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Author Topic: [0.97a] More Military Missions (v0.4.3)  (Read 56881 times)

GoldenGlory

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #105 on: February 29, 2024, 09:37:41 PM »

this ones really fun, i love taking defence missions near black holes since theres just a chance youll get lucky and the enemy will wind up sucked in, its incredibly rare but really funny.

the escort missions can be just unfair sometimes though, pirate fleets that could sack anything in the core worlds appearing sometimes
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NikoTheGuyDude

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #106 on: March 03, 2024, 03:16:18 PM »

you may want to change the faction of the enemy fleets from remnant to a generic "hostile" faction, its causing issues with exotica where fleets are all spawning with lvl 9-10 adv flux conduits
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NaokiP

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #107 on: March 10, 2024, 02:23:04 PM »

Had a null pointer crash to desktop when trying to accept a defense mission on a UAF market against Spindle invaders on the Java 23 version. Let me know if there's any more info or logs I can provide.

Code
5672593 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.InteractionDialogPlugin.advance(float)" because "this.ÔÕô000" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.InteractionDialogPlugin.advance(float)" because "this.ÔÕô000" is null
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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xenapan

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #108 on: March 15, 2024, 10:32:09 AM »

First off thanks for the mod!

A couple of thoughts:
a) factions neutral to you are much too happy to ask for your help for station defense. It's a little exploity when I can call down a 2k fp fleet to basically wipe out chico or kazeron and not defend it then use that as a chance to raid them for their pristine nanoforge or invade the planet. Maybe increase faction standing requirements or just don't offer them at all at the size 6-8 planets?
b) player faction should never be on the attacking side.. cause you the player are also defending. Just lore/storywise it makes no sense?
c) maybe you need to reduce the chances of spawning tesseract and the subships? in vanilla you get 2 hypershunt fights + 1 bounty. With this mod I've seen and killed probably double the amount of tesseracts in a week. It just seems a little too common for them to spawn and it means getting access to the OP weapons a lot sooner since you can let the station do a lot of the work of tanking + damage. Not sure if this is by design.
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #109 on: March 15, 2024, 08:24:32 PM »

You can always ignore the mission if you don't think it's congruent to your play style.  It's not like I take even most of the mission that shows up myself.

Lore is something I read once than ignore on subsequent plays so I'm not going to limit my mod based on that.
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Winhert

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #110 on: March 16, 2024, 04:44:36 PM »

This may come off as a bit weird but is there any chance we'll get an option to disable orbital defense missions? I do enjoy the rest of the content, it's just that i find it a bit on the easier side in terms of early money and hulls :P
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #111 on: March 17, 2024, 02:57:07 PM »

This may come off as a bit weird but is there any chance we'll get an option to disable orbital defense missions? I do enjoy the rest of the content, it's just that i find it a bit on the easier side in terms of early money and hulls :P

Just don't click the accept button?
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Winhert

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #112 on: March 18, 2024, 08:28:29 AM »

Yup, that's what i do, but for aesthetics sake it would be nice to have it as an option :P
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NaokiP

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #113 on: March 18, 2024, 02:26:51 PM »

After playing with it for a while, I really like the variety this adds to the missions. If I had anything to comment on, I'd say that maybe the station defense missions are a little too easy to make money with since you can usually expect the station to do most of the heavy lifting anyway. They end up being way more profitable than running around doing bounties and exploration or commodity trading, and you don't even have to go anywhere in comparison. Maybe cutting down their cash rewards somewhat or making the reward something like a (20-40% baseline minimum scaled off the current rewards + an extra bonus for how much damage the player's fleet did) could make it feel more balanced?

If the attackers could also be real diplomacy factions rather than just generic "pirates" to make the player's rep with them fall by a few points as a result of taking such a mission could also add another layer of depth and decisionmaking: Maybe the pay for doing a station defense mission seems really tempting, but I realize it's a faction I really don't want to lose rep points with right now or one that could tip over into that -50 Hostile range. These sorts of mini decisions come up in the gameplay loop all the time with routing bounty hunting, exploration, or smuggling runs, for example. If all you're after is money, there isn't usually a reason not to take a station defense mission unless you have some other time-sensitive missions running.
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #114 on: March 18, 2024, 10:35:40 PM »

If I had anything to comment on, I'd say that maybe the station defense missions are a little too easy to make money with since you can usually expect the station to do most of the heavy lifting anyway.

You can adjust the rewards via Luna Settings.
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NaokiP

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #115 on: March 19, 2024, 04:33:03 AM »

If I had anything to comment on, I'd say that maybe the station defense missions are a little too easy to make money with since you can usually expect the station to do most of the heavy lifting anyway.

You can adjust the rewards via Luna Settings.

Sweet, didn't realize. Thanks
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Def16

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #116 on: March 29, 2024, 10:48:28 PM »

Tried this out for the first time and the station defense missions started off quite easy, which is fine for just starting out. As pointed out it's just grinding for money, standing and EXP. Defenders will often have fleets assisting.

The next level of difficulty increase became quite obvious. Aside from throwing in random Omega ship groups, the attack fleets were generally much better composed. This is about the most that the low end stations can survive if you're aggressive enough to kill the enemy down quickly. Despite this these missions were manageable because the different fleet groups making up the attack tend to attack in sequence a few days apart. Still enough time for repairs in between.
Defenders will often deploy a fleet against the first wave but not subsequent waves.

I've just started encountering the third tier difficulty. Fleets of mid-high tech ships like Fury, Griffon and Heron but deploying in a smaller number of much larger fleets. However, all of the involved fleets hit the station at the exact same time, and approach closely enough that engaging one will always seem to bring the others in.
The defenders will also avoid committing their nearby fleet assets. I dont know if this is intentional or a fluke, but either way with the enemy numerical advantage the player gets a lot less deployment points to work with.
This results in quite a stiff increase in difficulty overall compared to the previous level.

I imagine there's a 4th tier difficulty with all Redacted or phase fleets but I haven't gotten there yet. I read that the difficulty on station missions gradually ramps up. Does it ever go back down if you lose a few?
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LngA7Gw

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #117 on: March 31, 2024, 09:52:16 AM »

I imagine there's a 4th tier difficulty with all Redacted or phase fleets but I haven't gotten there yet. I read that the difficulty on station missions gradually ramps up. Does it ever go back down if you lose a few?

How difficulty works is described here
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Shogouki

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #118 on: March 31, 2024, 12:01:31 PM »

I imagine there's a 4th tier difficulty with all Redacted or phase fleets but I haven't gotten there yet. I read that the difficulty on station missions gradually ramps up. Does it ever go back down if you lose a few?

How difficulty works is described here

So you can still get easy ones after doing many of these but less and less frequently as the max difficulty possible keeps increasing?
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sawert42

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Re: [0.97a] More Military Missions (v0.4.2)
« Reply #119 on: April 06, 2024, 09:18:20 AM »

Pls Absolutely never remove super ships and omegas from those missions this is way to funny, and if you ever do remove them at least make a setting in the mod that a player can chose bettwen a balanced version and this version
https://imgur.com/a/nCfXPj2
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