In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.
Is there a way to restart it?
Hmm, I'm too lazy to figure out a console runcode for full mission restart right now, but here's something to recreate the trigger that makes the fleet and base spawn on approaching the system.
(This is for the
first fleet, if you're talking about the second one and the mission hasn't ended while you were gone, uhh that's weird, check the intel again)
runcode import exerelin.campaign.intel.missions.remnant.RemnantSalvation;
RemnantSalvation mission = (RemnantSalvation)Global.getSector().getMemoryWithoutUpdate().get("$nex_remSalvation_ref");
mission.beginWithinHyperspaceRangeTrigger((StarSystemAPI)Global.getSector().getCurrentLocation(), 2f, false, RemnantSalvation.Stage.INVESTIGATE_LEADS);
mission.triggerRunScriptAfterDelay(0.01f, new RemnantSalvation.GenericMissionScript(mission, "setupFleet1"));
mission.endTrigger();
Copypaste into console while in any star system, go back to the star system with the base + fleet, and new ones should be there.
Is there any way to change, besides the strength of invasion flotillas, quantity of marines?
For example, PL launch war against Hegemony, they arrive to Aztlan with like 6 or 7 packs of ships, wipe out all Hegemony forces and go right to Chicomoztoc.
So they land, but only with few packs of marines (about 2k total power), and that was vs. approx. 60k defence strength.
Screenshot:
https://imageup.ru/img297/4446193/screenshot020.jpg
It was hilarious gap between ground and space forces.
Main issue: this happens all the time. It's works OK when it about weak colonies or stations (pirate, LP and so on), such forces are enough, but the majors eventually cannot capture capitals.
Maybe I just miss something?
Invading a market with operational Heavy Batteries (if the attacker can't or won't use a tactical bombardment) is screwed
most of the time, as seen here. This is partly because of the heavy batteries increasing the drop cost so attacker can't deploy as many units per turn, and also the heavy batteries causing damage to the units that do deploy, and also the structure's contribution to garrison size and blocking most attacker special abilities.
(It's especially bad on Chico because of the market size and Daud's skill effects)
To make such scenarios
less ridiculously stacked, I could increase the turn 1 bonus to movement points (possibly only for NPCs) so the invaders can get more of a foothold. Or maybe a free use of the Electronic Warfare ability (although this might not make sense for most attacker factions) to mitigate the Heavy Batteries effect and keep defenders from all piling on the beachhead right away. Maybe something else entirely? I'll see later.