Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.
Okay, I've managed to reproduce the issue, and an apparently related one where the strikes fail to assemble if the player is present in the spawning system.
What seems to be happening (at least in the latter case) is that the route manager code thinks all the fleets are "stragglers" and thus thinks too few ships failed to reach their destination, so it considers the mission to be failed.
I'm investigating further for a possible fix in Nex and/or vanilla code. For now, try spawning just one mission at a time; it should be more than adequate to deal with any base.EDIT #2: Okay, no, that's not the problem. The problem seems to be that the calculation for "how many ships made it" is screwed up: it assumes the fleets are using the source market's fleet size mult when determining the number of ships that should be present, when Nexerelin does not use it.
You
might be able to work around it by reducing the fleet size mult (take alpha cores off military bases, for instance) for the source market, or launching the expeditions from a source with a smaller fleet mult (this won't affect the strike mission). Or just stay away from both origin and destination till the strike force has completed its mission.
How open are you to custom scenario suggestions? Or rather (since I am interested) is there a straightforward way to go about adding one's own scenarios?
Well, to add scenarios you need to have your own Starsector mod and some modding knowledge. Not much, in itself (the
Derelict Empire "core script" is pretty short), but I expect someone trying their own scenario would very quickly run into issues requiring me to change stuff in Nexerelin (Derelicts had to be coded not to do a bunch of different things, for instance).
Best I can say right now is: if some modder tries to add a scenario and has problems, I can change Nex to allow it
I don't have any plans to add new scenarios of my own right now though.