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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] More Military Missions (v0.4.2)  (Read 50000 times)

Audax

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Re: [0.96a] More Military Missions (v0.0.4)
« Reply #30 on: May 28, 2023, 11:20:38 PM »

Always had the idea of doing more faction missions for the game, but never got to it because the complexity of making missions in the game is really complicated(even though I've figured it out before).

Here are some suggestions that I've thought about for a long time.

- Ship recovery missions - for recovering rare / ships etc. have it guarded by different factions or something along those lines then deliver it back or buy it back from mission giver or ignore the contact and just keep it to yourself.
- Rare ship interecption missions - a faction found a rare ship, going to deliver it to a planet, if they succeed in delivering it they unlock the bp for it? but you can also intrecpt it, and deliver it back or keep it to yourself
- Artifact discovery missions - An artifact has been found somewhere around the system and the entire sector is gunning for it, deliver it or buy it from the contact, or just ignore the contact and lose a whole lot of rep.
- Artifact interception missions - A faction has now uncovered an artifact and will deliver it to a planet capable or not of using it, failing or not doing the mission or even intel mission would allow that artifact be installed to a possible industry. (Always nice to have the sector completely just filled with nanoforgoes or pristine this would fix some areas where certain colony items won't spawn or people don't want to use cheaty industries to farm tons of colony items)
- [Redacted] extermination missions - not sure if this is in the game but could have some missions or intel quests that allows you to find redacted systems. either have it destroy a station or fleet.

just this missions alone can make the whole sector feel more alive and dynamic, and you can I'm pretty sure make this missions either rare or common. Or it could make the entire sector just completely bonkers with almost any faction having rare ships being used, almost all planets having nanoforges etc.

« Last Edit: May 28, 2023, 11:25:17 PM by Audax »
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.1.0)
« Reply #31 on: May 29, 2023, 01:35:05 PM »

update v0.1.0

new mission: Repair Materials Delivery Mission - companion mission to repair your orbitals faster after it gets blown up
Defense Mission:
  • add setting to scale enemy fleets by faction and uses it to nerf Omega fleets
  • add setting to skip generating fleets from hidden factions like Omega and Lion's Guard
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Dadada

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Re: [0.96a] More Military Missions (v0.1.1)
« Reply #32 on: June 01, 2023, 03:27:33 AM »

Nice!
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TheHZDev

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Re: [0.96a] More Military Missions (v0.0.3)
« Reply #33 on: June 02, 2023, 09:24:03 PM »

This mod is so good!
Could you allow me to translate it into Chinese and upload to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.

Go ahead.

Can I adjust the code of your mod so that it works with Startsector 0.95.1?
Thank you very much.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.0.3)
« Reply #34 on: June 03, 2023, 01:33:56 AM »

Can I adjust the code of your mod so that it works with Startsector 0.95.1?
Thank you very much.

sure
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Moasseman

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Re: [0.96a] More Military Missions (v0.1.1)
« Reply #35 on: June 14, 2023, 07:33:10 AM »

Loving the missions, just few suggestions:

1. Have the reward be based on your fleet, ignoring the orbital station present for reward calculations/enemy fleet strength (I know DmStationFpRewardReduction variable exists but it's not perfectly clear at what value it'd completely negate the station from calculations) as the rewards are way the hell to high for a fleet that has a couple frigates and a destroyer etc.

2. Have the invading fleets ignore patrols/other forces defending the system. I don't know if this is in any way possible but currently the majority of the time, you don't actually need to do (and at times, can't do) the mission at all, just pick it up and let system defenses deal (unless in some backwater system)

3. Have the invading fleets NOT try to fight each other. (Again, dunno if possible without restricting the invaders to a single faction)
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.1.1)
« Reply #36 on: June 15, 2023, 12:28:36 AM »

1. Have the reward be based on your fleet, ignoring the orbital station present for reward calculations/enemy fleet strength (I know DmStationFpRewardReduction variable exists but it's not perfectly clear at what value it'd completely negate the station from calculations) as the rewards are way the hell to high for a fleet that has a couple frigates and a destroyer etc.

DmStationFpRewardReduction exists to reduce your rewards for beating strong fleets, as the station is doing a lot of work.  Ignoring the station increases your reward, not decreases it (and at 0 the station is ignored completely).  If you simply want to reduce your rewards you can reduce DmCreditRewardPerFp.

2. Have the invading fleets ignore patrols/other forces defending the system. I don't know if this is in any way possible but currently the majority of the time, you don't actually need to do (and at times, can't do) the mission at all, just pick it up and let system defenses deal (unless in some backwater system)

The invading fleet already heads straight for the station. The problem is that the defending fleets won't ignore it, and I'm not sure there's an easy way out of that.

3. Have the invading fleets NOT try to fight each other. (Again, dunno if possible without restricting the invaders to a single faction)

I'm not sure how that is even possible. Regardless of the ships in the fleets, only a single faction is used per mission.
« Last Edit: June 15, 2023, 01:48:04 AM by LngA7Gw »
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starman13

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Re: [0.96a] More Military Missions (v0.1.1)
« Reply #37 on: June 15, 2023, 07:27:30 AM »

The invading fleet already heads straight for the station. The problem is that the defending fleets won't ignore it, and I'm not sure there's an easy way out of that.

I think you can do this with triggerMakeFleetIgnoredByOtherFleets() from HubMissionWithTriggers.

Moasseman

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Re: [0.96a] More Military Missions (v0.1.1)
« Reply #38 on: June 15, 2023, 06:27:38 PM »

3. Have the invading fleets NOT try to fight each other. (Again, dunno if possible without restricting the invaders to a single faction)
I'm not sure how that is even possible. Regardless of the ships in the fleets, only a single faction is used per mission.
Had an invasion comprising of Derelict, Pirate & Sindrian ships, and 2 of the invasion fleets were constantly inside each other, never engaging but their "current action" (or whatever you wanna call it) was "pursuin invasion fleet 1 & 2" respectively
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.2.0)
« Reply #39 on: June 22, 2023, 11:54:29 PM »

v0.2.0 is out!

New mission: Mercantile Convoy Escort
  • Join trade fleets instead of ignoring them or hunting them down like pirates
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Coil

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Re: [0.96a] More Military Missions (v0.2.1)
« Reply #40 on: June 24, 2023, 07:10:50 PM »

Hey, this a fun mod! Thank you for sharing!
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Spacegoat

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Re: [0.96a] More Military Missions (v0.2.1)
« Reply #41 on: June 28, 2023, 09:29:40 AM »

Hi LngA7Gw,

Sometimes I'll experience a program hang that won't resolve itself until I close the program. It has something to do with invasion fleet generation. It might be an incompatibility with another mod.


Version: v0.2.1
Reproducible: 100% reproducible, generation freeze is the same each time at certain locations

Log:
Spoiler
1630567 [Thread-3] DEBUG mmm.missions.DefenseMission  - pickReinforcementFactions picked: [hmi_obs_hitech, derelict, sector]
1630567 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
1630575 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=hmi_obs_hitech, expected_fp=3,811, input_fp=2,591, output_fp=451, input_fp_per_output=0.68, threshold=572, attempt 1/4
1630575 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
1630659 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=hmi_obs_hitech, expected_fp=3,811, input_fp=21,894, output_fp=450, input_fp_per_output=5.745, threshold=572, attempt 2/4
1630660 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
1630956 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [neutral_market.ogg]
1630962 [Thread-9] INFO  sound.H  - Playing music with id [neutral_market.ogg]
1634300 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=hmi_obs_hitech, expected_fp=3,811, input_fp=185,418, output_fp=453, input_fp_per_output=48.653, threshold=572, attempt 3/4
1634301 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
[close]


Spoiler
5791787 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
5791804 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=sotf_dustkeepers_proxies, expected_fp=3,811, input_fp=2,591, output_fp=805, input_fp_per_output=0.68, threshold=572, attempt 1/4
5791804 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
5791831 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=sotf_dustkeepers_proxies, expected_fp=3,811, input_fp=12,266, output_fp=777, input_fp_per_output=3.219, threshold=572, attempt 2/4
5791831 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
5792116 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=sotf_dustkeepers_proxies, expected_fp=3,811, input_fp=60,162, output_fp=781, input_fp_per_output=15.786, threshold=572, attempt 3/4
5792116 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
5792669 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
5792671 [Thread-9] INFO  sound.H  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
5796826 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=sotf_dustkeepers_proxies, expected_fp=3,811, input_fp=293,569, output_fp=778, input_fp_per_output=77.032, threshold=572, attempt 4/4
5796826 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
5903234 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=sotf_dustkeepers_proxies, expected_fp=3,006, input_fp=1,134,278, output_fp=804, input_fp_per_output=377.338, threshold=451, attempt 1/3
5903234 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
[close]
« Last Edit: June 29, 2023, 01:29:16 AM by Spacegoat »
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.2.1)
« Reply #42 on: June 29, 2023, 01:15:19 AM »

Hi LngA7Gw,

Sometimes I'll experience a program hang that won't resolve itself until I close the program. It has something to do with invasion fleet generation. It might be an incompatibility with another mod.


Make sure you're running 0.2.0 or 0.2.1
I made some changes to reduce memory usage; it might be that.

If that does not work try updating MagicLib as that is used to generate the fleets.

Another thing to try is to blacklist the factions, for example, add sotf_dustkeepers_proxies (reinforcement) to DmReinforcementFactionBlacklist in modSettings.json
« Last Edit: June 29, 2023, 01:20:23 AM by LngA7Gw »
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Spacegoat

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Re: [0.96a] More Military Missions (v0.2.1)
« Reply #43 on: June 29, 2023, 01:34:45 AM »

Hello! Yeah the versions are all up-to-date.

MagicLib: 1.1.3
More Military Missions: v0.2.1

If adding factions to to the blacklist does it then I should be able to save at a station, check for a crash, and if a crash happens I'll start adding all faction content that's listed in the logs. Maybe it's trying to spawn multi-module ships but just the modules.

Update: I added sotf_dustkeepers_proxies and HMI, and that stopped at least the instance of a 100% reproducible freeze at Kassadar (Tahlan Shipyards planet). Other planets still have the freeze, but that tells me there's a mod conflict.

Here's the log of the last non-freeze visit to that bar:
Spoiler
151339 [Thread-3] DEBUG mmm.missions.DefenseMission  - eligible reinforcement factions: [sindrian_diktat, hegemony, independent, luddic_church, luddic_path, persean, pirates, tritachyon, uaf, kadur_remnant, TTSC]
151339 [Thread-3] DEBUG mmm.missions.DefenseMission  - pickReinforcementFactions picked: [uaf, sindrian_diktat, luddic_path]
151340 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
151349 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=uaf, expected_fp=3,811, input_fp=2,591, output_fp=1,655, input_fp_per_output=0.68, threshold=572, attempt 1/4
151349 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
151362 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=uaf, expected_fp=3,811, input_fp=5,966, output_fp=1,718, input_fp_per_output=1.566, threshold=572, attempt 2/4
151362 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
151382 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=uaf, expected_fp=3,811, input_fp=13,234, output_fp=1,609, input_fp_per_output=3.473, threshold=572, attempt 3/4
151382 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Kassadar Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
151437 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=uaf, expected_fp=3,811, input_fp=31,345, output_fp=1,803, input_fp_per_output=8.225, threshold=572, attempt 4/4
151438 [Thread-3] INFO  mmm.missions.DefenseMission  - Created 1 fleets with 1,803 total strength (3,811 target): (r=uaf, strength=1,803)
[close]



The other 100% reproducible crash planet, Clotho:
Spoiler
93028 [Thread-3] DEBUG mmm.missions.DefenseMission  - eligible reinforcement factions: [sindrian_diktat, hegemony, independent, luddic_church, luddic_path, persean, pirates, tritachyon]
93028 [Thread-3] DEBUG mmm.missions.DefenseMission  - pickReinforcementFactions picked: [luddic_path]
93029 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
93040 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=luddic_path, expected_fp=3,811, input_fp=2,591, output_fp=1,156, input_fp_per_output=0.68, threshold=572, attempt 1/4
93040 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
93064 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=luddic_path, expected_fp=3,811, input_fp=8,542, output_fp=1,135, input_fp_per_output=2.241, threshold=572, attempt 2/4
93066 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
93163 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=luddic_path, expected_fp=3,811, input_fp=28,682, output_fp=1,192, input_fp_per_output=7.526, threshold=572, attempt 3/4
93164 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
93484 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [uaf_final_friendly_market_loop1.ogg]
93486 [Thread-9] INFO  sound.H  - Playing music with id [uaf_final_friendly_market_loop1.ogg]
93825 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=luddic_path, expected_fp=3,811, input_fp=91,701, output_fp=1,087, input_fp_per_output=24.062, threshold=572, attempt 4/4
93826 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
96980 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=luddic_path, expected_fp=2,619, input_fp=220,943, output_fp=1,175, input_fp_per_output=84.362, threshold=393, attempt 1/3
96980 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
114788 [Thread-3] DEBUG mmm.missions.OrbitalMissionBase  - createFleet: reinforcement=luddic_path, expected_fp=2,619, input_fp=492,468, output_fp=1,109, input_fp_per_output=188.037, threshold=393, attempt 2/3
114788 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Clotho Station Invasion Fleet generation.
   Reason: flagshipVariant null and variantsPath null was specified, but flagship could not be created.
   Will try to fall back to the first ship in the fleet.
[close]

Clotho bar with all mod factions added to blacklist still crashes. Eligible factions according to the log are vanilla. My next guess would be MMM doesn't like the new ships added to existing factions.

sindrian_diktat, hegemony, independent, luddic_church, luddic_path, persean, pirates, tritachyon

Maybe if defense fleets fail to spawn like this, a pre-determined backup fleet could kick in?
« Last Edit: June 29, 2023, 02:19:17 AM by Spacegoat »
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.2.1)
« Reply #44 on: June 29, 2023, 02:24:22 AM »


Clotho bar with all mod factions added to blacklist still crashes. Eligible factions according to the log are vanilla. My next guess would be MMM doesn't like the new ships added to existing factions.


Can you turn on dev mode (devMode in settings.json) and rerun? MagicLib will print more when dev mode is on, and I'm guessing the problem is in there.
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