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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 136450 times)

Tiberious Wrecks

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #135 on: October 09, 2024, 01:01:56 PM »

Is it possible to toggle/disable the fiefdom mechanic for player colonies? I was out on an extended expedition and didn’t notice my capital colony was granted fiefdom to a lord and then that lord defected with the colony to another faction. Quite the shock when I got back and tried to dump my spoils into storage.
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #136 on: October 10, 2024, 05:13:24 AM »

Is it possible to toggle/disable the fiefdom mechanic for player colonies? I was out on an extended expedition and didn’t notice my capital colony was granted fiefdom to a lord and then that lord defected with the colony to another faction. Quite the shock when I got back and tried to dump my spoils into storage.

Hi, it shouldn't be common for lords to defect from your faction, they generally have to hate you quite a lot. Was their relationship at least favorable, or were you under commission? In those cases it would be a bug. Otherwise if you're leading your own faction, it's on you to recruit loyal lords.
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Rennac

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #137 on: October 10, 2024, 02:29:18 PM »

Hi, it shouldn't be common for lords to defect from your faction, they generally have to hate you quite a lot. Was their relationship at least favorable, or were you under commission? In those cases it would be a bug. Otherwise if you're leading your own faction, it's on you to recruit loyal lords.
I ran into a similar situation as well. In my case Mordecai defected to my faction, granted himself my home planet and another in the system and it has been a decent bit of work to keep him on good terms. In the context of the current/previous version you don't have the option of refusing in a single lord situation, as your vote alone doesn't have enough points so you just end up losing relationship with them. Another difficulty is that it can be hard to learn that a lord has defected to your faction, as it's a single line of text in the intel feed. In my experience, it's also very easy to lose relationship with a lord because I didn't know senate was in session due to not seeing anything in the intel feed and the default option is to oppose them, so occasionally I'll see a line of text that a senate bill has passed and because I voted against it, -6 relationship. If the intel item that a lord has started a proposal is on the month change, that might explain why I didn't see the intel for it, due to so much stuff on month change with mods. Would also be nice if you could choose which planet is selected for granting fiefdom of, since again it can be annoying when the first option is your main planet or planets you plan to give away due to conquest missions.
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #138 on: October 10, 2024, 09:10:17 PM »

Hi, it shouldn't be common for lords to defect from your faction, they generally have to hate you quite a lot. Was their relationship at least favorable, or were you under commission? In those cases it would be a bug. Otherwise if you're leading your own faction, it's on you to recruit loyal lords.
I ran into a similar situation as well. In my case Mordecai defected to my faction, granted himself my home planet and another in the system and it has been a decent bit of work to keep him on good terms. In the context of the current/previous version you don't have the option of refusing in a single lord situation, as your vote alone doesn't have enough points so you just end up losing relationship with them. Another difficulty is that it can be hard to learn that a lord has defected to your faction, as it's a single line of text in the intel feed. In my experience, it's also very easy to lose relationship with a lord because I didn't know senate was in session due to not seeing anything in the intel feed and the default option is to oppose them, so occasionally I'll see a line of text that a senate bill has passed and because I voted against it, -6 relationship. If the intel item that a lord has started a proposal is on the month change, that might explain why I didn't see the intel for it, due to so much stuff on month change with mods. Would also be nice if you could choose which planet is selected for granting fiefdom of, since again it can be annoying when the first option is your main planet or planets you plan to give away due to conquest missions.

Yeah I see now, I'll add some safeguards in the next update so only high-relation lords will defect to you. I sometimes forget to vote in the senate too; I'll think about how to deal with that when I get to fleshing out the political system. Thanks for the feedback!
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Dtown001

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #139 on: October 11, 2024, 08:26:28 AM »

Is it possible to toggle/disable the fiefdom mechanic for player colonies? I was out on an extended expedition and didn’t notice my capital colony was granted fiefdom to a lord and then that lord defected with the colony to another faction. Quite the shock when I got back and tried to dump my spoils into storage.

Same thing just happened to me, except it was a world that I had just built from the ground up as a farm planet. Some lord I had never heard of was granted the planet as a fief and then he defected to the Hegemony, all while I was off fighting pirates. I had no idea at all. I regret installing this mod because I really like this save and I don't want to start over just to get rid of the mod. My only other choice to to just kill any lord that defects and take the planet back. But this is a really big problem.

To the mod author. The council should not be allowed to vote and grant fiefdoms at all. I get that this is to try and mimic Mount and Blade, but losing a planet I put a lot of hours into to make profitable all without me even noticing has killed my motivation to even play the game.
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #140 on: October 11, 2024, 02:56:46 PM »


Same thing just happened to me, except it was a world that I had just built from the ground up as a farm planet. Some lord I had never heard of was granted the planet as a fief and then he defected to the Hegemony, all while I was off fighting pirates. I had no idea at all. I regret installing this mod because I really like this save and I don't want to start over just to get rid of the mod. My only other choice to to just kill any lord that defects and take the planet back. But this is a really big problem.

To the mod author. The council should not be allowed to vote and grant fiefdoms at all. I get that this is to try and mimic Mount and Blade, but losing a planet I put a lot of hours into to make profitable all without me even noticing has killed my motivation to even play the game.

Hi, first of all I'm sorry that you experienced this issue. There are indeed still a lot of balancing issues in the mod, and I missed this one in my own testing. From your story, my understanding is that the main issues are poor/inadequate notifications for things going on in the political system and the fact that players can be forced into the role of managing lords via defections. I do think that it is important to have consequences for (mis)managing lord relations if the player has chosen to engage with the system, but the problem in your case is that you had no choice and were forced into the situation by lord defections, which is not ok. In the next update, there will be far more restrictions on lord defections to the player so that these situations won't happen again, and improving the clarity/mechanics of the political system is also a priority immediately afterwards.
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Dtown001

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #141 on: October 11, 2024, 06:03:18 PM »


Same thing just happened to me, except it was a world that I had just built from the ground up as a farm planet. Some lord I had never heard of was granted the planet as a fief and then he defected to the Hegemony, all while I was off fighting pirates. I had no idea at all. I regret installing this mod because I really like this save and I don't want to start over just to get rid of the mod. My only other choice to to just kill any lord that defects and take the planet back. But this is a really big problem.

To the mod author. The council should not be allowed to vote and grant fiefdoms at all. I get that this is to try and mimic Mount and Blade, but losing a planet I put a lot of hours into to make profitable all without me even noticing has killed my motivation to even play the game.

Hi, first of all I'm sorry that you experienced this issue. There are indeed still a lot of balancing issues in the mod, and I missed this one in my own testing. From your story, my understanding is that the main issues are poor/inadequate notifications for things going on in the political system and the fact that players can be forced into the role of managing lords via defections. I do think that it is important to have consequences for (mis)managing lord relations if the player has chosen to engage with the system, but the problem in your case is that you had no choice and were forced into the situation by lord defections, which is not ok. In the next update, there will be far more restrictions on lord defections to the player so that these situations won't happen again, and improving the clarity/mechanics of the political system is also a priority immediately afterwards.
Thank you for your understanding. I agree that there should be some consequences for mismanaging your faction. I will keep using the mod for now as I have too many hours in this playthrough to let go at this point. This is only my second full game since I bought Starsector so I want to get as far as possible. One suggestion for this mod is a system to tell you where the lords in your empire are and when they join. Part of why I did not notice my fief being stolen is because I thought I only had one lord in my empire, turns out there was another guy at some point and he had enough power to grant himself a fief. Also, I feel like player council power should be much higher than any one lord.
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thenumbers

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #142 on: October 12, 2024, 01:35:14 PM »

The game crashes when I click the council page for my commissioned faction. The page was working before, not sure what changed to make it crash.

Code
2866349 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [title_SCY_0]
2866349 [Thread-2] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [title_SCY_0]
2866350 [Thread-2] INFO  sound.O  - Cleaning up music with id [Desolation.ogg]
2866722 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.PersonAPI.getNameString()" because the return value of "starlords.util.Utils.getLeader(com.fs.starfarer.api.campaign.FactionAPI)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.PersonAPI.getNameString()" because the return value of "starlords.util.Utils.getLeader(com.fs.starfarer.api.campaign.FactionAPI)" is null
at starlords.ui.CouncilIntelPlugin.generatePoliticalWeightBreakdown(CouncilIntelPlugin.java:311) ~[?:?]
at starlords.ui.CouncilIntelPlugin.createLargeDescription(CouncilIntelPlugin.java:157) ~[?:?]
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(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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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #143 on: October 12, 2024, 07:53:14 PM »

Hi everyone, I've just released v0.3, which rounds out feast mechanics by adding the courtship/marriage system. You can initiate and progress courtship with any lord during feasts. Unfortunately reading medieval poetry is no longer in fashion, but you can build your relationship by spending time together during feasts, giving gifts, and dedicating your tournament victories. Lords are very particular about the kinds of gifts they like. If you don't know a lord's preference, you can ask their close friends. Lords will look for different qualities in partners based on their personality, but ultimately you can marry any lord. Marrying a lord gives you a faithful ally who is very likely to join your faction and assist in schemes in the planned scheming system. Additionally, you can ask your spouse to leave their fleet and join yours, granting you an immensely skilled officer as a perpetual mercenary (does not count towards the officer cap or cost story points).

Other added features include the controversy system from M&B, which will cause discontentment about the current marshal and make marshal appointments less static. Additionally, defection has been rebalanced so that lords cannot defect to the player unless they have 50+ relations and the player has previously recruited a lord. Lords from decentralized factions (pirates/pathers) will also gain faction "loyalty" from winning battles since they cannot hold feasts to gain loyalty.

For v0.4, the plan is to introduce the scheming system for an... extralegal means of manipulating lord relations and politics. Along with this, politics will be rebalanced to have more impactful/interesting laws, less binary voting results, and improved UI. Before v0.4, there will also be a few minor updates to clean up any newly introduced bugs and reduce tech debt.


Thank you for your understanding. I agree that there should be some consequences for mismanaging your faction. I will keep using the mod for now as I have too many hours in this playthrough to let go at this point. This is only my second full game since I bought Starsector so I want to get as far as possible. One suggestion for this mod is a system to tell you where the lords in your empire are and when they join. Part of why I did not notice my fief being stolen is because I thought I only had one lord in my empire, turns out there was another guy at some point and he had enough power to grant himself a fief. Also, I feel like player council power should be much higher than any one lord.

I agree that there should be more visible notifications for defections and politics. To see which lords are in your faction, you can look at the lord intel category, which is sorted and color-coded so that your faction is on top. I guess this wouldn't have worked if you never met the defecting lord in the first place, but with the recent changes that shouldn't be possible anymore. The player also does have a lot of council power, though it's mostly "soft power" and perhaps not well-communicated. As a ruler, you have these powers:
1. You apply a sizable multiplicative modifier to whichever side you support.
2. Lords with high relations will be drawn to their liege's side in any vote
3. You can propose your own legislation, which will be supported by lords who like you, effectively double-dipping with the relation bonus
4. You can sway lords who are on the fence to vote for your side by talking to them

Overall, you can swing any loyal lord's voting decision by up to 70 points, which should let you pass most things. Especially as your number of subordinates grows, a player ruler will be far more influential than any lord. If you find yourself stuck with only disloyal lords though, you'll have a tough time.


The game crashes when I click the council page for my commissioned faction. The page was working before, not sure what changed to make it crash.

This looks like an old bug which was fixed several versions ago. Can you try updating to the latest version? It's save compatible.
« Last Edit: October 12, 2024, 08:03:14 PM by Deluth »
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Reuan

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« Reply #144 on: October 13, 2024, 08:38:26 AM »

I also second the suggestion earlier to allow us to turn some of our officers into lords, no idea how difficult that is for you to do though.

And yeah I agree on no generated lords, though maybe some 'initially low loyalty' or lords in independents who can be more easily recruited or defect to other factions?
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Dadada

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #145 on: October 13, 2024, 09:55:24 AM »

I've just released v0.3
Based, and I am currently not even playing SS since I am waiting for the next patch of the base game with all the juicy QoL. What I wanna say: Thank you for developing this awesome mod, I am gonna enjoy the &%$! out of it once the next SS version drops and my body is beyond ready.  8) :D ;D
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Tiberious Wrecks

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.2.3
« Reply #146 on: October 13, 2024, 06:01:09 PM »

Additionally, defection has been rebalanced...

I'm super happy to see that you've been so quick to address mine and others' concerns. I've already started a new playthrough without this mod, but I'm really looking forward to seeing where you take this mod and to see what the experience is like when it's stable. Keep up the good work!
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HanSolo1519

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« Reply #147 on: October 13, 2024, 06:40:43 PM »

So far having a blast with this mod, procedural lords would help with playing around multiple mod factions, but the json file makes it really easy to add my own. Looking forward to how this mod turns out as it gets updated!

One thing I did notice is that it's easy to farm reputation by making unpopular proposals, voting against your own proposal, then get a relationship boost with everyone also opposing it. It's not exactly balance breaking as it takes 2-4 months for the politics system to get to that point, and one job brings in more relationship points than the 3 you get, but I thought it'd still be worth mentioning.

Thank you though, this mod's been great so far and touched a niche I really enjoy! Faction comissions feel alot more involved now.
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cesuoking

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« Reply #148 on: October 13, 2024, 09:55:59 PM »

Is this mod compatible with java23? this one https://fractalsoftworks.com/forum/index.php?topic=29320.0
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« Reply #149 on: October 13, 2024, 10:30:31 PM »

I also second the suggestion earlier to allow us to turn some of our officers into lords, no idea how difficult that is for you to do though.

And yeah I agree on no generated lords, though maybe some 'initially low loyalty' or lords in independents who can be more easily recruited or defect to other factions?

Elevating companions to lord is a M&B feature and a pretty fun one at that, so it'll definitely be added at some point. My timeline currently has it being added (very tentatively) around v0.5. And the pirate/pather lords were originally added to have some unaffiliated lords that you can recruit without changing the balance of power in the sector. Independent lords aren't out of the question though, but there'd have to be some mechanic for them to do in the meantime like lord exploration or bounty hunting.

So far having a blast with this mod, procedural lords would help with playing around multiple mod factions, but the json file makes it really easy to add my own. Looking forward to how this mod turns out as it gets updated!

One thing I did notice is that it's easy to farm reputation by making unpopular proposals, voting against your own proposal, then get a relationship boost with everyone also opposing it. It's not exactly balance breaking as it takes 2-4 months for the politics system to get to that point, and one job brings in more relationship points than the 3 you get, but I thought it'd still be worth mentioning.

Thank you though, this mod's been great so far and touched a niche I really enjoy! Faction comissions feel alot more involved now.

Glad to hear you enjoyed the mod! The trick you mentioned isn't that simple since you do need your proposal to get support in order for it to reach the senate floor, and then those initial supporters may get mad when you turn on them. If you can get a situation where it works though, these kind of tricks are things that I don't see as bad. Isn't that basically what politics is?


Is this mod compatible with java23? this one https://fractalsoftworks.com/forum/index.php?topic=29320.0
Yes, I'm playtesting the mod on this java version currently and haven't had any issues so far.
« Last Edit: October 13, 2024, 10:32:29 PM by Deluth »
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