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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] More Military Missions (v0.4.4)  (Read 123954 times)

Captain Bowlegged Bill

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Re: [0.96a] More Military Missions (v0.0.2)
« Reply #75 on: January 15, 2024, 01:43:23 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.

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

All stations.

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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.

Thank you for this awesome mod!  I thought a lot of this stuff was base game until the fleets became too large to contend with and I started looking into what wemt wrong.  I changed that "DMDifficultyGrowth" to 0, but the fleets are still twice as big as the text descriptor says they will be.  There is a similar problem with the IBB missions, where the target bounties are 2-4 times bigger than expected.

Does anyone know where the last battle size is saved so I can get in there and change it to something more manageable?  Alternatively, if magiclib is generating fleets, is there a known magiclib problem where it makes fleets 2-4 times bigger than the mod asks for?  And if so... how do/where do I fix it?

Thank you again!  Great ideas in this mod - ought to get the boss man to include them in the base game.  Other than enemy fleet size, it's been very stable for me.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.0.2)
« Reply #76 on: January 19, 2024, 09:48:27 PM »


Thank you for this awesome mod!  I thought a lot of this stuff was base game until the fleets became too large to contend with and I started looking into what wemt wrong.  I changed that "DMDifficultyGrowth" to 0, but the fleets are still twice as big as the text descriptor says they will be.


I'm not sure what you mean? Do you have a screenshot?
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Captain Bowlegged Bill

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Re: [0.96a] More Military Missions (v0.0.2)
« Reply #77 on: January 25, 2024, 04:13:23 AM »


Thank you for this awesome mod!  I thought a lot of this stuff was base game until the fleets became too large to contend with and I started looking into what wemt wrong.  I changed that "DMDifficultyGrowth" to 0, but the fleets are still twice as big as the text descriptor says they will be.


I'm not sure what you mean? Do you have a screenshot?

Sadly, I do not.  I tweaked dmdifficulty growth along with anything else that looked relevant in any mod that affected combat and eventually deleted/updated magic lib, (which I read somewhere had something to do with fleet generation).  I also installed the FleetsizebyDP mod to keep my own point totals from getting crazy.  After that, the problem went away entirely.

Here is what my problem was:

The enemy fleets kept getting bigger, so to compensate I'd go past the 30 ship limit and just pile on stuff since burn rate isn't important for this.  Figure I had around 38 ships and 1000ish points.  The station commander would tell me I'd be facing "at least 2 fleets with 50 ships with a combined strength of 1400ish points.  For comparison your fleet has 1000ish points and our battle station has 180 points." Those numbers are from memory and might be junky.

When the enemy fleets arrived, the bigger fleet was usually double the estimated point amount and double the number of ships (not counting fighters).  I had the same exact problem with bounty missions - the actual fleet was usually twice as big as the estimate given in the mission text.  It was ludicrous! 

At first I documented what I was doing.  Then I just started flailing.

I suspect updating magiclib was the solution, but with all the other changes, I have no evidence for that.

As an aside, I also had a lot of memory leak problems.  Those disappeared as well.  Same save file.

But everything is working fine now, bounties and station defense are reasonable again.





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LngA7Gw

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Re: [0.96a] More Military Missions (v0.3.3)
« Reply #78 on: January 27, 2024, 01:39:59 PM »

update v0.4.0
  • 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

Scavenger Trading, Pick Your Ships, and Force Auto Resolve has been integrated into this mod; please do not enable both.
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.4.0)
« Reply #79 on: February 03, 2024, 12:34:22 AM »

Note that there is a bug in v0.4.0 if LunaLib isn't turned on
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Reiconn

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Re: [0.96a] More Military Missions (v0.4.0)
« Reply #80 on: February 03, 2024, 01:16:55 AM »

Is the update save compatible? And is it safe to remove? Apparently I CTD a few times and folks at mod bug report tell me that it was caused by MMM, I've already updated the mod and it still crashes
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LngA7Gw

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Re: [0.96a] More Military Missions (v0.4.0)
« Reply #81 on: February 03, 2024, 01:51:07 AM »

Is the update save compatible? And is it safe to remove? Apparently I CTD a few times and folks at mod bug report tell me that it was caused by MMM, I've already updated the mod and it still crashes

The updates are save compatible, but the mod is not safe to remove.  Also the mod doesn't touch industry at all so I doubt that it is the cause of your issues.
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #82 on: February 03, 2024, 01:52:41 AM »

v0.4.1 update
  • 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

note: you might need "-Xverify:none" in your vmparams if you don't want to enable LunaLib and you ran into "java.lang.NoClassDefFoundError: lunalib/lunaSettings/LunaSettingsListener" issue
« Last Edit: February 03, 2024, 01:54:30 AM by LngA7Gw »
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Hamastra

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #83 on: February 06, 2024, 10:27:28 PM »

Hello, thanks for the awesome mod! I think these missions should really be in the base game, especially the trade escort.
Speaking about the trade escort mission, my game gets extremely laggy after every escort battle. It's down to 5 fps (even in menus) and only goes back to normal once I restarted the game. Is this what's called memory leak? It only happens with this mod.

Also, would you consider excluding "pursue battle" from its failure condition? I find it unreasonable to be failed just because I didn't join in pursuing 1 or 2 frigates on the brink of blowing up. I had 70% of my fleet disabled/destroyed on the actual battle and the surviving ones don't have enough CR. Moreover, they took 50k out of my pocket to bring their extra cargo when the cargo's actual price isn't even a quarter of that.
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"The trade fleet is losing ships while you are nowhere to be seen." -Some Whiny Hegemony Trader piloting a pristine Dominator
That's just unfair. I'm actually losing a lot of money doing this instead of profiting.  :(

These two issues made me feel like it isn't worth doing the mission if I'm after profit, because if I got a huge fleet to counter the second issue, I already have more viable options to get rich instead of glueing myself with the wacky trade fleet AI for an extended period of time. (Sometimes they just get stuck circling in a storm or near a star for a while.) In early game, trade escort obviously isn't viable with the amount of the enemies, while the second issue made it unappealing compared to existing vanilla missions in mid game. The tradeoff is just too much imo.

I haven't encountered the other missions beside defense mission (which I can't do yet on my current progress), so I can't say anything else.
Thanks again.  :D
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Szasz

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #84 on: February 06, 2024, 11:55:55 PM »

Doesn't your mod require Lunalib by any chance? If so, please make sure it can be found in the OP
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #85 on: February 07, 2024, 07:47:39 PM »

Speaking about the trade escort mission, my game gets extremely laggy after every escort battle. It's down to 5 fps (even in menus) and only goes back to normal once I restarted the game. Is this what's called memory leak? It only happens with this mod.

I would suggest that you update to Java 8

Also, would you consider excluding "pursue battle" from its failure condition?

I will think about it but you just need to send 1 ship and it doesn't need to do anything (immediately retreating works I think).

Moreover, they took 50k out of my pocket to bring their extra cargo when the cargo's actual price isn't even a quarter of that.

The escrow is computed based on how much it would have cost you to buy the commodities on the source planet, and the delivery reward is in line with the vanilla delivery mission, but with much higher ceiling on large markets.  You make more money if you have larger transport capacity.

In early game, trade escort obviously isn't viable with the amount of the enemies

The mod assumes veteran players. You can always change the modSettings.json file to reduce the pirate size or increase the reward, or simply get rid of the pirate spawn entirely.
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xenapan

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #86 on: February 07, 2024, 10:28:25 PM »

Is it intentional that some escort missions can be in the same system? eg eldfell->kazeron or eoch bries -> cullann? might need a minimum distance between source and destination?
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #87 on: February 08, 2024, 12:53:46 PM »

Is it intentional that some escort missions can be in the same system? eg eldfell->kazeron or eoch bries -> cullann? might need a minimum distance between source and destination?

The mod attaches a mission to vanilla trade fleet, so yes since trade fleets can spawn between markets in the same system.
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vorpal+5

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #88 on: February 09, 2024, 10:20:20 PM »

Would this fatal error not caused by one of your mission?

3340214 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at data.scripts.campaign.plugins.dustkeepers.SotfDustkeeperFleetCreator.createFlee t(SotfDustkeeperFleetCreator.java:292)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:156)
   at org.magiclib.campaign.MagicFleetBuilder.generateRandomFleet(MagicFleetBuilder.java:726)
   at org.magiclib.campaign.MagicFleetBuilder.createFleet(MagicFleetBuilder.java:451)
   at org.magiclib.campaign.MagicFleetBuilder.create(MagicFleetBuilder.java:98)
   at mmm.missions.OrbitalMissionBase.createFleet(OrbitalMissionBase.java:388)
   at mmm.missions.DefenseMission.createFleet(DefenseMission.java:871)
   at mmm.missions.DefenseMission.createEnemyFleets(DefenseMission.java:949)
   at mmm.missions.DefenseMission.create(DefenseMission.java:423)
   at com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission.createAndAbortIf Failed(BaseHubMission.java:707)
   at com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionBarEventWrapper.addPr omptAndOption(HubMissionBarEventWrapper.java:92)
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.showOptions(BarCMD.java:279)
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.execute(BarCMD.java:154)
   at com.fs.starfarer.campaign.rules.
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #89 on: February 09, 2024, 10:58:13 PM »

Would this fatal error not caused by one of your mission?

Secrets of the Frontier has a 0.97a release in discord
« Last Edit: February 11, 2024, 12:08:57 AM by LngA7Gw »
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