Fractal Softworks Forum

Starsector => Mods => Topic started by: Tartiflette on November 19, 2020, 11:48:42 PM

Title: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on November 19, 2020, 11:48:42 PM
(https://i.imgur.com/W4XZyF7.jpg)

Venturing in the dark outreaches of the Persean Sector is a pathway to salvaging ships with many abilities, some considered to be unnatural.

(https://i.imgur.com/7A9DW9R.png)
Download (https://www.patreon.com/posts/45058439)
Nexus mirror (https://www.nexusmods.com/starsector/mods/50/)

Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

Earliest save compatible version: 0.406

 This ship pack provides a wide selection of more than 30 vessels that do not exactly match existing vanilla aesthetic or gameplay styles. They range from the uncommon and unconventional class to some properly rare (and expensive to deploy) super-ships. Still, everything should be balanced with proper strengths and weaknesses; including some new balancing levers such as exotic weapons interfering with each other, to avoid any power creep.

 The intent here is to offer enough different "white whales" that you are both guaranteed to encounter several of them in any given run, yet each would be rare enough that you won't be able to collect them all in a single play-through. If you are using Nexerelin however, you will be able to start directly with some of the uncommon ships. I would even advise trying some of the very enjoyable "player-bait" destroyer starts.

Small selection of the ships you may encounter
(https://i.imgur.com/iUEhFCw.png)
     
     Hedone-class armed yacht

 Gustav Royal Starworks' best selling premium yacht, ideal for the affluent needing to travel in comfort and security.
(https://i.imgur.com/8P1PEFo.png)
     
 
     Aethernium-class militarized racer

 Fast and economical courier that never walks away from a fair fight.
(https://i.imgur.com/DlaUV3b.png)
     
 
      Butterfly-class private security destroyer

 Makes up for its lack of versatility with raw frontal firepower.
(https://i.imgur.com/gPQMOS9.png)
     
 
     Five-five-seven-class bounty-hunter destroyer

 Flashy coat of paint, big gun that makes a big noise, daredevil attitude, badass in every way.
(https://i.imgur.com/kjBYejl.png)
     
 
     Obelisk-class luxury liner

 Guaranteed to impress your guests somehow, either with its ostentatious design and facilities, or with its massive gun.
(https://i.imgur.com/x2O8sFZ.png)
     
 
 
 
 
     Tumbleweed-class explorer

 Jack of all trades, master of none...
(https://i.imgur.com/30Vf2JC.png)
     
 
 
 
 
     Bullhorn-class heavy cruiser

 Slightly more agile and versatile than a Dominator-class, even more vulnerable from the rear.
(https://i.imgur.com/GKaid06.png)
     
 
 
 
 
 
 
 
 
 
 
     Cassowary-class support battlecruiser

 The true nemesis of captains with OCD.
(https://i.imgur.com/7cKUym8.png)
     
     Malet-class frigate

 Small whacker to deal with those pirates cropping up everywhere.
(https://i.imgur.com/kFdKKH0.png)
     
 
     Adze-class destroyer

 Designed to shave that smirk off of your opponent's face.
(https://i.imgur.com/mQeTKL1.png)
     

 
     Halligan-class cruiser

 When you can't choose between DAKKA spam and missile spam.
[close]

Screenshots
(https://i.imgur.com/8axJR4I.jpg)

(https://i.imgur.com/PFbC8Uo.jpg)

(https://i.imgur.com/1lfIrmw.jpg)

(https://i.imgur.com/GzcFwaX.jpg)

(https://i.imgur.com/0wm0U7J.jpg)

(https://i.imgur.com/HDmP7Qf.jpg)
[close]

 Disclaimer: Remember when I caused a bit of a fuss by releasing an ominous teaser (http://fractalsoftworks.com/forum/index.php?topic=9428.0) hinting at a mod called "Seeker" that would have been all about quests and non-human artifacts you'd get to hunt and study? Hahaha I do too, good times... I really bit more than I could chew then.

 Sadly no, this mod is not that Seeker mod. While I do hope to be able to add some narrative elements at some point, this off-shoot of the Seeker project only contains somewhat regular ships, obtainable by regular means... Well, mostly. There are still a couple of fun surprises hidden in the sector.

 At some point, I still hope to resume my work on the other Seeker, now code-named "Everlasting Giants", but I wouldn't expect any progress on that front for maybe a year or two.


Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form (https://forms.gle/YbQ8cYUA5QaJBCYV8) to leave me a comment.


Changelogs

0.407

NEW CONTENT:
 - Augur-class support frigate:
   . Assault focused Omen,
   . Same weapons but the EMP system mostly hits a single target within a very short span of time.

 - Endymion-class assault frigate:
   . DPS focused Hyperion,
   . Same weapons but the ship system has been swapped for a Temporal Shell device.
   . Yes, this is insane, and that ship will be a unique one in the future.

 - Malet-class frigate:
   . Tougher and better armed than a Lasher,
   . But also slower.

 - Adze-class destroyer:
   . A mix of an Enforcer and a Hammerhead,
   . More maneuverable than either,
   . Not quite as durable as the former,
   . Can't output the same DPS spikes as the latter.

 - Halligan-class cruiser:
   . Heavier Eagle,
   . Can't outmaneuver its target as well,
   . Much better armored.

 - "Minigun" support weapon:
   . Very long range fragmentation pea shooter,
   . Won't kill much of anything,
   . But it will force the enemy to raise their shield, lowering their top speed.

BALANCING:
 - 557-class:
   . System no longer reduces speed but cost flux to activate. (I swear I will make that ship fun to fly somehow)
 - More tweaks to the hidden stuff!

BUGFIXES/IMPROVEMENTS:
 - Space farm now displays the daily revenue from auctioning produce.
 - Lowered the frequency of some rare ships.
 - Attempted another fix for the Marksman system crash in rare circumstances.
 - Nova is now a unique "boss-like" fleet patrolling a remnant system.
 - Onyx is now a unique derelict that has to be found and salvaged.

0.406

BALANCING:
 - Onyx-class:
   . Sprite rework,
   . Built-in weapons removed,
   . Loadout buffed,
   . System now scales with the flux level, has less charges but much longer duration.

 - 557-class:
   . System no longer affects flux stats but improves maneuverability (still increase ballistic ROF and loads the main gun with extra ammo)
   . Asteismos gun now has only 2/3rd of the ammo, but 1.5 times the damage per shell.

 - Various buffs to most of the bosses, more content, polish, locations further randomized.

BUGFIXES/IMPROVEMENTS:

 - Set some "SYSTEM" weapons such as flares to "HIDDEN" so that they don't get disabled by EMP arcs.
 - Set all 557-class variants as Goal variants so that they can be selected in refit.
 - Fixed a CTD with the Marksman's system when used while in autopilot as the player ship.

[close]


You like the mod? Help to make it better: Donations and Patreon contributions will be used to commission content I cannot create myself, such as illustrations or music. Additionally, if you would enjoy playing with a custom paint job I also take commissions for a reasonable rate. PM me for more details.

(https://i.imgur.com/bAIZOoi.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WYWX8DR5WPV8G) (https://i.imgur.com/odD0uZQ.png) (https://www.patreon.com/tartiflette)

Made with Trylobot and Deathfly's Ship Editor (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: Wyvern on November 20, 2020, 09:00:23 AM
Ooh, shiny!

...And now I need to start a new game. And gosh dang it, I'd only just found an actual good star system with a cryosleeper! (First one I've seen, in, well, ever...)
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: Agalyon on November 20, 2020, 10:59:14 AM
Hey hey, no longer discord only I see? I was just thinking about how to dole out some praise with no forum thread and now I dont have to.

Having weird stuff and secrets stashed away in the corners of the world is such an appealing idea for starsector, I love it. And the interesting "normal" ships in SEEKER are always a joy as well. Your mods are always unique but this kind of "white whale" idea as you put it is really perfect to round out exploration and collecting in starsector, and its always a staple in my games. I look forward to any updates!
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: IonDragonX on November 20, 2020, 02:35:03 PM
Ah. This is the one that Nemonaemo recommends, eh? Very Nice.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: Chairman Suryasari on November 21, 2020, 12:08:27 AM
It's amazing how you can pumping up so much amazing new ship so quickly :)
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: cathar on November 24, 2020, 02:54:09 AM
How does this now work together with Torchships and Deadly Armaments? Can I have both installed or is there going to be some crossover and doubled ships?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: Tartiflette on November 24, 2020, 03:04:42 AM
They have been 100% independent mods for 8 months now. (Besides, even at the time of the split there never was any major issue when using both anyway)
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: zeno0010 on November 24, 2020, 06:21:19 PM
Are you responsible for this? this thing was a friggin pain and i discovered it early but alot of fun to prep for look forward to all campaign.

major spoilers, don't ruin it for yourself

Spoiler
(https://i.imgur.com/tPZoQYO.png)
[close]

In fact all the things here was alot of fun to discover and its really the variety that make this great. Damn fine work
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: cathar on November 24, 2020, 11:16:23 PM
They have been 100% independent mods for 8 months now. (Besides, even at the time of the split there never was any major issue when using both anyway)

Oh, great! Somehow I imagined duplicate ships when I had them installed together the first time.

Looking forward to driving a Cassowary again.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Tartiflette on November 27, 2020, 11:23:28 AM
(https://i.imgur.com/W4XZyF7h.jpg)

This updates includes the big rework of the Onyx-class battleship, with a much needed new sprite. I also buffed the 557-class a bit as it was a smidgen underwhelming. And of course there was some various bug fixes to implement.

But the meat of the update is a first polishing pass on the hidden things you can find out there. Shout out to Avanitia for their invaluable feedback in this regard. I don't want to say too much about the changes since that stuff is best experienced cold, but if you have an idea of what I'm talking about, well now they have more toys to play with.

Please note that some of those improvements will require a new save to take effect.

Additionally, with the Onyx rework this update also has a chance to break existing saves. In such case you can revert to the previous release to keep your progress.


Changelog

0.406

BALANCING:
 - Onyx-class:
   . Sprite rework,
   . Built-in weapons removed,
   . Loadout buffed,
   . System now scales with the flux level, has less charges but much longer duration.

 - 557-class:
   . System no longer affects flux stats but improves maneuverability (still increase ballistic ROF and loads the main gun with extra ammo)
   . Asteismos gun now has only 2/3rd of the ammo, but 1.5 times the damage per shell.

 - Various buffs to most of the bosses, more content, polish, locations further randomized.

BUGFIXES/IMPROVEMENTS:

 - Set some "SYSTEM" weapons such as flares to "HIDDEN" so that they don't get disabled by EMP arcs.
 - Set all 557-class variants as Goal variants so that they can be selected in refit.
 - Fixed a CTD with the Marksman's system when used while in autopilot as the player ship.

[close]


Download available here (https://www.patreon.com/posts/seeker-unknown-0-44376219)
This update CAN break saves!
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: SyntacticMelon on November 27, 2020, 12:15:35 PM
Hi, I enjoy the mod and the variety it offers but the REDACTED Abomination occurs WAY too often, it's a common sight in REDACTED fleets and it's superior to the Radiant in almost every single way. I wouldn't have an issue with this if I only had to fight one, maybe two per high danger system but 4-5 in anything higher than low danger feels very bad. There is no great reward for fighting them either, they have boss level stats but mob level spawns. Did you balance it around cheat mods or if the player has a dreadnought? I ended up nerfing most of its values by 500 so while it can output a lot of damage it leaves itself open to counterattack instead of being a superfast, super deadly, super durable infinity machine it is now. It's not UNBEATABLE, it's just a very dangerous chore.

Also the civilian capital ships showing up in Hegemony or TriTachyon war fleets is very silly but not much of an issue.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Tartiflette on November 27, 2020, 01:19:52 PM
The problem currently with rare ships is that it is VERY sensitive to mod lists. I can makes them spawn at the perfect rate for my setup and it will be entirely out of whack with someone else's mod list, Adjusted Sector size and customized settings.

Fortunately I intend to change that when 0.95 is released. Then most of the rarest ships will only spawn as rare or unique bounties I will be able to control the frequency of.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Agalyon on November 27, 2020, 02:45:02 PM
Haha thats amazing, I was about to report the marksman CTD but you've already updated. Amazing work as always.

EDIT: Unfortunately it seems like it didn't quite work, I just got another CTD from the marksman.

Spoiler
java.lang.NullPointerException
   at data.scripts.weapons.SKR_marksmanEffect.advance(SKR_marksmanEffect.java:87)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Tartiflette on November 28, 2020, 12:24:05 AM
EDIT: Unfortunately it seems like it didn't quite work, I just got another CTD from the marksman.
I'll need a lot more context than that because I don't have any issue. Was it in simulator or in a proper battle, on your side or the enemy's, with an officer, no officer, or your ship in autopilot. Do you have any mod that affects officers or the AI?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Chairman Suryasari on November 28, 2020, 07:10:08 AM
Spoiler
Haha thats amazing, I was about to report the marksman CTD but you've already updated. Amazing work as always.

EDIT: Unfortunately it seems like it didn't quite work, I just got another CTD from the marksman.

Spoiler
java.lang.NullPointerException
   at data.scripts.weapons.SKR_marksmanEffect.advance(SKR_marksmanEffect.java:87)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
[close]

Have you try to run Starsector with this mod (and requirement) alone?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: NikoTheGuyDude on November 28, 2020, 09:47:55 AM
Is there any way to disable the random spawning of rare ships in fleets? With you yourself admitting that the spawn rates are incredibly dependent on mod order, I thought maybe we could sidestep that issue altogether by allowing people to disable those random spawns and keep only the unique spawns (derelicts, markets, bosses, etc.).
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Agalyon on November 29, 2020, 03:44:27 AM
Real battle on my side, no officer, I started piloting it and switched to auto (retreated). No mods that affect officers or AI.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Sinosauropteryx on November 30, 2020, 06:35:30 PM
I found some long-range arbalest in a market, was able to buy, but unable to equip. It didn't show up in the refit screen at all. I looked in the .csv and saw it was SYSTEM tagged, so was it supposed to show up in markets? In case it matters, it was Kazeron military market.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Tartiflette on November 30, 2020, 11:49:46 PM
I found some long-range arbalest in a market, was able to buy, but unable to equip. It didn't show up in the refit screen at all. I looked in the .csv and saw it was SYSTEM tagged, so was it supposed to show up in markets? In case it matters, it was Kazeron military market.
If that's a Seeker weapon, you are using a version that has been outdated for 8 months.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: rawardy on December 08, 2020, 12:28:30 PM
For Linux users /SEEKER_UC/sounds/SEEKER/SKR_megacannon_explosion2.ogg has to be renamed to SKR_megaCannon_explosion2.ogg or the mod will crash the game on startup.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: Chairman Suryasari on December 08, 2020, 12:54:12 PM
Why is that?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
Post by: rawardy on December 08, 2020, 01:18:43 PM
Linux is case sensitive. Whilst in Windows "Apple.jpg" and "apple.jpg" are considered to have the same file name; on Linux they are considered different.

 So, on Linux, if a Mod points towards "Apple.jpg" but the file is actually called "apple.jpg" in the mod's dictionary the game considers the file to be missing. Since both are considered the same on Windows the game has no issues locating apple.jpg if the case is different.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on December 15, 2020, 01:02:40 AM
(https://i.imgur.com/W4XZyF7h.jpg)

   This update introduces the three "Gunships" from my recent spriting streams. They are escort ships found in Scavenger fleets and rarely in independent ones. I also added my alternate takes on the Hyperion and Omen as rare variants called "Endymion" and "Augur" appearing in Tri-Tachyon fleets. The last bit of content included is one new weapon, mostly used on the Gunships: the "Minigun". It is a very long range fragmentation pea shooter that will nonetheless force their target to raise their shield, therefore giving up the mobility boost.

New ships
(https://i.imgur.com/srvR2py.png)   (https://i.imgur.com/NbxOItR.png)   (https://i.imgur.com/7cKUym8.png)   (https://i.imgur.com/kFdKKH0.png)   (https://i.imgur.com/mQeTKL1.png)
[close]

   There are also a few fixes and stuff like that, including a mild buff to the Five-Five-Seven's system (again). And from now on Nova is also a unique boss-like fleet roaming in a Remnant system, guarding some salvage goodies.

   Please note that some of those improvements will require a new save to take effect.

Changelog

0.407

NEW CONTENT:
 - Augur-class support frigate:
   . Assault focused Omen,
   . Same weapons but the EMP system mostly hits a single target within a very short span of time.

 - Endymion-class assault frigate:
   . DPS focused Hyperion,
   . Same weapons but the ship system has been swapped for a Temporal Shell device.
   . Yes, this is insane, and that ship will be a unique one in the future.

 - Malet-class frigate:
   . Tougher and better armed than a Lasher,
   . But also slower.

 - Adze-class destroyer:
   . A mix of an Enforcer and a Hammerhead,
   . More maneuverable than either,
   . Not quite as durable as the former,
   . Can't output the same DPS spikes as the latter.

 - Halligan-class cruiser:
   . Heavier Eagle,
   . Can't outmaneuver its target as well,
   . Much better armored.

 - "Minigun" support weapon:
   . Very long range fragmentation pea shooter,
   . Won't kill much of anything,
   . But it will force the enemy to raise their shield, lowering their top speed.

BALANCING:
 - 557-class:
   . System no longer reduces speed but cost flux to activate. (I swear I will make that ship fun to fly somehow)
 - More tweaks to the hidden stuff!

BUGFIXES/IMPROVEMENTS:
 - Space farm now displays the daily revenue from auctioning produce.
 - Lowered the frequency of some rare ships.
 - Attempted another fix for the Marksman system crash in rare circumstances.
 - Nova is now a unique "boss-like" fleet patrolling a remnant system.
 - Onyx is now a unique derelict that has to be found and salvaged.

[close]


Download available here (https://www.patreon.com/posts/45058439)
This update is save compatible!
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Chairman Suryasari on December 15, 2020, 02:06:20 AM
Oh boi, can't wait Nova floating in hyperspace and one shot my entire fleet with Ruthless Sector enabled :)
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Agalyon on December 15, 2020, 11:09:21 AM
Are the Nova and Onyx changes the part that isn't implemented on existing saves? Im excited to try the new ships, they seem really cool. Great name on the Adze too, very fitting.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Twilight Sentinel on January 02, 2021, 09:57:49 AM
After playing around with several mods, I think this one has been my favorite behind Nexerilin.  It restores a lot to the sense of discovery you first experienced the game which tends to be lost on subsequent playthroughs.  Everyone remembers first finding the 14th battlegroup legions.  This mod adds so many more of those opportunities and adds variety from one playthrough to the next due to what you find.

One run you discover:
Spoiler
a drone mothership prototype and a factory new unarmed pre-cataclysm kite.
[close]
The next you find:
Spoiler
blueprints for infinite velocity missiles a frigate with a large weapon mount pointed backwards.
[close]
It's awesome.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Wyvern on January 02, 2021, 12:45:43 PM
- Endymion-class assault frigate:
   . DPS focused Hyperion,
   . Same weapons but the ship system has been swapped for a Temporal Shell device.
   . Yes, this is insane, and that ship will be a unique one in the future.
Huh. I just flat-out changed the Hyperion's system to Temporal Shell in my local copy of the game, and... I can't say that I find the results to be at all 'insane'. It's much much less frustrating to fight against, and it's slightly less likely to randomly suicide itself when it's on your side under AI control... but it's still not worth using compared to, say, a pair of Tempests.

Edit: Actually, I'd argue that the Hyperion isn't worth using compared to a single Tempest; it's got less flux free for weapons due to having an extremely high shield upkeep, its weapons are weaker due to not having HEF, and it doesn't get the extra flux-free damage/distraction/point-defense of the Tempest's drones.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on January 02, 2021, 12:46:50 PM
After playing around with several mods, I think this one has been my favorite behind Nexerilin.  It restores a lot to the sense of discovery you first experienced the game which tends to be lost on subsequent playthroughs.  Everyone remembers first finding the 14th battlegroup legions.  This mod adds so many more of those opportunities and adds variety from one playthrough to the next due to what you find.

One run you discover
Spoiler
a drone mothership prototype
[close]
and
Spoiler
a factory new unarmed pre-cataclysm kite
[close]
.  The next you find
Spoiler
blueprints for infinite velocity missiles
[close]
and
Spoiler
a frigate with a large weapon mount pointed backwards
[close]
.  It's awesome.
Hum.... It seems that none of these are from Seeker save one. I'm not sure what is the first, third is vanilla, fourth is from Legacy of Arkgnesis.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Wyvern on January 02, 2021, 12:55:18 PM
I'd guess that that first one is from Tahlan Shipworks? But there's not enough information to be certain.
(Second one is vanilla, third one is Seeker, fourth one is indeed LoA.)
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Twilight Sentinel on January 02, 2021, 01:30:55 PM
Ah, you got me.  Guess it's the downside of using mods for the first time, you don't necessarily know what everything's from.  I should have at least picked up on that last one, since I'd figured out the exodus fleet ships were from it.  Checking the files I see that Tahlan Shipworks is indeed where the first ship came from.  These mods are both at least in the same spirit as this mod, and they all add to the experience I'm looking for.  Thanks for setting the record straight so I'm not giving out bad info to other people when recommending mods.

This was the first crazy ship I found.
Spoiler
(https://i.imgur.com/y16NjHy.png)
[close]
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Grizzwold on January 11, 2021, 01:33:25 PM
The descriptions for some of the fighters added by this mod say they need a specific hullmod to use, but they seem to be working ok for me without it. Is this intended behavior or am I just missing something?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Wyvern on January 11, 2021, 03:47:55 PM
I was puzzled by that as well, and tested it out - you can install the special fighters without the matching hullmod, and they... technically kindof work? But when you lose one, it stays dead; you can't rebuild them during combat.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: IonDragonX on January 11, 2021, 04:18:43 PM
I was puzzled by that as well, and tested it out - you can install the special fighters without the matching hullmod, and they... technically kindof work? But when you lose one, it stays dead; you can't rebuild them during combat.
Then it runs the replacement rate to a very, very high number without the hullmod.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on January 12, 2021, 11:30:29 PM
Yeah, it's more or less a similar thing to the Wanzers Gantry from Diable Avionics, except with an even bigger penalty when not using the hullmod. That was the only way I found to implement the same containment penalty as the weapons from the same "manufacturer".
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Worstplayer007 on January 13, 2021, 09:14:02 AM
Good day everybody I have this problem right after the load to the main menu. Doesn't matter which mods I use with this. Can anyone help me with this?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: IonDragonX on January 13, 2021, 09:27:44 AM
Good day everybody I have this problem right after the load to the main menu. Doesn't matter which mods I use with this. Can anyone help me with this?
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=19414.0;attach=5711;image)
That error references MagicLib.
I suggest that you delete the folders Mods/MagicLib and Mods/SEEKER_UC and start over from the DL links. There's a possibility that unzipping the files corrupted a file.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Worstplayer007 on January 13, 2021, 10:00:02 AM
Good day everybody I have this problem right after the load to the main menu. Doesn't matter which mods I use with this. Can anyone help me with this?
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=19414.0;attach=5711;image)
That error references MagicLib.
I suggest that you delete the folders Mods/MagicLib and Mods/SEEKER_UC and start over from the DL links. There's a possibility that unzipping the files corrupted a file.

Yes this works everything runs alright. Thank you very much.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: akinata on January 28, 2021, 10:47:18 AM
playground mission crash the game.

i suspect it happening because the mission simply select as main ship the same one as the last selected mission but this ship is not in the list of usable ships for the playground mission.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on January 28, 2021, 09:55:12 PM
The playground mission isn't meant to be "played". It isn't meant to be part of the release either, it is a dev tool.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: akinata on January 29, 2021, 08:07:13 AM
the segfried dreadnought is by far my favourite ship in the game! (any from any mod)

is there a way to acquire it in campaign? (only played with it in missions.)
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on January 29, 2021, 08:37:03 AM
For now it is a rare pirate ship.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Chairman Suryasari on January 29, 2021, 11:32:39 AM
the segfried dreadnought is by far my favourite ship in the game! (any from any mod)

is there a way to acquire it in campaign? (only played with it in missions.)

If I'm not mistaken some pirate fleet spawn with it, maybe you can try to get them by bounty hunting or try to use a Nexerelin agent to steal their ship from one of many pirate colonies if it actually does work.Or use console commands to spawn it and then reduce your credits with it.

Be warned though, the ship is so fragile against high-tech ship and energy weaponry, plus kinda bad in the overall campaign map.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on January 30, 2021, 12:48:21 AM
Depends on your or your officer's skills. Despite some obvious weaknesses and drawbacks, that ship has some pretty good stats that scale up hard with the right points investment.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Leftenant Goose on February 15, 2021, 02:23:44 AM
I was trying to figure out which mod added the exotic tech ships. Just wanted to say so far I've only found the Quicksilver in my playthrough and wanted to commend you on the awesome work you did with the ship.Its quite fun too!  :D
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Hiroyan495 on February 15, 2021, 04:55:24 AM
"30 vessels that do not exactly match existing vanilla aesthetic or gameplay styles"

Yes, the Dawn-class f.e. certainly looks a bit... out of place, even if it would look hella cool in any other space game.  ::)

Why do I care to say this? Cause in contrast, most of the other ships do actually in my opinion look quite fitting and very, very nice.

Love your mods as always.  ;D
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Chairman Suryasari on February 15, 2021, 12:24:18 PM
Well, they are called Exotic Tech not without reason.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on February 15, 2021, 10:13:26 PM
To be fair the Dawn is indeed one of the weirder looking ones.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: WWladCZ on February 23, 2021, 11:36:18 AM
I just found out in the changelog that Nova is no longer part of regular Remnat ordos :( I loved fighting those things during raids and as a part of Ordos. Remnants were much more scary when they had these things around. Is it possible to put them back into the fleets?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: HELMUT on February 24, 2021, 09:58:17 AM
I recently did a free start campaign. I think it was a good way to try a little bit of everything and have fun in the process. I was especially eager to try some of the Seeker stuff in this game. Unrelated to the mod, i went for a "semi iron-man" playstyle, with the rule that i could only save my game at a friendly dock. It made the game quite a bit tense and forced me to play safer than usual, although not as cowardly as a normal iron-man would. It stopped worked toward the end though, since everyone was friendly to me through regular bounty-hunting/contract/trading. If i do something of that style again, i would set the rule as only saving at a singular homebase to keep things interesting.

Anyway, i had the chance to try a few ships during this campaign, and i decided to write a bit about those.



The Adze destroyer was my starter ship, and i have to admit it didn't took long to fall in love with it. Not only it makes for a pretty good destroyer, It is also very satisfying to fly.

Stat wise, it looks very akin to a Hammerhead at first glance. Similar weapon layout, similar stats. Although the Adze is more expensive and better armored than its mid-tech cousin. With that in mind, one could think it would flies in a more brutish and straightforward fashion. But it doesn't. The low-tech Adze is noticeably more subtle, almost like a high-tech destroyer. Even a safety overide build feels different to what i expected.

The heavier emphasize on missiles might have a hand in that. One medium composite, two small missiles and built-in expanded missile racks nudges the player to make use of those. The relatively limited OPs also makes an all gun loadout a bit too constrained for my liking, but still possible.

My starter Adze was outfitted from the standard variant with the newly added miniguns at the prow. Fairly competent against the early pirates rustbuckets in my testing, although i quickly swapped the typhoon for a much more reliable harpoon pod. The Adze prefers to soften the target at range with its dual miniguns before pouncing in with its burst jets to land the killing blow. Few things can handle a ship that can swap from long range pressure to close range missile burst early in the game. Later on, the loadout doesn't even need to change even for a more support oriented role.

For a Safety Override build, i went for something a bit more unconventional. Again, the Adze low amount of OPs limites the viability of a "traditional" SO build. Instead, i used a Sabot heavy loadout with dual chainguns. Short lived on the battlefield, even with expanded missile racks. But by the time it's out of ammo, the battle is usually won.

I unfortunately lost my Adze relatively early in my campaign and couldn't find a replacement. So i don't really knows how well it would perform in larger battles.


My second flasgship was the Marksman, if only for a short time. A cheap, fast gun platform with serviceable armor and a precariously narrow front-shield. Not a frontliner by any mean, it feels like an oversized Vigilance in some way. Often i got bumrushed by some overzealous pirate and i rarely could shake it off by myself. It really needs allied support to hide behind when things gets too hot.

At longer range, the built-in Executioner have decent range and punch, although it needs to be manually reloaded with the ship system. The "Blazing flamingo" special reload is a really nice touch, it turns a fairly boring ship into something much funnier to fly. Although it makes it easier to screw up the reload and miss an opportunity. Enemy ship is disengaging just out of range? Blazing flamingo ! Now you're in range ! Aaaand i missed.

Despite this, i don't feel the Marksman sufficiently pulls its weight as a flagship compared to other destroyers. It's a bit of a shame to see that cool reload system idea being wasted on something that isn't quite good enough to fly by the player. I quickly discarded it as some cheap missile boat for the AI to use, a role it did perform pretty well. A flying pair of Sabot/Harpoon pods is never a bad thing to have throughout the game.


I replaced the Marksman with a Butterfly. Now we're talking! While the Marksman doesn't entirely rely on its built-in gun, the Butterfly absolutely does. The twin Revolver pulse beams can unload quite a lot of damage during early game.

It shines brighter when used as a flanker to assist an ally or to catch a careless frigate, a bit like the Shrike. Although it will eventually overwhelm opponents of its size in duel through sheer DPS. It's the ideal tool for mid-game, when the player have more than few ships to distract the enemy, letting the Butterfly swoop in to unleash its huge burst damage. It does struggle a bit against heavier armor though, so it only get limited use later in the game.

I think expanded magazines should be a built-in hullmod for that ship. As the Butterfly relies entirely on the revolver pulses. Unfortunately for me, i found the expanded magazines hullmod fairly late in my campaign. I felt quite limited without it. Sure, the ship worked, but it couldn't quite reach its full potential without that hullmod.


Later on, i got my hands on a Trailblazer, which i promptly used as a flagship. Despite its sleek and agressive appearance, the Trailblazer is pure support ship. A mobile artillery, but not the usual kind. For those that don't know about the built-in reality drill, it's a slow "phased" projectile that projected an area of effect damage wherever it passes through. Because its is "phased", it cannot collide, and will fly "over" the target.

This is what makes the reality drill be an incredible weapon. Enemies with a elongated shape will stays longer in the projectile's AOE. Ships with a limited shield arc won't be able to cover the whole damage field. Ships that can retreat backward quickly (hello phase shifting bastards) will accidentally back into the projectile's field. And the reality drill does a LOT of damage. It sounds quite good for the player, although i expect it to become a prime target when the enemy is fielding one. Fortunately, it seems extremely rare, i never encountered one in the wild.

But as said above, it's a support ship, it needs backup. Even with its attitude jets, the Trailblazer will get surrounded, and punished. I fortunately had a fleet quite capable of covering my mistakes, and i made many mistakes. The flux cost of the main weapon is high, and spamming the attitude jets is an enticing though, it's a perfect recipe for overextending.

Alas, the joy of firing a large exotic distortion bullet wears off fairly quickly.  While the Trailblazer makes for a really good, if expensive, AI support, it doesn't make for the most interesting flagship. Its limited armament beyond the reality drill doesn't allow for much customisation : point defense, long range guns. It doesn't want to fight close, and it wants all the capacity and dissipation to fuel its main weapon.


The Halligan was one of my next mid/late game flagship. Sadly, i got a pirate version, with a noticeably shrunken OP pool and burn drive instead of burst jets. It lies somewhere between the Dominator and the Eagle in term of firepower and endurance. With a touch of Gryphon for the non pirate version with its numerous missiles.

Because of its fewer OPs, the pirate Halligan never feels quite comfortable with most builds. You usually have to choose between hullmods and additional dissipation. I personally made a basic Safety Overide build to make use of the numerous medium turrets. But even with letting the missiles hardpoints empty, i could only make it okay-ish. Not much in-combat experience to talk about though, since i lost it in my first battle.

Also, i am extremely sadened that a broadside build is even't remotely viable. Composite side hardpoints pls.



I also had some scuffle with the plagueships. Rampage and Safeguard. Although it was at a point in the game where i could handle those two quite easily. Rampage will rip apart anything that stays in front of it, but i managed to distract it from the rest of my fleet with a phase ship. Safeguard's mass driver is hard countered by interceptors, and i had plenty of those at the time. I don't think i ever seen the bomb explode once in that battle. No encounters with the other two plagueships so far.

By the way, i think a non corrupted (and nerfed) Safeguard would make for a pretty cool derelict ship. On the other hand, i guess that would cheapen the "unique boss" thing it currently have.


Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on February 24, 2021, 02:02:06 PM
Amazing feedback (as usual) thanks a lot. I think I'll do something along the lines of most of the suggested changes.

The Adze destroyer was my starter ship, and i have to admit it didn't took long to fall in love with it. Not only it makes for a pretty good destroyer, It is also very satisfying to fly.
Yup, pretty much exactly as intended!

Quote
Despite this, i don't feel the Marksman sufficiently pulls its weight as a flagship compared to other destroyers. It's a bit of a shame to see that cool reload system idea being wasted on something that isn't quite good enough to fly by the player. I quickly discarded it as some cheap missile boat for the AI to use, a role it did perform pretty well. A flying pair of Sabot/Harpoon pods is never a bad thing to have throughout the game.
I'll consider some buffs to the Marksman. Either some speed/acceleration buff or some flux improvements.

Quote
I think expanded magazines should be a built-in hullmod for that ship. As the Butterfly relies entirely on the revolver pulses. Unfortunately for me, i found the expanded magazines hullmod fairly late in my campaign. I felt quite limited without it. Sure, the ship worked, but it couldn't quite reach its full potential without that hullmod.
Mmmmh, but that would be almost the same as simply having more ammo in the built-ins, while removing the option to expand those magazines. Maybe I'll try a middle-ground such as adding a couple shots to the Pulse Revolvers and reducing the OP a smidgen?

Quote
Alas, the joy of firing a large exotic distortion bullet wears off fairly quickly.  While the Trailblazer makes for a really good, if expensive, AI support, it doesn't make for the most interesting flagship. Its limited armament beyond the reality drill doesn't allow for much customisation : point defense, long range guns. It doesn't want to fight close, and it wants all the capacity and dissipation to fuel its main weapon.
Yes, the curse of the novelty weapon. I has to be strong enough to be enticing, but the rest of the ship has to be pretty barren to avoid power-creep and min-maxing. It is very much a gun with engines, just like the Siren, the Khalkotauroi, the Stymphalian Bird, and many more ships I made. I don't think it needs a change though, because it can still be kept on the back burner until some station needs to be removed. Something the Trailblazer excels at doing.

Quote
Because of its fewer OPs, the pirate Halligan never feels quite comfortable with most builds. You usually have to choose between hullmods and additional dissipation. I personally made a basic Safety Overide build to make use of the numerous medium turrets. But even with letting the missiles hardpoints empty, i could only make it okay-ish. Not much in-combat experience to talk about though, since i lost it in my first battle.
You should be able to restore your Halligan P into a regular Halligan.

Quote
Also, i am extremely sadened that a broadside build is even't remotely viable. Composite side hardpoints pls.
That is.... unlikely. Although that would be a neat idea to differentiate the Halligan P from the regular Halligan. Mmmmmh...

Quote
I also had some scuffle with the plagueships. Rampage and Safeguard. Although it was at a point in the game where i could handle those two quite easily. Rampage will rip apart anything that stays in front of it, but i managed to distract it from the rest of my fleet with a phase ship. Safeguard's mass driver is hard countered by interceptors, and i had plenty of those at the time. I don't think i ever seen the bomb explode once in that battle. No encounters with the other two plagueships so far.
*Takes notes to make a large PD plague weapon

Quote
By the way, i think a non corrupted (and nerfed) Safeguard would make for a pretty cool derelict ship. On the other hand, i guess that would cheapen the "unique boss" thing it currently have.
As you said, a lot of the presence those bosses have comes from their true uniqueness. I already added the Cultists ships to have something in the realm of balanced that is acquirable by the player, but the big stuff will remain completely unique. That includes Nova.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: HELMUT on February 25, 2021, 08:15:42 AM
Quote
I think expanded magazines should be a built-in hullmod for that ship. As the Butterfly relies entirely on the revolver pulses. Unfortunately for me, i found the expanded magazines hullmod fairly late in my campaign. I felt quite limited without it. Sure, the ship worked, but it couldn't quite reach its full potential without that hullmod.
Mmmmh, but that would be almost the same as simply having more ammo in the built-ins, while removing the option to expand those magazines. Maybe I'll try a middle-ground such as adding a couple shots to the Pulse Revolvers and reducing the OP a smidgen?

My issue isn't that much that the revolver pulse needs a buff. It's just that the option of expanding the magazine... Isn't really an option. It's a must have, a necessary OP tax the player will pay no matter the build.

For exemple : the Marksman for which expanded magazines is good, but not indispensable, can be built differently, like a missile boat. The hullmod is optional. The Butterfly's weapon layout doesn't allow for an alternative build (that i know of). Hence the suggestion for the built-in hullmod to remove that "fake" option.

Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on February 25, 2021, 08:19:02 AM
Well, now it has both Expanded Magazines, and Expanded Missile Racks built-in. Just to make the weapon choice in the synergy mounts a tad more significant.