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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 137301 times)

rada660

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #165 on: January 07, 2025, 05:34:03 PM »

For some reason, I cannot seem to ever get defense mission from my contact anymore on my current run, even if my previous run I could. There was no changes in the mod list
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Alvikin

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #166 on: February 14, 2025, 07:53:38 PM »

I really enjoyed the mod, specially the merchant escort missions, those really go well with the game. I only have a problem with defense missions, they are fun and rewarding, but they reward too much and are avaible too often. I can easily fight 2 station defenses in 1 system and make 1m credits + high-end ships.

It would be interesting to add options for a cooldown between these types of missions and also an option to disable then entirelly.
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SierraTangoDelta

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #167 on: February 17, 2025, 08:08:08 AM »

I also agree that the defense missions are too rewarding and pop up too often, and allowing ships literally labeled as 'you shouldn't see this' as default fleets for the defense missions does seem odd.

Besides that I am a big fan of all of the mission types, this is a very fun mod.
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balordezul

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #168 on: March 07, 2025, 12:29:22 PM »

How if your fleet power calculated for the orbital defense missions.  Is my fleet power including my logistic ships? 
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #169 on: March 07, 2025, 11:20:38 PM »

I also agree that the defense missions are too rewarding and pop up too often

You can always reduce the mission reward with Luna settings.

How if your fleet power calculated for the orbital defense missions.  Is my fleet power including my logistic ships?

Yes. It's basically the deployment point cost of all your ships, modified by things like officier and CR, among other things.  It's the same thing used for auto resolve and AI fleet results.
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.4)
« Reply #170 on: March 07, 2025, 11:28:36 PM »

Version 0.4.4 update:
  • Defense Mission:
    • remove generated fleet from system so you can't bump into them
    • added configurable limit to the maximum size of the invasion fleet
    • stopped generating fleets with 0 burn
  • Escort Mission:
    • reduced trade profit if destination is in the same system
    • adjusted mission reward when faction is at war
  • Procurement/Cheap Commodity missions: added a workaround to hopefully prevent NPE with Star Lords
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Fermuto

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Re: [0.97a] More Military Missions (v0.4.4)
« Reply #171 on: March 14, 2025, 06:25:44 PM »

Is there a way to make the defense invasion fleets not boomerang around the system while they're in combat with the station (meaning if you don't camp the station at the right angle and miss them, sometimes you literally cannot catch up to the invasion fleets because they magically gain what feels like max burn speed) or is it some quirk with vanilla? As it stands sometimes I need to save scum *just* so I can ensure I can actually fight the fleets instead of chasing them around the system until the station loses.
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Phenir

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Re: [0.97a] More Military Missions (v0.4.4)
« Reply #172 on: March 14, 2025, 07:29:45 PM »

Is there a way to make the defense invasion fleets not boomerang around the system while they're in combat with the station (meaning if you don't camp the station at the right angle and miss them, sometimes you literally cannot catch up to the invasion fleets because they magically gain what feels like max burn speed) or is it some quirk with vanilla? As it stands sometimes I need to save scum *just* so I can ensure I can actually fight the fleets instead of chasing them around the system until the station loses.
If that does happen, you can directly interact with the station (consider military options) to join the fight instead of chasing the fleets. Haven't experienced that myself though, at least not in the way you described. I have seen fleets get dragged in from far away if I suddenly enter a system from far away like through a gate or slipsurge. Are you using something like stelnet to start the mission from outside the system through remote calling contact?
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Anziocorp

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #173 on: March 17, 2025, 05:56:33 PM »

For some reason, I cannot seem to ever get defense mission from my contact anymore on my current run, even if my previous run I could. There was no changes in the mod list
Did you ever figure out why? I just started a new playthrough and I noticed defense missions weren't popping up anymore either.
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.3)
« Reply #174 on: March 17, 2025, 08:36:43 PM »

For some reason, I cannot seem to ever get defense mission from my contact anymore on my current run, even if my previous run I could. There was no changes in the mod list
Did you ever figure out why? I just started a new playthrough and I noticed defense missions weren't popping up anymore either.

If this is reproducible with the latest 0.4.4 version can you delete the starsector.log file so it doesn't have anything extra, then visit the bar of any planet with stations?  Also post what is your mod list?

Also turn on dev mode when you visit the station. If you have console command it's the devmode command, otherwise it's the devMode option in your starsector-core\data\config\settings.json file.
« Last Edit: March 17, 2025, 08:48:56 PM by LngA7Gw »
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momom2

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Re: [0.97a] More Military Missions (v0.4.4)
« Reply #175 on: March 18, 2025, 09:50:08 AM »

Just thought a fleet with 2 gowns, next one has at least 8 guardians... Perfectly balanced. :-D

I agree with previous messages that station defence missions are too rewarding; in early game it's an easy way to make >500k credits because star fortresses can defeat the invading forces with little to no assistance, and in midgame, it's a very easy way to get very late game ships (all sorts of capitals and weapons) without having to beat up a faction or cozy up to them.
In late game though, it's lots of fun! About on the same level as fighting 5 ordos, I'd say. Only way to contest my modded playthrough xD
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LngA7Gw

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #176 on: March 29, 2025, 12:33:00 AM »

Version 0.4.6
  • Defense Mission: fixed a visual issue where station has 0 fleet points

Version 0.4.5
  • Defense Mission: invasion fleet faction is now more likely to match ship variants
  • Escort Mission: re-enable missions from small trade fleets from Pirates/Path/your faction and adjusted trade profit
  • Scavenger Trading:
    • improved traded intel by showing more precise location if visible on map
    • nerfed how much value you get by trading commodities by 30%
  • recompile for Java 17 and compatibility workaround for 0.98a-RC5
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Massacre

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #177 on: March 29, 2025, 02:07:40 AM »

One of best mods imho for SS, faction and ships are cool, but mods which actually adds new mission types are rare.

Also I have suggestion, how can Base Defense mission might be improved "lore wise", they are cool from gameplay perspective, but kinda looks strange common sense wise, like station commander waits for you in bar, and if you don't accept it nothing happens, I have idea for that how to make them more "logical" - give them not via bar dialog, but same way as vanilla random bounties and scan object missions are given, via intel when you flying around sector, and if player interested he just fly to mentioned in intel planet and use bar dialog as "timeskip" which spawns fleet immediately, and if player ignores, simply spawn fleet which will attack station, to remove situation where world just waits for player to something happen. Also they aren't invading planets, they just destroy station and leave - you can change mission description like they just going to raid planet, and as failure create some random shortage of wares and disrupt some buildings. Also another suggestion for them, change how bounty paid, right now these missions pay much - give some small money for participation and rest of bounty pay per destroyed ships, like vanilla system bounty works, also another optional option, random attacking factions are fun, but for "lore" I might suggest optional option which will pickup only fleets of enemy faction of station owner, with pirates maybe as backup, for potentional situation where faction have no enemies at all.

As for other suggestion, more mission types always fun, also another idea since mod missions pay much more, change vanilla ones to make them pay more, also maybe add "special" bounties against various [REDACTED] including Omega, change vanilla ones, like add random situations to scan missions like Pather Fleet patrolling research station and such, so they aren't just free money without risk you can do on single Dram and so on, make vanilla missions pay on par with mod missions and such. Also another idea is Gate eruption, basically bounty which requires to scan specific gate, and once scanned, some [SUPER REDACTED] fleet flies from it.
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DMWoland

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #178 on: March 29, 2025, 08:20:40 AM »

Help please!
Does anyone have a version for 0.97?
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LngA7Gw

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Re: [0.98a] More Military Missions (v0.4.6)
« Reply #179 on: March 30, 2025, 02:22:47 AM »

Help please!
Does anyone have a version for 0.97?

v0.4.4
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