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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] Star Lords- Mount & Blade Campaign in Space v0.3.2  (Read 105538 times)

Deluth

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[0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: August 25, 2024, 10:16:42 PM »


Star Lords attempts to bring the world of Starsector to life with many character-centric features. No longer will your only allies be nameless faction fleets who you'll meet once and never again. The core mechanic is the addition of dozens of Lords to the game, each with their own personality, fleet composition, backstory, and agendas.

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Lords will roam the map alongside the player-- raiding, trading, feasting, expanding, and more. Lords follow their own economic system, requiring them to physically visit their fiefs to levy taxes and purchase new ships. They operate persistently and without requiring any interference from the player. When the Marshal raises the banners, the Lords will muster to war in organized interplanetary campaigns of unprecedented scale.

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A Lord's behavior is heavily dependent on their personality and interpersonal relations with other Lords. Inter-lord relations are fully modeled, culminating in a brand new political system where Lords will politick, scheme, form alliances, and backstab while jockeying for wealth and influence within the realm.

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Curry favor with Lords by completing their quests, fighting alongside them in battle, or supporting their political agenda. Form a core of close allies and leverage their support to seize de-facto power in your faction's political system. Or convince them to join your own faction and support your claim to unite the sector.

Star Lords is heavily inspired by campaign mechanics of Mount and Blade. The goal is to eventually add all major campaign mechanics from Warband. This mod aims to have minimal side-effects on the game. There are no changes to in-battle gameplay, and no direct effects on campaign balance aside from the actions of the Lords themselves.

Disclaimer
This mod is still in early development and will take at least a few more months before it's polished and feature complete. Expect plenty of bugs, crashes, questionable balancing, etc. Please report any crash logs or balance feedback to the forums. Thank you for your cooperation.

Installation
Download the latest release here and unzip in your Starsector mod folder.

This mod may be added to existing savegames, but may not be removed after being added. Make sure to back up your save game first in case of unexpected issues.

Full Feature List
  • Adds 48 unique Lords spread among all the base major factions.
  • Adds fief system, where each market is a fiefdom which can be owned by a Lord.
  • Custom Economic system for Lords
    • Lords collect taxes from their own fiefs and participate in business ventures in friendly markets.
    • Income is used to expand their fleet, hire marines, and maintain existing ships.
  • Custom fleet constructor for Lords, which allows each Lord to have their own distinctive fleet composition.
  • Lords are active on the map, collecting income and waging war.
    • Lord actions are heavily dependent on Lord's personality and relations with other Lords
    • Lord's officer corps slowly level up from fighting in battles
  • Player-Lord Interactions- If a Lord trusts you sufficiently, they may follow the player's military orders, offer quests, participate in scheming, and share sensitive intel about their operations.
  • Feast system- Take a reprieve from braving the sector and join the lords of the realm in a night of feasting and revelry. Feasts are an excellent chance to meet all the lords and build rapport with them.
  • Campaign system- Campaigns may be started by a faction's appointed marshal. All lords of the realm will gather to launch a grand invasion into enemy territory or defend against an enemy's invasion. If Nexerelin is enabled, lords may also use the Nexerelin ground combat system to capture markets.
  • Defection system- Lords who are dissatisfied with their faction may defect to another. Or you can speed along the process and persuade or bribe Lords to join your own faction as your subordinates.
  • Prisoner system- Lords may be captured in battle and either ransomed for credits or released for future goodwill.
  • Political system- The cornerstone of all lord relations, the new political system is where all Lords of the realm gather to propose and vote on legislation. Appoint new marshals, squabble for newly conquered fiefs, conduct foreign policy, and more, as long as you can control the political situation.


Major Planned Features
Most of these are inspired by Mount & Blade.
  • Continued Lord AI improvement and optimization.
  • Political marriage/courtship system for forming marriage alliances.
  • Expanded subterfuge system involving scheming with friendly lords to increase your status in the realm or discredit mutual rivals.
  • "Freelancer" system for enlisting in a Lord's army and fighting as a common pilot.
  • Flesh out feast system, with feast tournaments as friendly competition with fellow Lords
  • Better integration with Nexerelin invasions and base game crises.
  • Custom questlines for certain lords, e.g. allowing AI-sympathizing lords to field [REDACTED] fleets.


Dependencies/Compatibility
This mod has no dependencies, though it's recommended to play with Nexerelin for planet capture mechanics. This mod should work with faction/ship/weapon mods which don't impact base campaign mechanics. Any kind of mod that only affects in-battle gameplay is also fine. All specific compatibilities are not yet tested.

There is a known incompatibility with MMM, since they overwrite some base game missions in a way which lords cannot give those missions. Accepting these missions will cause CTD.

There is a known crash with using outdated versions of Nexerelin. Please either disable or update your nexerelin to the latest version before using this mod.


Changelog
For full change logs of each version, please refer to the release notes. All updates are save-compatible unless stated otherwise.

Feast update overview


Credits
Starsector team for developing the game
Nexerelin team's codebase for providing excellent references to many obscure parts of the Starsector API
Interestio for Lord portraits
« Last Edit: October 25, 2024, 05:21:22 PM by Deluth »
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AdamLegend

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #1 on: August 26, 2024, 06:57:15 AM »

Very impressive work! I always wanted something like this in my playthroughs -- other competing AI "players" that can take commissions, explore the map, and fight with or against you. Looking forward to seeing how this develops!
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willthefunperson

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #2 on: August 26, 2024, 06:59:17 AM »

Looks very cool. Shame it is Java 8 only
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Kaysaar

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #3 on: August 26, 2024, 07:02:18 AM »

Very intresting concept, ngl i really wanna try your mod : P sounds very promising
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geminitiger

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #4 on: August 26, 2024, 07:04:43 AM »

I want feasts.
 ;D
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Bungee_man

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #5 on: August 26, 2024, 07:31:19 AM »

Looks very promising. I assume, outside of Nex, that wars between factions over territory amount to disrupting industries, with some raiding and bombing thrown in?

I've always liked the idea of AI 'players', as AdamLegend mentioned. It might be cool for various lords to try to establish colonies and complete survey missions, even prioritizing planets that have had survey missions completed for their faction. The free lance mechanic is something that would be neat to see.
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Dazs

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #6 on: August 26, 2024, 07:59:56 AM »

Oh my quite the ambitious mod for your first, I am impressed! I look forward to testing it out when I have the chance.

AdamLegend

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #7 on: August 26, 2024, 08:22:34 AM »

Getting a crash when loading a save with this mod (after making a new game):
183233 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at person.Lord.<init>(Lord.java:208)
   at controllers.LordController.loadLords(LordController.java:104)
   at plugins.LordsModPlugin.onGameLoad(LordsModPlugin.java:38)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.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.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Likablenascent

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #8 on: August 26, 2024, 08:25:35 AM »

i swear each time a new mod appears i think to myself how this isn't in the base game very cool mod
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #9 on: August 26, 2024, 08:46:33 AM »

Looks very promising. I assume, outside of Nex, that wars between factions over territory amount to disrupting industries, with some raiding and bombing thrown in?

I've always liked the idea of AI 'players', as AdamLegend mentioned. It might be cool for various lords to try to establish colonies and complete survey missions, even prioritizing planets that have had survey missions completed for their faction. The free lance mechanic is something that would be neat to see.

That's right, campaigns can involve raiding, tactical bombardment, or even saturation bombardment for the more sadistic lords. With Nex enabled, ground invasions are added as an option. Lords can also launch small-scale raids by themselves or with some friends where only raiding is allowed. All of this depends on them buying enough fuel/marines/heavy arms beforehand.

I've also really wanted AI players in my playthroughs, which is what prompted me to make this! I decided to go in a more M&B direction where lords aren't trying to explore, since part of the charm of this game imo is exploring the vast uncharted parts of space completely alone. But adding more exploration/colonization content makes a lot of sense too.

Looks very cool. Shame it is Java 8 only

Yeah this is a brainfart on my part, I didn't notice this issue until right before release since i haven't used the base starsector JRE in a long time. I used a couple java 8 language features by accident. It's not too hard to fix, but the next starsector update will upgrade java anyway, and then this'll become a non-issue.


To everyone else, thanks for your support!
« Last Edit: August 26, 2024, 05:00:20 PM by Deluth »
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robepriority

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #10 on: August 26, 2024, 08:56:03 AM »

Does this replace existing fleets or add on?
A bit worried about performance impact

Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #11 on: August 26, 2024, 09:02:15 AM »

Getting a crash when loading a save with this mod (after making a new game):
183233 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at person.Lord.<init>(Lord.java:208)
   at controllers.LordController.loadLords(LordController.java:104)
   at plugins.LordsModPlugin.onGameLoad(LordsModPlugin.java:38)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.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.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Thanks for the report. It seems like a Lord is trying to go to some market which is improperly recognized. I can add some more checks to make this more robust. Also, do you have any mods installed which add new markets to the map?


Does this replace existing fleets or add on?
A bit worried about performance impact

It adds additional fleet to the map, so there's definitely more to calculate. I play on a pretty low-spec laptop though and my playthrough is running fine so far. The one good thing is that this mod shouldn't affect lag in battles at all, which tends to be the laggiest part anyway.
« Last Edit: August 26, 2024, 09:06:02 AM by Deluth »
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TandemCharge

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #12 on: August 26, 2024, 09:14:09 AM »

I look forward to playing with this mod with great intrigue :)
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AtlanticAccent

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #13 on: August 26, 2024, 09:28:54 AM »

Might be jumping the gun by commenting this before playing, but I'd love to see some slightly more "sci-fi" names for feasts. Things like "summit", "conference" or "gala", with maybe different terms used depending on what faction the initiating Lord is from.

This mod sounds amazing though!
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.0
« Reply #14 on: August 26, 2024, 09:38:07 AM »

so, i need to ask:
1) does this mod also add 'star lords' to any modded factions that are added, or is that something each faction mod will need to add themselves?
2) are the 'star lords' starting relationships, goals, and whatnot handmade or generated? if they are handmade, is it possible for us to get a 'randomize' feature for them? I love mods like this, but having each 'star lord' act the same every game would become predictable. let me guess who to trust, you know?

also, this mod looks amazing. i would be lying through my teeth if i said i haven't thought about trying to create something similar to this myself once or twice. I cant wait to try it out
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