05 AM »

It WAS a little surprising to see Omega, "Player", and Taken fleets pop up. You might wanna set up a blacklist/whitelist for certain factions that only pop up super rarely or are ingrained into other mods' quests.
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Rohzdear

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Re: [0.96a] More Military Missions (v0.0.1)
« Reply #7 on: May 19, 2023, 05:05:02 PM »

I really like the idea of this mission. The game overall needs more variety in the tasks you can do, and this mod is a great first step in expanding it.

I think I'm going to restrain myself from doing more of these missions as of yet, however, as I've found that it's far too easy to successfully complete the mission and be paid in full without being able to even see the invading fleet, as the System's defenses can sometimes easily deal with them without even reaching the station. I'd recommend that Mission rewards to be at least partly scaled to depend on your contribution to the destruction of ships of the enemy fleet, similar to System Bounty contracts. The factions are just giving Spacers taking these missions free money otherwise.
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Rohzdear

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Re: [0.96a] More Military Missions (v0.0.1)
« Reply #8 on: May 19, 2023, 05:05:17 PM »

EDIT: Sorry, duplicated post.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.0.2)
« Reply #9 on: May 21, 2023, 07:24:30 PM »

v0.0.2 update; see changelog for changes
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Jdalt40

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Re: [0.96a] More Military Missions (v0.0.2)
« Reply #10 on: May 23, 2023, 07:08:19 PM »

Hey! Just a question, I saw the setting DMDifficultyGrowth and I have a few questions:

1) Is this growth permanent?

2) Is it for that specific station or for all stations?

3) Is the growth exponential or linear?

Love the mod by the way!
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.0.2)
« Reply #11 on: May 23, 2023, 08:51:25 PM »

Hey! Just a question, I saw the setting DMDifficultyGrowth and I have a few questions:

1) Is this growth permanent?

Yes, however the difficulty of each mission is randomly chosen between min difficulty and max difficult.  The min difficulty is determined by the size of the station plus your fleet, and the max difficulty is essentially DmDifficultyGrowth multiplied by the strength of the largest fleets you ever defeated for this mission type.  If you lower it to 0 then the fleet size will always be based on min difficulty.

Quote
2) Is it for that specific station or for all stations?

All stations.

Quote
3) Is the growth exponential or linear?

Exponential.  So yes if you keep winning eventually the game will spit out a fleet too large for you to handle, so you have to be selective about which mission to take.
« Last Edit: May 24, 2023, 06:48:49 PM by LngA7Gw »
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Jdalt40

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Re: [0.96a] More Military Missions (v0.0.2)
« Reply #12 on: May 23, 2023, 09:22:25 PM »

Cool! That clears up a lot thanks!
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Xzaven

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Re: [0.96a] More Military Missions (v0.0.3)
« Reply #13 on: May 26, 2023, 05:30:18 AM »

I am really enjoying these missions as it is an easy way to get some challenging fights.

I do think that the credit reward should be halved or lowered even further though.
In comparison I am currently getting 600k for defeating 2 fleets with station support when difficult bounties are 200-300k worth for me, including having to fight alone and travel far out into space. So 200k would be more in line with what I would expect as a reward here currently.

Maybe the scaling of the credit reward is just off when you get more difficult encounters? Cause the preview image shows something slightly smaller than what I am currently fielding, but also shows half of the rewards my last missions gave.
« Last Edit: May 26, 2023, 05:32:48 AM by Xzaven »
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Dadada

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Re: [0.96a] More Military Missions (v0.0.3)
« Reply #14 on: May 26, 2023, 09:56:43 AM »

<_< >_> Defense missions should be part of vanilla. :D Great jerb with da mod, thank you!
What about defending a planet without a station? My body is ready! Let no enemy boots touch the grass irradiated glowing rock/s!
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