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Author Topic: [0.97a] More Military Missions (v0.4.3)  (Read 57154 times)

proci

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #90 on: February 10, 2024, 04:16:32 AM »

the settings to hide hidden factions from defense missions does not seem to work.
tried in the settings file, and the lunalib menu.

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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #91 on: February 10, 2024, 12:13:57 PM »

the settings to hide hidden factions from defense missions does not seem to work.
tried in the settings file, and the lunalib menu.

You have to enable the setting before visiting the market, otherwise wait for the fleet to time out after DmInvasionTimePeriodDays days
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Hamastra

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #92 on: February 10, 2024, 09:43:42 PM »

I would suggest that you update to Java 8

Thank you! I didn't know about this. :D

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).

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.

I see, thank you for the explanation!

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.

The commodity was 200 Marines, they definitely didn't cost 50k as the source planet had abundant of them. The delivery reward for them was around 24k.
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eidolad

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #93 on: February 12, 2024, 04:05:02 PM »

This has become a must-install mod for me...great that it is available for .97a

One thing is:  I tend to beeline for the help-a-starfortress scenarios due to, well, it sure it nice to have an intact star fortress in space with you against, well, anything.  I might suggest an .ini option in a future version, if possible, to let players dial back the loot, and/or the cash rewards for the defense missions (or sorry if I missed this feature if it is already there)
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #94 on: February 13, 2024, 05:09:24 PM »

I might suggest an .ini option in a future version, if possible, to let players dial back the loot, and/or the cash rewards for the defense missions (or sorry if I missed this feature if it is already there)

It's DmCreditRewardPerFp in MoreMilitaryMissions\data\config\modSettings.json, or just install LunaLib
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vorpal+5

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #95 on: February 13, 2024, 09:47:24 PM »

How can we alter the relative odds of each mission? Defend the Starbase happens far too often, and escort convoys is much too rare (to my tastes obv!)
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eidolad

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #96 on: February 14, 2024, 06:19:47 AM »

I might suggest an .ini option in a future version, if possible, to let players dial back the loot, and/or the cash rewards for the defense missions (or sorry if I missed this feature if it is already there)

It's DmCreditRewardPerFp in MoreMilitaryMissions\data\config\modSettings.json, or just install LunaLib

thanks!
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #97 on: February 14, 2024, 11:08:52 PM »

How can we alter the relative odds of each mission? Defend the Starbase happens far too often, and escort convoys is much too rare (to my tastes obv!)

Check DmInvasionProb in MoreMilitaryMissions\data\config\modSettings.json.  But really you can just ignore the missions you don't want as the invasion don't happen unless you accept.  For convoy escort there's no way to increase the frequency since the trade fleet schedules are created by the base game, and I already adds a mission to every non-small trade fleet.  Instead you can look at the fleet departures intel tab to know which market have a mission.
« Last Edit: February 14, 2024, 11:12:23 PM by LngA7Gw »
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vorpal+5

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #98 on: February 15, 2024, 07:12:34 AM »

Thanks!
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PieceOfGood

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #99 on: February 16, 2024, 05:37:19 AM »

I don't know if I'm addressing the error message to this thread correctly, but there is a mention of fashion in the thread. If I'm wrong, please let me know where to go with this:
Spoiler
4664694 [Thread-3] DEBUG mmm.missions.DefenseMission  - checkRollResultAndReRoll: invasion=true, roll=0.281, roll_result=true; roll_expires_ts=28.7 days, cool_down_end_ts=58.6 days, fleet_expiration_ts=inf
4664694 [Thread-3] DEBUG mmm.missions.DefenseMission  - checkRollResultAndReRoll: invasion=true, roll=null, roll_result=true; roll_expires_ts=28.7 days, cool_down_end_ts=58.6 days, fleet_expiration_ts=inf
4664695 [Thread-3] DEBUG mmm.missions.DefenseMission  - No existing fleets found; generating new fleet
4664695 [Thread-3] DEBUG mmm.missions.DefenseMission  - computeFleetSize: target_fp=1,140, player_fp=526, station_fp=120, fp range: (316, 323) fleets range: (3, 3)
4664695 [Thread-3] DEBUG mmm.missions.DefenseMission  - createEnemyFleets: player_fp=526, station_fp=120, fp_range=(646, 1,220), fp_per_fleet=380, target_fp=1,140, difficulty=846
4664695 [Thread-3] DEBUG mmm.missions.DefenseMission  - eligible reinforcement factions: [derelict, sindrian_diktat, hegemony, independent, lions_guard, luddic_church, luddic_path, mercenary, omega, persean, pirates, remnant, tritachyon, player, blade_breakers, vantanet, star_federation, sotf_taken, plague, ironshell, scalartech_elite, sotf_dustkeepers, kesteven, scalartech_requisitions, sector, ix_battlegroup, ix_core, domain, fob, uaf_automata, diableavionics, enigma, uaf_november, sotf_dustkeepers_proxies, dassault_mikoyan, interstellarimperium, keruvim, ed_shipyard_faction, cabal, ocua, apex_design, JYD, ironsentinel, prot_ops, sephira_nightravens, uaf, sephira_conclave, everything, dme_independentmkt, scalartech, kadur_remnant, al_ars, adversary, scavengers, 6eme_bureau, ai_all, templars, high_priority_targets, qamar_insurgency, xhanempire, unitedpamed]
4664696 [Thread-3] DEBUG mmm.missions.DefenseMission  - pickReinforcementFactions picked: [sotf_dustkeepers, diableavionics]
4664696 [Thread-3] WARN  org.magiclib.campaign.MagicFleetBuilder  - Warning during Onyx 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.
4665337 [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.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.W$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.?00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.B.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

[close]
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.1)
« Reply #100 on: February 18, 2024, 07:57:21 PM »

I don't know if I'm addressing the error message to this thread correctly, but there is a mention of fashion in the thread. If I'm wrong, please let me know where to go with this:

Secrets of the Frontier has a 0.97a release in discord
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #101 on: February 18, 2024, 08:52:08 PM »

v0.4.2 update
  • Defense Mission
    • reduce effective station FP by 10%
    • guard against MagicFleetBuilder exceptions
  • Procurement/Cheap Commodity missions: fixed bug where the same mission can be taken consecutively
  • Escort Mission: add pirate strength option in Luna Settings
  • fixed a possible NPE
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ddrake

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #102 on: February 20, 2024, 07:29:38 PM »

I installed the mod, changed modSettings.json to ""DmUseHiddenFactions" : false,", enabled the mod and loaded up my save file. The first defense mission I undertook had Omega all up in the fleet which I thought the flag above would change.

Does the initial load always contain hidden factions?
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #103 on: February 20, 2024, 08:01:46 PM »

I installed the mod, changed modSettings.json to ""DmUseHiddenFactions" : false,", enabled the mod and loaded up my save file. The first defense mission I undertook had Omega all up in the fleet which I thought the flag above would change.

If you have LunaLib installed then the Luna options gets priority.

Since its an existing save it's possible the fleet was already generated for the market if you've visited it recently (1-2 months).  You have to wait for it to time out.

It's also possible for some mods to add markets for omega so making it unhidden.
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ddrake

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #104 on: February 20, 2024, 08:08:35 PM »

I installed the mod, changed modSettings.json to ""DmUseHiddenFactions" : false,", enabled the mod and loaded up my save file. The first defense mission I undertook had Omega all up in the fleet which I thought the flag above would change.

If you have LunaLib installed then the Luna options gets priority.

Since its an existing save it's possible the fleet was already generated for the market if you've visited it recently (1-2 months).  You have to wait for it to time out.

It's also possible for some mods to add markets for omega so making it unhidden.

I'm a goober, I didn't know the LunaLib settings would be independent of the config file. Thank you.
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