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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 137312 times)

LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.1)
« Reply #60 on: October 08, 2023, 07:44:42 PM »

    update v0.3.2
    • 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


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eidolad

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #61 on: October 10, 2023, 05:31:29 AM »

great mod idea, adding to new game
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DawnOfWolfy

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #62 on: October 16, 2023, 08:59:11 PM »

Any idea why the escort missions always have the mission fleet run away from me when I'm near them? I'm literally hired to escort these guys but have to wait like a few spaces away from them for them to actually go to their locations.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #63 on: October 17, 2023, 05:50:36 PM »

Any idea why the escort missions always have the mission fleet run away from me when I'm near them? I'm literally hired to escort these guys but have to wait like a few spaces away from them for them to actually go to their locations.

It's just vanilla fleet behavior with any fleet.  They don't like you to be in front of where they're going for some reason.
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DawnOfWolfy

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #64 on: October 22, 2023, 06:09:51 AM »

Any idea why the escort missions always have the mission fleet run away from me when I'm near them? I'm literally hired to escort these guys but have to wait like a few spaces away from them for them to actually go to their locations.

It's just vanilla fleet behavior with any fleet.  They don't like you to be in front of where they're going for some reason.

Kinda makes escort missions extremely annoying though, as one hyperspace storm can just instantly fail the mission for you as even the small distance makes it near impossible to catch up to them before they're inevitably caught by an inconveniently spawned convoy raider fleet, to no fault of trlhe player.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #65 on: October 23, 2023, 05:51:04 PM »

Kinda makes escort missions extremely annoying though, as one hyperspace storm can just instantly fail the mission for you as even the small distance makes it near impossible to catch up to them before they're inevitably caught by an inconveniently spawned convoy raider fleet, to no fault of trlhe player.

Impossible to catch up?  Your fleet should be faster than the trade fleet though? As long as you command your fleet to follow the trade fleet, the AI will know where it is no matter how far away, and you have 7 days to regain contact.  I'm not sure what I'm missing but I never have any problem remaining not too far away from the fleet.
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Jimminy Crimbles

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #66 on: October 23, 2023, 06:59:57 PM »

Kinda makes escort missions extremely annoying though, as one hyperspace storm can just instantly fail the mission for you as even the small distance makes it near impossible to catch up to them before they're inevitably caught by an inconveniently spawned convoy raider fleet, to no fault of trlhe player.

Impossible to catch up?  Your fleet should be faster than the trade fleet though? As long as you command your fleet to follow the trade fleet, the AI will know where it is no matter how far away, and you have 7 days to regain contact.  I'm not sure what I'm missing but I never have any problem remaining not too far away from the fleet.

the problem is, though, that you have to click off of the trade fleet to maintain distance, so that it doesn't veer off-course trying to run away from you. depending on the sensor strength of your fleet, how much the game is sped up, and your own reflexes, you might not be able to react in time to pause and click on the fleet before it gets out of range.

and that 7 day limit gets a whole lot shorter when you have to catch up with the fleet before a convoy raider destroys them. a small trade fleet doesn't have the ships to spend a lot of time in combat in the first place, and a raider can be up to 3x stronger than it.

furthermore, if the trade fleet's running afoul of hyperstorms, then odds are, you're not in the core worlds, and the trade fleet's not just going to bounce off of one storm. no way you're gonna be able to find where the fleet went then, except through pure luck. god knows how many times i've tracked a fleet, only for it to dive into a storm and completely vanish.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #67 on: October 24, 2023, 01:38:46 AM »


you might not be able to react in time to pause and click on the fleet before it gets out of range.


In the map tab click on the fleet, "lay on course".  There is now an arrow pointing to the fleet, even if it's out of sensor range.  Turn off sustained burn if you're overtaking it.  Hit "a" to resume course if you need to click away.  Also the mission map show you where the fleet is at all times even if it's not in sensor range.
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Dachanto65

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #68 on: October 26, 2023, 08:31:16 PM »

In my mod manager, More Military Missions is telling me that I am missing Magic Lib 1.2.0.  The most recent version of magic lib I seem to be able to locate is 1.1.3.  Any suggestions?
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Phenir

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Re: [0.96a] More Military Missions (v0.3.2)
« Reply #69 on: October 26, 2023, 08:39:15 PM »

In my mod manager, More Military Missions is telling me that I am missing Magic Lib 1.2.0.  The most recent version of magic lib I seem to be able to locate is 1.1.3.  Any suggestions?
1.2 is on the discord or at the releases section of the git repository. I don't know why the OP for it on this forum hasn't been updated.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.3)
« Reply #70 on: November 04, 2023, 03:48:01 PM »

update 0.3.3
  • 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
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eidolad

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Re: [0.96a] More Military Missions (v0.3.3)
« Reply #71 on: November 08, 2023, 06:31:25 PM »

This mod has established for me a new cadence in my current playthrough:  Go to low-rep faction system, accept 1+ exploration missions, then do (carefully chosen) star fortress defense mission.

Minor feedback on defense missions:

a) The battlestation and orbital station defense contracts are, in my experience, more risky than star fortress missions to accept.  This often occurs:  the smaller stations often do not have the ability to burst down an incoming cruiser and thus finds itself surrounded by intact enemies.  But overall this mission type is a ton of fun and a chance at unusual or breaththrough hull recoveries.

b) In the early game when doing a single frigate start, I could score quite a large paycheck for bringing a very small ship to a very big party.  A single frigate would be worth the 40K I got paid for the first defense mission.  However I suppose if the base commander saw an undamaged frigate for hire floating around, while a ton of death metal was incoming, I would get my accountant to pay twice the worth of the ship.  Or the 100K+ I just got paid for bringing my Hammerhead to a similar party.  But overall IMHO this is perfectly in line with 50K payout to scan an object a week away from the core worlds...
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.3)
« Reply #72 on: November 10, 2023, 09:14:09 PM »

Ideally the enemy fleet is strong enough to take down the station if you don't do anything or just hides in the corner, but isn't strong enough that the station plus your fleet can't beat it.  This balance is very hard to achieve when you're much weaker than the station, plus different factions have different fleets...
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KasakKhan

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Re: [0.96a] More Military Missions (v0.3.3)
« Reply #73 on: December 31, 2023, 03:14:02 AM »

The size of the defence battles - how much I am allowed to bring, how do I change that? The defending a space station ones.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.3)
« Reply #74 on: January 07, 2024, 10:45:39 PM »

The size of the defence battles - how much I am allowed to bring, how do I change that? The defending a space station ones.

Change battle size
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