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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 130475 times)

AdamLegend

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #45 on: August 31, 2024, 11:21:55 AM »

would you be willing to create a short tutorial showing how we would go about adding lords to our own mods?
it does not need to be anything fancy. just creating a big block of text explaining how to create one will do. (and maybe explain whatever more complicated options exist for such things)?

Sure, I added a new section in the readme. Let me know if anything is unclear.

That's a shame. I don't expect every mod faction out there will add their own lords so it feels like if I am using factions that don't, I don't want to use this mod or if I am using this mod, I don't want those factions. Even if lords can migrate to those factions (will they do this on their own or do I have to join that faction and bring them over?), at the start of a game it will greatly tip faction balance in favor of any factions that start with lords.
I get what you are saying though. Is there no way to make a compromise, like a config setting on game creation or a check to only generate for mods that didn't make their own lords?

Lords are able to defect to any faction if their loyalty drops enough (and are biased to joining factions with lots of open fiefs, so probably a modded faction), though in the current version, it seems like loyalty doesn't drop much unless you're specifically targeting someone. I do see what you're saying as well with the power imbalance. Lord autogeneration isn't off the table, but there are other features that I would consider higher priority for now. What do you think about this- lords can be restricted to only launching campaigns against other factions with lords, so that lordless factions don't get run over. The player can choose when to opt-in to all the lord mechanics via recruiting their first lord.

That's an interesting idea, but it would probably still have implications on balance since lords can defend their own fief and factions with lords generally have a ton more fleets around fighting against hostiles in their systems.
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #46 on: August 31, 2024, 11:56:39 AM »

Sure, I added a new section in the readme. Let me know if anything is unclear.
thank you very very mush! this has been very helpful!
I do have a few questions, after reviewing the instructions (and finally finding the files)
1) are the 'shipPref' variants the only ships the lords can have, or do they also get other ships provided they cant find the ones they like? do the ships they want just appear in there fleet in estrange for credits?
2) is the lords 'flagship' something they just get, or do they have to find it? like, if i make my own lord, could i give them a flagship that is normally not optionable, then they would have a strange ship as there flagship whenever i see them?
3) in regards to 'personality': what does it do, and what types are there?


also, i do have a question unrelated to adding a lord, but something that accord to me well writing this:
my own mod, AI-Retrofits, has a future that can change the name and portrait of a fleets officers and commander provided its 'fleet.getMemory().getString(MemFlags.MEMORY_KEY_SOURCE_MARKET)' matches markets with certain conditions.
if possible, would you be willing to add some type of tag or memory to your starlords fleets so my mod could identify them and not change there names and portraits?

What do you think about this- lords can be restricted to only launching campaigns against other factions with lords, so that lordless factions don't get run over. The player can choose when to opt-in to all the lord mechanics via recruiting their first lord.
I need to way in on this a little, because i feel like its the type of thing i would want to talk about.
in regards to lords not attacking my own worlds until i get one: as someone that really really likes more chaotic games were im forced to defend my worlds from overwhelming odds, such a future is something i would want to, on occasion, turn off. if this is added, please make it something i can disable in the config so i can defend myself and desperately try to protect my megger holdings.
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Phenir

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #47 on: August 31, 2024, 03:06:01 PM »

Lords are able to defect to any faction if their loyalty drops enough (and are biased to joining factions with lots of open fiefs, so probably a modded faction), though in the current version, it seems like loyalty doesn't drop much unless you're specifically targeting someone. I do see what you're saying as well with the power imbalance. Lord autogeneration isn't off the table, but there are other features that I would consider higher priority for now. What do you think about this- lords can be restricted to only launching campaigns against other factions with lords, so that lordless factions don't get run over. The player can choose when to opt-in to all the lord mechanics via recruiting their first lord.
Well, it's not a perfect solution but in lieu of a better one, it's good enough. At least lordless factions won't just die. Completely understand there are other things to work on first, just wanted to clarify how this plays with mod factions.
It is nice to hear they will prefer emptier factions when defecting. Maybe there being empty markets would adjust loyalty for uh, less loyal personalities. Like if a faction has several empty markets, a lord with only one or two would be eyeing that. Greener pastures and all that.
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Clockwokis

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #48 on: August 31, 2024, 04:23:06 PM »

what does this mod define as an empty market?

One without a current governor?
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AdamLegend

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #49 on: August 31, 2024, 07:17:02 PM »

Lords are able to defect to any faction if their loyalty drops enough (and are biased to joining factions with lots of open fiefs, so probably a modded faction), though in the current version, it seems like loyalty doesn't drop much unless you're specifically targeting someone. I do see what you're saying as well with the power imbalance. Lord autogeneration isn't off the table, but there are other features that I would consider higher priority for now. What do you think about this- lords can be restricted to only launching campaigns against other factions with lords, so that lordless factions don't get run over. The player can choose when to opt-in to all the lord mechanics via recruiting their first lord.
Well, it's not a perfect solution but in lieu of a better one, it's good enough. At least lordless factions won't just die. Completely understand there are other things to work on first, just wanted to clarify how this plays with mod factions.
It is nice to hear they will prefer emptier factions when defecting. Maybe there being empty markets would adjust loyalty for uh, less loyal personalities. Like if a faction has several empty markets, a lord with only one or two would be eyeing that. Greener pastures and all that.

Even with the defection, the lords will still use their vanilla ships (i.e Hegemony Lord uses Hegemony ships if they defect to UAF)
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Plurpo

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #50 on: August 31, 2024, 11:57:38 PM »

Unfortunately while playing the most recent version I got a CTD with the same error in the log:

Weird, those line numbers suggest that the code hasn't changed. It's possible that I didn't update the jar correctly? I did another rebuild just in case. I don't want to make a new release for individual bugs, but you can download the latest jar yourself and replace it here

After trying the new jar I got good news and bad news. Good news is, that recurring CTD hasn't occurred since. Bad news is that I got a new CTD:

java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.ai.FleetAssignmentDataAPI.setActionText(String)" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getCurrentAssignment()" is null
   at person.Lord.setActionText(Lord.java:341) ~[?:?]
   at ai.LordAI.progressAssignment(LordAI.java:616) ~[?:?]
   at ai.LordAI.advance(LordAI.java:99) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.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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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #51 on: September 01, 2024, 09:53:08 AM »

thank you very very mush! this has been very helpful!
I do have a few questions, after reviewing the instructions (and finally finding the files)
1) are the 'shipPref' variants the only ships the lords can have, or do they also get other ships provided they cant find the ones they like? do the ships they want just appear in there fleet in estrange for credits?
2) is the lords 'flagship' something they just get, or do they have to find it? like, if i make my own lord, could i give them a flagship that is normally not optionable, then they would have a strange ship as there flagship whenever i see them?
3) in regards to 'personality': what does it do, and what types are there?

also, i do have a question unrelated to adding a lord, but something that accord to me well writing this:
my own mod, AI-Retrofits, has a future that can change the name and portrait of a fleets officers and commander provided its 'fleet.getMemory().getString(MemFlags.MEMORY_KEY_SOURCE_MARKET)' matches markets with certain conditions.
if possible, would you be willing to add some type of tag or memory to your starlords fleets so my mod could identify them and not change there names and portraits?

1. Yes, lords will only buy ships/variants listed in the shipPrefs, at approximately those ratios. Unfortunately the lords arent smart enough to actually travel around to every market where the ships they want are sold, it's just assumed that they will buy those ships on any market :D.

2. A lord will always spawn with their flagship, and if they lose it in battle, they will get it back free of charge whenever they go home to refit their fleet. So yes, unless the lord is being beaten up constantly, you can expect to see them with their flagship most of the time.

3. Oh, personality affects pretty much everything! The core concept comes from warband. There are 4 personalities: upstanding, martial, calculating, and quarrelsome. They will determine how often the lord tries to gather income vs go to war, how likely they are to stay loyal to their faction, how they feel about capturing vs releasing other lords and being captured themselves, how willing they are to participate in schemes (though there isn't much underhanded dealing implemented yet), how the lord votes in politics, and that's just off the top of my head.

The lord person already has a lord tag added, which should be the string "starlords_lord". The lord person should always be the commander of their fleet. Is that enough, or is it necessary to add a tag to the fleet directly?

I need to way in on this a little, because i feel like its the type of thing i would want to talk about.
in regards to lords not attacking my own worlds until i get one: as someone that really really likes more chaotic games were im forced to defend my worlds from overwhelming odds, such a future is something i would want to, on occasion, turn off. if this is added, please make it something i can disable in the config so i can defend myself and desperately try to protect my megger holdings.

Yeah I think the time in M&B where you just start up your kingdom and have to hold off the initial massive campaigns is most peoples' favorite moment, I don't want to get rid of that for sure. But again, you can always trigger that yourself by recruiting one lord and facing the campaign with just you and your buddy. The help is probably needed anyway, like is it even possible to kill a 6000 DP hegemony doomstack before running out of CR by yourself?


what does this mod define as an empty market?

One without a current governor?

An empty market is one without a lord assigned to collect taxes from it. Most markets are assigned a lord as governor at the start of the game, but this can change as new markets are colonized/markets change hands in war. This is distinct from the governor characters present in the base game.


After trying the new jar I got good news and bad news. Good news is, that recurring CTD hasn't occurred since. Bad news is that I got a new CTD:

java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.ai.FleetAssignmentDataAPI.setActionText(String)" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getCurrentAssignment()" is null
   at person.Lord.setActionText(Lord.java:341) ~[?:?]
   at ai.LordAI.progressAssignment(LordAI.java:616) ~[?:?]
   at ai.LordAI.advance(LordAI.java:99) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.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) [?:?]

Nice, another bug down. This one should be fixed in a couple hours when I release the next minor patch, just gonna test it a bit first.
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #52 on: September 01, 2024, 11:26:00 AM »

The lord person already has a lord tag added, which should be the string "starlords_lord". The lord person should always be the commander of their fleet. Is that enough, or is it necessary to add a tag to the fleet directly?
that should work just fine. or at least I think so. its easy to get the commander of a fleet, so getting that working should be no issue

Yeah I think the time in M&B where you just start up your kingdom and have to hold off the initial massive campaigns is most peoples' favorite moment, I don't want to get rid of that for sure. But again, you can always trigger that yourself by recruiting one lord and facing the campaign with just you and your buddy. The help is probably needed anyway, like is it even possible to kill a 6000 DP hegemony doomstack before running out of CR by yourself?
you can repair instantly at your own markets, so yes. its something i could do. i have killed like, 1.5k doomstacks before after all.
like, i understand what you are saying, i just need to point it out. you never know what you can do, until you have your back against the wall with 45 story points to spend.
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ChesedPearl

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #53 on: September 01, 2024, 09:31:07 PM »

Code
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Random.java:388)
at util.Utils.weightedSample(Utils.java:209)
at ai.LordAI.chooseAssignment(LordAI.java:272)
at ai.LordAI.progressAssignment(LordAI.java:551)
at ai.LordAI.advance(LordAI.java:99)

and the only thing Star Lords I assume before this was

Code
2133688 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3  - Lord Aya Niess purchased 339000 of ships.

I save a few days before the game crashed so im in a perpetual loop right now
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #54 on: September 01, 2024, 10:42:23 PM »

New minor patch is up, mostly to address crashes reported in the last couple days. There's also some balancing of lord raiding since the pirate/pather lords seem extremely effective at causing mass decivilization from raiding in my testing.

Code
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Random.java:388)
at util.Utils.weightedSample(Utils.java:209)
at ai.LordAI.chooseAssignment(LordAI.java:272)
at ai.LordAI.progressAssignment(LordAI.java:551)
at ai.LordAI.advance(LordAI.java:99)

and the only thing Star Lords I assume before this was

Code
2133688 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3  - Lord Aya Niess purchased 339000 of ships.

I save a few days before the game crashed so im in a perpetual loop right now

This should be fixed with the latest patch
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mark.sucka

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #55 on: September 02, 2024, 08:37:22 AM »

New minor patch is up, mostly to address crashes reported in the last couple days. There's also some balancing of lord raiding since the pirate/pather lords seem extremely effective at causing mass decivilization from raiding in my testing.

Code
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Random.java:388)
at util.Utils.weightedSample(Utils.java:209)
at ai.LordAI.chooseAssignment(LordAI.java:272)
at ai.LordAI.progressAssignment(LordAI.java:551)
at ai.LordAI.advance(LordAI.java:99)

and the only thing Star Lords I assume before this was

Code
2133688 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3  - Lord Aya Niess purchased 339000 of ships.

I save a few days before the game crashed so im in a perpetual loop right now

This should be fixed with the latest patch

Encountering this error myself, even after the patch, unless the patch cannot correct an existing save.

Overall I really like the premise of the mod, but still some work to do even with the basics.  The lords I've encountered so far after about 2 years into a new save aren't interacting with me in any meaningful way.  More than 2 dozen have said they don't need me for anything, 1 offered my brand new 1 destroyer-2 frigate fleet an opportunity to raid a heavily fortified planet requiring some 300+ marines, and the other gave me a quest to "buy a ship" which when accepted disappeared instantly (didn't take one of my ships, didn't show any sort of "accepted" or "new" quest to do anything, didn't cause any relationship change with the lord).  Nothing akin to M&B "hey, can you run these 20 cows tons of stuff from this town planet to the next"

Keep up the good work though, very ambitious mod.
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« Reply #56 on: September 02, 2024, 08:44:25 PM »

This should be fixed with the latest patch

Encountering this error myself, even after the patch, unless the patch cannot correct an existing save.

Overall I really like the premise of the mod, but still some work to do even with the basics.  The lords I've encountered so far after about 2 years into a new save aren't interacting with me in any meaningful way.  More than 2 dozen have said they don't need me for anything, 1 offered my brand new 1 destroyer-2 frigate fleet an opportunity to raid a heavily fortified planet requiring some 300+ marines, and the other gave me a quest to "buy a ship" which when accepted disappeared instantly (didn't take one of my ships, didn't show any sort of "accepted" or "new" quest to do anything, didn't cause any relationship change with the lord).  Nothing akin to M&B "hey, can you run these 20 cows tons of stuff from this town planet to the next"

Keep up the good work though, very ambitious mod.

That's super strange, that error still suggests that the code hasn't been updated, but the first person who had this issue reported that it was fixed, so the jar must've been updated correctly before.

Thanks for the critique, the quests are definitely more of a placeholder and need to be redone. I'm curious about what other kinds of interactions you feel are missing from lords though, if you could expand on that?

Update: I've gone through and removed all the broken quests from the quest pool. Lords should offer quests much more frequently now (if they didnt offer one before, that meant that they rolled a quest which was ineligible in some way). The new jar is here. Hopefully it fixes the old code issue too. I'll make an official release once I've played around with lord loyalty balancing some more.
« Last Edit: September 03, 2024, 12:04:50 AM by Deluth »
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Nick9

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.2
« Reply #57 on: September 03, 2024, 01:25:34 AM »

Commendable mod and the initiative itself
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ChesedPearl

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.2
« Reply #58 on: September 03, 2024, 02:40:07 AM »

I tried the new jar you sent

Code
1263587 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Random.java:388)
at util.Utils.weightedSample(Utils.java:210)
at ai.LordAI.chooseAssignment(LordAI.java:273)
at ai.LordAI.progressAssignment(LordAI.java:552)
at ai.LordAI.advance(LordAI.java:100)

im starting to think this issue can be fully fixed if I start a new save I assume?
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Deluth

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.2
« Reply #59 on: September 03, 2024, 08:21:20 AM »

I tried the new jar you sent

Code
1263587 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Random.java:388)
at util.Utils.weightedSample(Utils.java:210)
at ai.LordAI.chooseAssignment(LordAI.java:273)
at ai.LordAI.progressAssignment(LordAI.java:552)
at ai.LordAI.advance(LordAI.java:100)

im starting to think this issue can be fully fixed if I start a new save I assume?

Ah I see, the code looks updated this time, so this must be a separate issue from the previous one. I have a good guess of what's causing this and have uploaded the updated jar here. You shouldn't have to restart the save if the bug is resolved. Let me know if that fixes it, and thank you for reporting crashes!
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