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

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Author Topic: [0.98a] More Military Missions (v0.5.0)  (Read 144557 times)

TimeDiver

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #150 on: October 03, 2024, 02:02:43 PM »

Can you provide some answers as to what this is? because this is what shows when I open the file and it doesn't seem to be useable in any sort of way and I've tried to use the 7-zip app to extract it to my mod folder and it doesn't seem like it's any sort of coherent file and looks more like useless gibberish to me and a computer if you tried to use it mod a game.
7-zip app? From the Microsoft Apps Store? Don't use that; install either WinRAR (from https://www.rarlab.org/) or the actual 7-zip (from https://www.7-zip.org/) and open the .7z file with one of those, instead.
« Last Edit: October 03, 2024, 02:05:04 PM by TimeDiver »
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jonathanredden

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #151 on: October 03, 2024, 07:39:28 PM »

I used the original 7-zip application and still had some trouble with the installation the first thing I did was use 7-zip to get the file to open up in Microsoft Visual Studio (2019) so I could get the file and its data to extract as an actual useable mod. I did get it to work but I can't explain how as it was mostly trial and error. I would recommend using a different compiler and platform to write this mod (like Visual Studio as I mentioned) so handling the files and their data is easier (json as a platform for the code and data).
« Last Edit: October 03, 2024, 07:47:12 PM by jonathanredden »
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Phenir

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #152 on: October 03, 2024, 08:19:03 PM »

I used the original 7-zip application and still had some trouble with the installation the first thing I did was use 7-zip to get the file to open up in Microsoft Visual Studio (2019) so I could get the file and its data to extract as an actual useable mod. I did get it to work but I can't explain how as it was mostly trial and error. I would recommend using a different compiler and platform to write this mod (like Visual Studio as I mentioned) so handling the files and their data is easier (json as a platform for the code and data).
What you posted is the raw data of the zip file interpreted as text. It looks like you opened it in a text editor which is definitely not what you are supposed to do with a zip file. You can even see the first couple characters (7z etc) to indicate that it's an .7z archive. It's good that you figured out how to extract archives but you can't really blame the modmaker for you not knowing how to do that when it's standard practice for every mod maker to zip up their mod so you only have to download one file instead of possibly hundreds and there is a thread at the top of these subforums that instructs you how to extract archives. Check that out. Also, the compiler used has literally nothing to do with archiving so your advice is useless. And maybe don't post something 10k lines long if even you yourself think it's garbage text. Welcome to forums.
« Last Edit: October 03, 2024, 08:27:53 PM by Phenir »
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jonathanredden

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #153 on: October 03, 2024, 11:59:59 PM »

I have installed other mods so it must have been something I did wrong, so sorry if I came off wrong, and thank you for the welcome.
« Last Edit: October 04, 2024, 12:01:37 AM by jonathanredden »
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umbrunoqualquer

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #154 on: October 05, 2024, 07:00:30 PM »

Could you help me with what I need to change in the settings so that only one faction attacks in the Orbital Defense Mission?
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #155 on: October 10, 2024, 08:56:26 PM »

Could you help me with what I need to change in the settings so that only one faction attacks in the Orbital Defense Mission?

Open mods\MoreMilitaryMissions\data\configmodSettings.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.

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Hyperkayak

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #156 on: December 02, 2024, 12:42:03 PM »

I just did a defense mission where the enemy fleet reached the station, so we fought them off together.
I only sent in a large carrier with fighters, which can only hit enemies and objects. No friendly fire.
At the end my reputation with the faction decreased by 104 "because of friendly fire".
I strongly believe that the station shooting its own PD drones in the butt and the allied fleet shooting each other in the butt sometimes were all chalked up to me somehow.
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belone

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #157 on: December 02, 2024, 02:55:21 PM »

Hey there! First off, I just want to say this mod is really cool. It adds a ton of variety to missions and makes things feel way more alive and dynamic. That said, I’ve got a few pieces of feedback that I think could help make it even better:

1. Station Defense Missions and Hidden Factions: 
   Right now, station defense missions default to using hidden factions, and honestly, that’s a little weird. It’s super immersion-breaking to suddenly face Omega ships or some wacky faction from another mod that makes no sense. Hidden factions should be toggled off by default for these missions—players who want the chaos can always turn it back on if they want.

2. Station Defense Mission Frequency: 
   Speaking of station defense missions… there are way too many of them. Like, every. single. colony. always has one. If a colony has an orbital station, there’s just permanently a defense mission sitting there. It would feel a lot better if these were toned way down so they appear as often as other mission types. Right now, it’s a bit overwhelming.

3. Scaling of Station Defense Missions: 
   Another thing about these missions is how they scale. The enemy fleet almost always matches your fleet’s strength (plus the station’s), so it feels like you’re almost guaranteed to win. That’s fine sometimes, but it also removes the challenge and variety. A better way to scale might be to base the enemy fleet on: 
   - The colony’s size and importance (bigger, richer colonies face bigger threats). 
   - Your fleet composition (maybe not an exact match, but similar in size/tier). 
   - Random variance to keep things spicy—sometimes it’s overwhelming, sometimes it’s a joke.

4. Escort Trade Convoy Missions (Convoy AI): 
   I’ve got to be honest, the convoy AI in these missions is super frustrating at times. Sometimes the convoy just chills by a jump point for no reason, or decides to meander across the sector like it’s on vacation. Other times, they make a straight-line dash that’s literally impossible to keep up with. It’d be great if they were more consistent in their routing—stick to logical paths and keep a pace that makes sense for their escorts.

---

Overall, this mod is awesome, but a few tweaks here and there would really make it shine. Keep up the great work, and I’m looking forward to future updates! :)
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EnigmaniteZ

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #158 on: December 02, 2024, 11:18:13 PM »

kinda agree kinda dont, have my own opinions here as well
hidden should probably be off default. can lead to some immersion breaking and getting ahold of items way ahead of schedule.
frequency is by itself not as big a problem, if not for the 'guaranteed' win, which in turn is kinda only partially a problem, as after you win a few times the scaling kicks in on the enemies and they become a more...serious threat. however, these lead to one of the bigger problems.

before the scaling it's basically free big money which is...a bit problematic. and with the frequency and uptime, you can just go from station to station to rake in a lot for...very little risk. if it were possible to make the mission payout scale based off your contribution, kinda how XP/reputation does for certain things, that'd take a major amount of the cheese out.
speaking of experience, these also feed into progressive s-mods making ships 'spiral out of control', but that's kinda derp on its own so it's only barely worth mentioning.

the money cheese is especially egregious if you manage something like, say, boggled's remnant stations from TASC, because currently the fleets from that station do not ignore the enemy fleets. if you're invested enough in orbital works and fleet size it results in...well...I if I start a defense mission in my home system it'll be over before I can even reach the fleets. invest a few million, suddenly you're rolling in cash...

escorts: make them generate for planets in the same system less >.> I had one that was quite literally 1.2 lightyears away.
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Pizzarugi

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #159 on: December 03, 2024, 10:27:46 PM »

escorts: make them generate for planets in the same system less >.> I had one that was quite literally 1.2 lightyears away.

Honestly, I have the opposite happen and get taken from one end of the core worlds to the other. It gets worse when you then add modded factions that are spawned on the edge of the sector (ex. United Aurora Federation) or a moderate distance apart from the core worlds (ex. Machina Void Shipyards and the Exalted). I kinda wish I'd get more escort missions to planets within the same system more often, for the reasons the commenter above you explained.
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Zr0Potential

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #160 on: December 07, 2024, 07:31:44 PM »

2. Station Defense Mission Frequency: 
   Speaking of station defense missions… there are way too many of them. Like, every. single. colony. always has one. If a colony has an orbital station, there’s just permanently a defense mission sitting there. It would feel a lot better if these were toned way down so they appear as often as other mission types. Right now, it’s a bit overwhelming.

Strongly agree to tone down the frequency on this, mainly because it's very hard to pass up the chance to cheese big bucks and potential salvage with relatively little risk (if it's too much you can just bolt away from the place), and random factions aside it feels like the Sector's in Total War with how everyone's sieging each other so much.
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Phenir

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #161 on: December 07, 2024, 08:18:42 PM »

3. Scaling of Station Defense Missions: 
   Another thing about these missions is how they scale. The enemy fleet almost always matches your fleet’s strength (plus the station’s), so it feels like you’re almost guaranteed to win. That’s fine sometimes, but it also removes the challenge and variety. A better way to scale might be to base the enemy fleet on: 
   - The colony’s size and importance (bigger, richer colonies face bigger threats). 
   - Your fleet composition (maybe not an exact match, but similar in size/tier). 
   - Random variance to keep things spicy—sometimes it’s overwhelming, sometimes it’s a joke.
There is already random variance. The min size the enemy fleet can be is your fp + station FP. The max size increases based on the biggest enemy spawned by this mission you defeated. The mission itself will spawn a fleet(s) somewhere between the min and max. Of course, you will start with the min and max being the same but after doing several missions, the max can get pretty high to the point where you will be fighting several times your and the stations combined fp. You can change how fast it scales in the options.
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #162 on: December 14, 2024, 11:20:10 PM »

Hidden factions should be toggled off by default for these missions—players who want the chaos can always turn it back on if they want.

The mod is this way because that's how I like to play it.  In fact all my mods are me fixing my pet issues with the game.

It would feel a lot better if these were toned way down so they appear as often as other mission types. Right now, it’s a bit overwhelming.

Go to MoreMilitaryMissions\data\config\modSettings.json and reduce DmInvasionProb while increasing DmInvasionTimePeriodDays will have the effect of reducing the frequency.  I think reducing DmInvasionProb to 0 turns the mission off entirely though I haven't tested it.  Even simpler, you can simply not click the accept button.

Sometimes the convoy just chills by a jump point for no reason, or decides to meander across the sector like it’s on vacation.

I have never seen this, nor did this mod touch the fleet AI, so it's either just vanilla fleet behavior or something to do with some other mods you've installed.

Other times, they make a straight-line dash that’s literally impossible to keep up with.

As long as your fleet burn is greater than the convoy, and you're on autopilot (lay on course) it should not be possible to not keep up?
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belone

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #163 on: December 15, 2024, 11:26:19 AM »

Hidden factions should be toggled off by default for these missions—players who want the chaos can always turn it back on if they want.

The mod is this way because that's how I like to play it.  In fact all my mods are me fixing my pet issues with the game.

It would feel a lot better if these were toned way down so they appear as often as other mission types. Right now, it’s a bit overwhelming.

Go to MoreMilitaryMissions\data\config\modSettings.json and reduce DmInvasionProb while increasing DmInvasionTimePeriodDays will have the effect of reducing the frequency.  I think reducing DmInvasionProb to 0 turns the mission off entirely though I haven't tested it.  Even simpler, you can simply not click the accept button.

Sometimes the convoy just chills by a jump point for no reason, or decides to meander across the sector like it’s on vacation.

I have never seen this, nor did this mod touch the fleet AI, so it's either just vanilla fleet behavior or something to do with some other mods you've installed.

Other times, they make a straight-line dash that’s literally impossible to keep up with.

As long as your fleet burn is greater than the convoy, and you're on autopilot (lay on course) it should not be possible to not keep up?

Thanks for the response, but wow, this comes off as weirdly passive-aggressive to my feedback. Like, I wasn’t trying to attack the mod, just sharing some observations and suggestions—it’s kind of odd to get this much pushback on stuff like fleet behavior or mission frequency. If the convoy thing isn’t related to your mod, that’s fine, no need to get defensive about it. Anyway, I’ll take a look at the settings you mentioned and tweak things on my end.
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GoldenGlory

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #164 on: January 01, 2025, 03:38:54 PM »

its so funny when the enemy fleet gets trapped in a black hole, its super rare now so its all the more amusing.
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