Fractal Softworks Forum

Starsector => Mods => Topic started by: Tartiflette on June 06, 2015, 02:22:03 AM

Title: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on June 06, 2015, 02:22:03 AM
(http://i.imgur.com/X8ImXM5.jpg)

https://youtu.be/6LwGOUI8tz4


Prototype release: Three missions as an appetizer.


What's that? Well it's my secret project I've been working on for a looooong time. With the next update focusing on sensors, characters and assignments, I figured it's time to show it a bit. It's goal is to liven up the sector by adding quests (pardon me, "missions") and exploration, featuring many unique ships and more scripted encounters. Some of these missions will be solvable peacefully, other less so. Some may be triggered by a random encounter, other will be given to you. Gameplay-wise, expect more events that can directly be influenced by the player, hidden "empty" systems all over the place that can be explored and consequences for your actions that goes beyond earning or loosing some reputation points. But the meaty part of this mod is the Anomalies and the Artifacts.

Anomalies are a class of objects found in the sector (and for all we know everywhere else) that are artificial constructions of unknown origin and purpose. Some seem to be aware of their surrounding, other are mindlessly doing what they were built to do but they share one thing: they do not seems to do anything constructive. What is sure however, is that there are not two identical Anomalies, and their functioning is completely beyond our knowledge.

Unlike the Anomalies, Artifacts are man-made. The product of ground-breaking Domain technology, sometimes learned from the Anomalies. When the gates closed, pure scientific bases lost their purpose and were abandoned, but some remained operational, or their content did. Since those objects are within the reach of our understanding, studying them often yields significant technological advancement or powerful new material. They also include several relic ships that can be captured for your own as they are.

I won't spoil the discovery of any of these, try the missions to discover the first three.
*Note about the missions: Right now, the Seeker itself isn't doing anything. It's a ship that will have a very important work in the campaign, but since the missions are combat-focused it's pretty much useless.*


To allow everyone to learn a bit more about Seeker without ruining the surprise, I'm dividing the updates in three kind:
 - The NO SPOILER section will present things that are either related to the Prototype, or well known in-universe.
 - The MINOR SPOILER section will reveal some of the rewards, or some minor elements indirectly related to the quests.
 - The MAJOR SPOILER section will show some of the minor Anomalies and content directly related to the quests.
The Anomalies and the major Artifacts won't be revealed. Please use spoilers too if you wish to talk about the content of the mod.

NO SPOILER

Spoiler
(http://i.imgur.com/I8Vnp4i.png)
Crane-class Composite freighter

   In 193, the Valis system went through a succession of uprisings that left the dominant government quite weakened. Dangerously close to bankruptcy, the planet could no longer afford its oversize military fleet. After securing the borders through a diplomatic agreement with the Hegemony against century long exploitation rights for the rich asteroid fields, the government went on to tackle on rebuilding the infrastructure in ruins. The idea was to fund the reconstruction by selling half the ships of the fleet, and keeping only a quarter of them in active duty to maintain the fragile peace. That sale attracted a lot of propositions from rather shady groups from every nearby stars. Worrying to willingly arm pirates, and not eager to further reinforce the local presence of the Hegemony in the system, the sale was postponed until they could have the insurance these weapons would never be used against them. The obvious solution was to disarm them, but then nobody would buy them. These were warships, even removing the mounts wouldn't create much usable cargo space without a serious refit of the interior space.

   The decision was taken to only sell Eagle class cruisers, redesigned as fast, lightly armored freighters to reduce the cost of the modification. The specification document asked to remove all but one turret, but also add two small drone bays in the space emptied from the frontal armament. The launching doors would also be used to load the cargo with great efficiency. This new class of ships was to place itself as an alternative between Mule and Venture class freighters. Fast as a Mule, but with the Cargo space of a Venture, and a drone system to avoid any damage should the ships encounter pirates.

   Sadly, the redesigning took quite some time, and the first conversions didn't go that well. While the Crane class Composite freighter is now a commercial success, the Valis system had to sink deeper under the Hegemony influence to secure reconstruction funds and avoid a total breakdown of the Planet infrastructure. Now the government is but a puppet of the Hegemony, but the system is renowned for its ship refitting industry and talented engineers in converting existing ship models.

(http://i.imgur.com/VENKjpz.png)
TTC Demeter, Farm ship

   In cycle 182, Tri-Tachyon engineer Mark Stanlor discovered a way to fine tune shields emitters so that they could filter the stars dangerous radiations while letting the light pass through. This could finally allow space culture to become a viable solution for non terraformed worlds by preventing the degeneration of the crops.

   At that time, a bottleneck in Paragon class power-plants production left several unfinished hulls taking space dust in shipyards. Nobody know exactly how he managed to get several execs to support his project, but Mark was allowed to buy one of those for one symbolic credit. He then sold back the fortress shield emitter to finance a general reconversion of this hull into a massive mobile space farm. Using several loopholes in private armed ship legislation, he managed to keep 2 of the large turrets mounts, but the rest was removed to accommodate a vast flight deck for shuttle loading. The large central space was floored, closed by a dome on each side, covered with earth, watered, fertilized and connected to a massive environmental system to keep the conditions perfect for the cultures.

   The domes had their own shield system tuned for filtering radiation, but in case of an attack or an asteroid shower, Mark wanted to be able to deploy a normal combat shield. The problem was, both couldn't be activated at the same time. As close to a sun as the ship was expected to sit, the few seconds of exposition during combat shield raising would suffice to burn the crops to a crisp. To avoid that he managed to create a jump-start system that would allow an the shield to raise almost instantly, at the cost of large flux production.

   The ship was named Demeter and launched in 185 for it's test flight. Thanks to it's on-board genetic labs and the ideal conditions for growth, the first harvest occurred 2 months later. It was a tremendous success, the fruits and vegetables where sold in a mater of hours to the greatest restaurants and chefs for more than 100 times the normal price. That's when Mark revealed his true objective: having proven the viability of the concept, the ship was now for all intents and purpose his! And the sudden surge in wealth of the execs that supported his project raised many suspicions on how he managed to negotiate such a generous contract. Then, instead of selling rights to build other farm ships, he jealously kept his prize and now sell high quality product to the most luxurious establishments in the sector.

(http://i.imgur.com/JXXi7yt.png)
BHL Titanic VII, Armored passenger cruise liner

  After the terrible battle in the Coral nebula, the Onslaught class HSS Incorruptible managed to get back to the nearest Hegemony base only to discover the damages received were too great for repair. Most of the ship was salvageable but restoring the two arms housing the TPC's would require to effectively cut them off and attach new one. The overall structure would have been be much weaker and the ship was branded non-combat worthy and destined to recycling. Hearing of this, the Black Hole Line company sent an offer for purchasing the demilitarized hull. The Cruise company was seeking to find a second breath by offering more exiting travels close to the most violent stellar phenomenons. The well known sturdiness of the Onslaughts would allow them to make this plan a reality without endangering the life of their passengers.

   The arms and most of the space formerly occupied with weapon was converted in luxurious dining rooms and cabins, pools and tennis court... while the former cramped crew quarters were kept for the new personnel. Another major modification was the removal of two third of the engines: high speed wasn't a requirement and with all the weight gained by removing the armament the main engine was enough. This operation only possible thanks to the high modularity of the core epoch ships allowed to accommodate more storage area and fuel tanks for longer trips.

   The ship was re-branded BHL Titanic VII by the CEO of Black Hole Line, in spite of the opposition of his counselors: the Titanic VI catastrophe was just fading from the collective memory and many employee saw in this name a bad omen. For her's maiden voyage, she is going to offer her passenger an incredible spot to observe a rogue giant plunge into a white dwarf. The ticket have been all sold the first week.

(http://i.imgur.com/icZ0HxG.png)
ISS Blitzkrieg, Heavy blockade runner

    This decommissioned Conquest has been bought back by a small fret enterprise without most of it's weapons. After extensive modifications it as been re-purposed into an armored freighter with limited carrier capacity. Now free from the "dead weight" of heavy weaponry, the venerable engines can finally give all their measure, making this ship the fastest capital sized freighter in the sector. And what it can't outrun, the fighters and medium armament left can take care of. With this single ship as their asset, the small freighter enterprise is now a major player, specialized in blockade running and fret contracts in unstable regions.
[close]
Spoiler
Those ships in-game:
(http://i.imgur.com/wIN7UQyl.jpg) (http://i.imgur.com/wIN7UQy.jpg)
[close]
Spoiler
Here's the ASSA Station that will act as the hub for the missions, and maybe some other fancy stuff to justify it's existence. I know it's flat, but it is for a reason so don't worry about that yet.
(http://i.imgur.com/IOFZQOn.png)
[close]
Spoiler
Nothing flashy, it's a Target Painter weapon. It can't do much by itself but raise a bit the damage received by the target from other nearby weapons, and double the chances of disabling it's weapons and engines... Although it's main role is actually to help the AI find a better range of engagement, since missile-only ships tend to hug their target and suffer from their explosions.
(http://i.imgur.com/E2eQJiel.jpg) (http://i.imgur.com/E2eQJie.jpg)
[close]
Spoiler
I'm writing texts for test missions that try to evoke the context of the quest. It won't make it into the final mod, at least not in that form, but it should give a good feeling of the spirit of Seeker.

Location: Thick nebula near the Great Trenches
Captain's Log, 208.173
 
After a couple of weeks combing the region we finally detected an object yesterday morning. We barely had time to regroup the fleet when it vanished in a flash of high energy particles. The science team is unsure of what it is but that flash rules out the possibility of a ghost signal. However they are assuring me that this cannot be the sister Anomaly of the Bellatrix. The flash may have reached the same energy peak but it's characteristics are nothing alike. In any case we fond something and just need to resume scanning the region to find out where it went.
 
Captain's Log, 208.217
 
What a PAIN it was! Okay so: We spent nearly a month carefully going back and forth a light-week wide cube of space trying to find where the Anomaly jumped without luck. Then we decided to inspect the nearby stars to see if we could find it there. We were observing our 18th one when we detected the exit flash of the anomaly around the companion star a light-month and a half away! A freaking seventeen light-years jump! The energy required for that distance is unfathomable! The team said if it's efficiency is similar to Bellatrix' functioning, it would have required the total energy output of Askonia's star during a full year to power that feat... I'm very worried about trying to capture something that could contain that much energy.
 
Captain's Log, 208.221
 
We found it probably recharging it's energy banks, whatever they are, in close orbit of the companion star. It's way bigger than Bellatrix, and decided to call it Betelgeuse. Now after some careful observation and deliberation, the Science team assure me that it must be more or less out of energy. (Something to do with quark capacitors, exploiting micro-sized fusion reactions, and the maximum amount of energy that can be stored in such volume and mass) Thus it's up to me to decide if we should get it or not. My officers are a divided on the proceeding, but mostly in favor to at least peek a closer look and I can't blame them. That expedition lasted much longer than we anticipated and the crew is restless. Going back empty handed wouldn't be good for morale. Not to mention our finances. We will probably try to reach it on a slow Hohmann transfer while limiting our sensor profile.
 
Captain's Log, 208.234
 
THAT BLOODY THING JUMPED AGAIN!!!!
 
Captain's Log, 208.236
 
... Fortunately it was a shorter jump and we detected the exit flash only a few hours later. That clearly supports the Team's hypothesis that it is out of energy and was recharging. We are now closing in at full speed to get to it before it can jump again. The crew is really nervous now, several fights broke in the last weeks and I had to sentence a few to the brig. The imminent encounters seems to have diverted their energy toward their duties but I'll make sure to remind them we want to capture that thing, if possible...

[close]

MINOR SPOILER

Spoiler
Added the Owl-class SpecOps cruiser. A fast modification of an Eagle-class hull, armed with four medium ballistic hard-points and five small energy turrets (all in hidden mounts). It also has a "Switch mode" ship-system that halve the top speed but deploy two drones armed with Graviton Beams and raise sharply it's maneuverability. This ship will be a reward for one of the quests.

(http://i.imgur.com/u342ACHl.jpg) (http://i.imgur.com/u342ACH.jpg) (http://i.imgur.com/IrzrZvZ.png)(http://i.imgur.com/8nqbobv.png)(http://i.imgur.com/IrzrZvZ.png)
[close]
Spoiler
Now this one I'll let you speculate on it's purpose and role in the mod  ::)

(http://i.imgur.com/AolVfJ6m.jpg) (http://i.imgur.com/AolVfJ6.jpg)
[close]

MAJOR SPOILER

Spoiler
(http://i.imgur.com/nVsPoFn.png) (http://i.imgur.com/QWPieV4l.jpg) (http://i.imgur.com/QWPieV4.jpg)

DSS Wolverine, Guardian-class Dreadnought

   While the Onslaught class battleships were designed to be the Fist of the Domain's might, the Guardian-class dreadnoughts were designed to be it's gate-keepers. Quite literally in fact since those gargantuan ships were only deployed to guard strategic hyperspace gates. With all their firepower concentrated in a small frontal cone, they were meant to cork any invasion attempt by raining shells on anything that emerged from the gates. And to avoid any interruption in their strike, they were equipped with an active flux dissipation system. By purging their cooling fluid, they could dramatically increase their dissipation rate for a short duration, reducing flux buildup. Unlike normal venting systems that can take a while at emptying the flux capacitors, that one had a fixed limited time. However any ship caught in the cloud of vapors would see it's own flux capacitors filled. Since the Guardians were supposed to hold their position alone, it wasn't considered an issue.

   Unlike it's smaller cousin, the Guardian blueprints were never updated when shields and missiles became more common. At first because the technology couldn't allow a radius large enough, and then because the production of those colossus ceased due to the availability of better, cheaper designs. Since with an up-to-date load-out they were still able to fill their role, the few existing ones were maintained in active service for centuries.

   When the gates shut, only one Guardian was present in Corvus. It wasn't even meant to: an engine failure during a transit left it stranded in the young sector, without a dry-dock large enough to fit in for repairs. It was waiting for the Domain to send special tugs for weeks when the Collapse occurred. Then the war broke out, and this huge unmovable slab of metal was abandoned, looted and forgotten.


And yes, triple Hellbores!

(http://i.imgur.com/otGaakk.jpg)
(for those of you curious, a Firecane is the hypothetical result of a lightning storm in a hurricane that is passing over an oil spill...)
[close]
Spoiler
I can't reveal anything about it without ruining the mission completely but I suppose you don't need me to understand that this thing is dangerous.(click to enlarge)
(http://i.imgur.com/SpPiSuom.jpg) (http://i.imgur.com/SpPiSuo.jpg)
[close]


Work In Progress:
While the campaign stuff is pretty much waiting Starsector's 0.7 update to start, the work on the Anomalies and Artifacts themselves is progressing satisfyingly. That is, almost 3/4 of them are done and implemented in the game as missions. Of course the Campaign stuff is the lion's share of the work, but worst case scenario you can at least expect a release with random anomalies flying around like the super bounties in the Starsector Plus mod. Hopefully that won't be the case and the API released by Alex is promising to say the least.


CHANGELOG:
Spoiler
Code
V0.1
05/06/2015

Initial prototype release

CONTENT
 - Three missions featuring the ASR Seeker scientific platform, the DCS Lookout Clipper-class Cruiser, the J.W. Gibbs Ubique-class Artifact and the Bone-Breaker Anomaly.
 - Clipper-class Cruiser after restoration
 - Erasmus-class bomber wing
[close]



Thanks to Cycerin that finalized the Teaser's sound and really brought it to the next level.

 (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

All the original sprites in this mod are NOT for the taking. The vanilla modified ships however are fine to be kitbashed from.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on June 06, 2015, 02:55:07 AM
06/06/2015
Spoiler
(http://i.imgur.com/X8ImXM5.jpg)

https://youtu.be/6LwGOUI8tz4



Prototype release: Three missions as an appetizer.

(http://i.imgur.com/UxonxF2.png) (https://bitbucket.org/CodingTartiflette/seeker-mod/downloads/SEEKER_0.1.rar)
Require LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with LazyWizard's Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0).



What's that? Well it's my secret project I've been working on for a looooong time. With the next update focusing on sensors, characters and assignments, I figured it's time to show it a bit. It's goal is to liven up the sector by adding quests (pardon me, "missions") and exploration, featuring many unique ships and more scripted encounters. Some of these missions will be solvable peacefully, other less so. Some may be triggered by a random encounter, other will be given to you. Gameplay-wise, expect more events that can directly be influenced by the player, hidden "empty" systems all over the place that can be explored and consequences for your actions that goes beyond earning or loosing some reputation points. But the meaty part of this mod is the Anomalies and the Artifacts.

Anomalies are a class of objects found in the sector (and for all we know everywhere else) that are artificial constructions of unknown origin and purpose. Some seem to be aware of their surrounding, other are mindlessly doing what they were built to do but they share one thing: they do not seems to do anything constructive. What is sure however, is that there are not two identical Anomalies, and their functioning is completely beyond our knowledge.

Unlike the Anomalies, Artifacts are man-made. The product of ground-breaking Domain technology, sometimes learned from the Anomalies. When the gates closed, pure scientific bases lost their purpose and were abandoned, but some remained operational, or their content did. Since those objects are within the reach of our understanding, studying them often yields significant technological advancement or powerful new material. They also include several relic ships that can be captured for your own as they are.

I won't spoil the discovery of any of these, try the missions to discover the first three.
*Note about the missions: Right now, the Seeker itself isn't doing anything. It's a ship that will have a very important work in the campaign, but since the missions are combat-focused it's pretty much useless.*

In addition, You may encounter several, often unique, ships like these:
Spoiler
(http://i.imgur.com/I8Vnp4i.png)
Crane-class Composite freighter

   In 193, the Valis system went through a succession of uprisings that left the dominant government quite weakened. Dangerously close to bankruptcy, the planet could no longer afford its oversize military fleet. After securing the borders through a diplomatic agreement with the Hegemony against century long exploitation rights for the rich asteroid fields, the government went on to tackle on rebuilding the infrastructure in ruins. The idea was to fund the reconstruction by selling half the ships of the fleet, and keeping only a quarter of them in active duty to maintain the fragile peace. That sale attracted a lot of propositions from rather shady groups from every nearby stars. Worrying to willingly arm pirates, and not eager to further reinforce the local presence of the Hegemony in the system, the sale was postponed until they could have the insurance these weapons would never be used against them. The obvious solution was to disarm them, but then nobody would buy them. These were warships, even removing the mounts wouldn't create much usable cargo space without a serious refit of the interior space.

   The decision was taken to only sell Eagle class cruisers, redesigned as fast, lightly armored freighters to reduce the cost of the modification. The specification document asked to remove all but one turret, but also add two small drone bays in the space emptied from the frontal armament. The launching doors would also be used to load the cargo with great efficiency. This new class of ships was to place itself as an alternative between Mule and Venture class freighters. Fast as a Mule, but with the Cargo space of a Venture, and a drone system to avoid any damage should the ships encounter pirates.

   Sadly, the redesigning took quite some time, and the first conversions didn't go that well. While the Crane class Composite freighter is now a commercial success, the Valis system had to sink deeper under the Hegemony influence to secure reconstruction funds and avoid a total breakdown of the Planet infrastructure. Now the government is but a puppet of the Hegemony, but the system is renowned for its ship refitting industry and talented engineers in converting existing ship models.

(http://i.imgur.com/VENKjpz.png)
TTC Demeter, Farm ship

   In cycle 182, Tri-Tachyon engineer Mark Stanlor discovered a way to fine tune shields emitters so that they could filter the stars dangerous radiations while letting the light pass through. This could finally allow space culture to become a viable solution for non terraformed worlds by preventing the degeneration of the crops.

   At that time, a bottleneck in Paragon class power-plants production left several unfinished hulls taking space dust in shipyards. Nobody know exactly how he managed to get several execs to support his project, but Mark was allowed to buy one of those for one symbolic credit. He then sold back the fortress shield emitter to finance a general reconversion of this hull into a massive mobile space farm. Using several loopholes in private armed ship legislation, he managed to keep 2 of the large turrets mounts, but the rest was removed to accommodate a vast flight deck for shuttle loading. The large central space was floored, closed by a dome on each side, covered with earth, watered, fertilized and connected to a massive environmental system to keep the conditions perfect for the cultures.

   The domes had their own shield system tuned for filtering radiation, but in case of an attack or an asteroid shower, Mark wanted to be able to deploy a normal combat shield. The problem was, both couldn't be activated at the same time. As close to a sun as the ship was expected to sit, the few seconds of exposition during combat shield raising would suffice to burn the crops to a crisp. To avoid that he managed to create a jump-start system that would allow an the shield to raise almost instantly, at the cost of large flux production.

   The ship was named Demeter and launched in 185 for it's test flight. Thanks to it's on-board genetic labs and the ideal conditions for growth, the first harvest occurred 2 months later. It was a tremendous success, the fruits and vegetables where sold in a mater of hours to the greatest restaurants and chefs for more than 100 times the normal price. That's when Mark revealed his true objective: having proven the viability of the concept, the ship was now for all intents and purpose his! And the sudden surge in wealth of the execs that supported his project raised many suspicions on how he managed to negotiate such a generous contract. Then, instead of selling rights to build other farm ships, he jealously kept his prize and now sell high quality product to the most luxurious establishments in the sector.

(http://i.imgur.com/JXXi7yt.png)
BHL Titanic VII, Armored passenger cruise liner

  After the terrible battle in the Coral nebula, the Onslaught class HSS Incorruptible managed to get back to the nearest Hegemony base only to discover the damages received were too great for repair. Most of the ship was salvageable but restoring the two arms housing the TPC's would require to effectively cut them off and attach new one. The overall structure would have been be much weaker and the ship was branded non-combat worthy and destined to recycling. Hearing of this, the Black Hole Line company sent an offer for purchasing the demilitarized hull. The Cruise company was seeking to find a second breath by offering more exiting travels close to the most violent stellar phenomenons. The well known sturdiness of the Onslaughts would allow them to make this plan a reality without endangering the life of their passengers.

   The arms and most of the space formerly occupied with weapon was converted in luxurious dining rooms and cabins, pools and tennis court... while the former cramped crew quarters were kept for the new personnel. Another major modification was the removal of two third of the engines: high speed wasn't a requirement and with all the weight gained by removing the armament the main engine was enough. This operation only possible thanks to the high modularity of the core epoch ships allowed to accommodate more storage area and fuel tanks for longer trips.

   The ship was re-branded BHL Titanic VII by the CEO of Black Hole Line, in spite of the opposition of his counselors: the Titanic VI catastrophe was just fading from the collective memory and many employee saw in this name a bad omen. For her's maiden voyage, she is going to offer her passenger an incredible spot to observe a rogue giant plunge into a white dwarf. The ticket have been all sold the first week.

(http://i.imgur.com/icZ0HxG.png)
ISS Blitzkrieg, Heavy blockade runner

    This decommissioned Conquest has been bought back by a small fret enterprise without most of it's weapons. After extensive modifications it as been re-purposed into an armored freighter with limited carrier capacity. Now free from the "dead weight" of heavy weaponry, the venerable engines can finally give all their measure, making this ship the fastest capital sized freighter in the sector. And what it can't outrun, the fighters and medium armament left can take care of. With this single ship as their asset, the small freighter enterprise is now a major player, specialized in blockade running and fret contracts in unstable regions.
[close]







Now that I'm pretty sure I got everyone's attention, here's the bad news:

I can't do all of that alone.

It's as simple as that, I can make ships and weapons sprites, I can code their ship-systems, some AI and crazy visual effects, I dabble a bit in sound effects... But the campaign layer coding is beyond me! And with the amount of work planned, it's at least a two-man job with me and a real coder. Then the more the merrier and someone able to do good sound effects or write a lot of encounter dialogs would be more than welcome in the team, but I'll gladly accept any kind of help. So if anyone is interested in giving a hand, please do post a comment or PM me, and thank you.




CHANGELOG:
Spoiler
Code
V0.1
05/06/2015

Initial prototype release

CONTENT
 - Three missions featuring the ASR Seeker scientific platform, the DCS Lookout Clipper-class Cruiser, the J.W. Gibbs Ubique-class Artifact and the Bone-Breaker Anomaly.
 - Clipper-class Cruiser after restoration
 - Erasmus-class bomber wing
[close]



Thanks to Cycerin that finalized the Teaser's sound and really brought it to the next level.

 (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

All the original sprites in this mod are NOT for the taking. The vanilla modified ships however are fine to be kitbashed from.
[close]
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Sproginator on June 06, 2015, 03:08:18 AM
Absolutely beautiful!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Ahne on June 06, 2015, 06:33:50 AM
Yep, thats amazing!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Nanao-kun on June 06, 2015, 09:54:08 AM
Woah~
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Xanderzoo on June 07, 2015, 07:16:51 PM
Looking forward to future updates!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Azmond on June 07, 2015, 10:42:35 PM
Tart... Are you god?... Or among the gods of this fourm? Cause if you're not. You sure as hell should be one! Damn man!!!

This is making me even more excited for the update! I'm alos enjoying a lot of those sprites, they're pretty good an the lore is nice to read on'em as well~! :3
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Sleepyfish on June 08, 2015, 07:05:17 AM
Tartiflette is indeed a modding god. Mad props to ya, Sir! Can't wait for more of this awesomeness to rear its beautiful face. [/drooling]
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: CrazyDave on June 08, 2015, 07:11:00 AM
ooooOOOoooooOOOOoohhHHHhh....

Ill be keeping an eye or three on this mod for sure :D
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Clockwork Owl on June 08, 2015, 08:59:46 AM
Where did ya got an extra one Dave?  ;D

I'm really, really looking forward to this.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: ArkAngel on June 08, 2015, 09:33:13 AM
This looks fantastic. I'll be watching with quite a bit of interest.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: SpaceRiceBowl on June 09, 2015, 12:28:20 PM
Extremely creative, looks like it'll spice up campaign quite a lot
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on June 10, 2015, 12:20:58 AM
Thanks everyone for your kind words, and for the feedback on the missions that some sent me.
But do not get your hopes up yet. As I said it's at least a two man job and as of now I only received a single proposition to give me a hand, with a lot of reserves since that person is already quite busy...  :-[

It's way to early to call it a failure, but understand that I'm serious when I say I won't do it alone.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: CrazyDave on June 10, 2015, 01:24:40 AM
If your looking for someone to do encounter dialog I'm certainly willing to put some work in for you. I would consider myself pretty good at writing and such (I promise my writing isn't as crazy as I may seem... :3) so give me a yell if you'd like me.

I can also do some okayish sound effects (although I'm no pro and dont have a high quality mic). As for coding stuff I'm utterly clueless so I'd be of no help there... :)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Ryxsen1421 on June 10, 2015, 12:21:46 PM
Excuse me good sire, I'd like to kidnap CrazyDave for research purposes.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: CrazyDave on June 10, 2015, 05:25:25 PM
**Muffled screams**
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Xanderzoo on June 10, 2015, 08:06:00 PM
I'm a mediocre Java coder, but I haven't spent much time modding Starsector, so I probably won't have much use there. I'm pretty good at making sound effects, but not fantastic. If you're interested, I'd be willing to help, although my abilities are limited.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Eternity on June 27, 2015, 01:58:25 AM
Hi Tartiflette,

Awesome works just for a prototype, lot of creative stuffs on background, vessels behaviors and effects, shape and style !!!

Keep up the good work ! we stay tuned ;-)

Et vive le reblochon, les lardons, les patates, les oignons et le ski ;-)

A+

Eternity
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on June 27, 2015, 02:17:00 AM
Thanks everyone!
To keep you posted about the future of this mod, I may have found a coder (just waiting for his reply). If all goes well, we might start some preparation work before 0.7 comes out, but the real thing won't be released before a while. I'm currently thinking about making a spoiler section where I would share some insight on the development for those interesting in following it. But since the mod is quest based that would ruin the whole thing for them! Just tell me what you think.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Eternity on June 27, 2015, 05:06:22 AM
Quiet a good question !

Making teaser stuff like video, mission with severals prototype releases or making spoiler section... at the end both can be done in the same time with may be some incoming contents with the spoiler making of section...

Just finish to play bully mission, impressive fine tuning on the balanced power, rendering and weapons effects !!! with at the end the "split" effect that makes your mod so special ;-)

Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Shedovv on June 29, 2015, 12:47:38 PM
Definitely a interesting Idea. Hopefully you will manage to fulfill it Tartiflette! Spoiler section would indeed be quite marvelous for everybody actually. Because if some won't read it now, they will do it later once they have gone through the stuff that is otherwise spoiled in that section.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Luna on June 30, 2015, 05:06:57 AM
Hello, Tartiflette.

First off, this is just plain awesome.

Second off... awesome.

Third off, the lore for your ships is fantastic. (The ships themselves are fantastic too.)

Fourth off, I'd like to help. While my Java coding skills are très très mal(That's "very very bad" in French... I think.), I think I am a fair writer and I would like to help with that aspect of Seeker.

If you would like for me to help out, just shoot me a PM.

-Luna
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on July 13, 2015, 07:09:19 AM
Short update. Work on Seeker is slowly starting, for now the team is composed of me, CrazyDave for the writing, dd_Dent and Wyvern for the coding. Debido is also giving a hand with one Anomaly he designed. No campaign stuff yet, but mostly bringing in the game what was already sprited, like the four civilian ships (Not much more to add on them than what has already been said in the OP):

(http://i.imgur.com/wIN7UQyl.jpg) (http://i.imgur.com/wIN7UQy.jpg)

Then there are two new ships with a bigger role. I decided to try and put them in spoilers for those of you that are too curious. I'll never show the Anomalies as they truly are the meat of the mod, but some Artifacts (that is the unique man-made ships central to a quest) may appear in "Major Spoilers"; and the rewards or other interesting elements not central to the stories will be in "Minor Spoilers".
If you want to comment, please use spoilers too where needed for those who don't want to know anything in advance!

Minor spoiler:
Spoiler
Added the Owl-class SpecOps cruiser. A fast modification of an Eagle-class hull, armed with four medium ballistic hard-points and five small energy turrets (all in hidden mounts). It also has a "Switch mode" ship-system that halve the top speed but deploy two drones armed with graviton beams and raise sharply it's maneuverability. This ship will be a reward for one of the quests.

(http://i.imgur.com/u342ACHl.jpg) (http://i.imgur.com/u342ACH.jpg) (http://i.imgur.com/IrzrZvZ.png)(http://i.imgur.com/8nqbobv.png)(http://i.imgur.com/IrzrZvZ.png)
[close]

MAJOR SPOILER:
Spoiler
And finally a new Artifact ship has been implemented:

(http://i.imgur.com/nVsPoFn.png) (http://i.imgur.com/QWPieV4l.jpg) (http://i.imgur.com/QWPieV4.jpg)

DSS Wolverine, Guardian-class Dreadnought

   While the Onslaught class battleships were designed to be the Fist of the Domain's might, the Guardian-class dreadnoughts were designed to be it's gate-keepers. Quite literally in fact since those gargantuan ships were only deployed to guard strategic hyperspace gates. With all their firepower concentrated in a small frontal cone, they were meant to cork any invasion attempt by raining shells on anything that emerged from the gates. And to avoid any interruption in their strike, they were equipped with an active flux dissipation system. By purging their cooling fluid, they could dramatically increase their dissipation rate for a short duration, reducing flux buildup. Unlike normal venting systems that can take a while at emptying the flux capacitors, that one had a fixed limited time. However any ship caught in the cloud of vapors would see it's own flux capacitors filled. Since the Guardians were supposed to hold their position alone, it wasn't considered an issue.

   Unlike it's smaller cousin, the Guardian blueprints were never updated when shields and missiles became more common. At first because the technology couldn't allow a radius large enough, and then because the production of those colossus ceased due to the availability of better, cheaper designs. Since with an up-to-date load-out they were still able to fill their role, the few existing ones were maintained in active service for centuries.

   When the gates shut, only one Guardian was present in Corvus. It wasn't even meant to: an engine failure during a transit left it stranded in the young sector, without a dry-dock large enough to fit in for repairs. It was waiting for the Domain to send special tugs for weeks when the Collapse occurred. Then the war broke out, and this huge unmovable slab of metal was abandoned, looted and forgotten.


And yes, triple Hellbores!

(http://i.imgur.com/otGaakk.jpg)

(for those of you curious, a Firecane is the hypothetical result of a lightning storm in a hurricane that is passing over an oil spill...)
[close]

Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Protonus on July 13, 2015, 07:24:07 AM
This... gives me feels. I mean, new big capital ships kind of feels. *Internally gasping in glee for more ships*

Squee, aside. I'm guessing the campaign will have to be implemented after 0.7a shows up?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Ahne on July 13, 2015, 07:45:49 AM
super cool, i really looking forward to the next updates!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on August 21, 2015, 06:46:46 AM
Late monthly update, but I don't have much non-spoilery stuff to show for it:
Here's the ASSA Station that will act as the hub for the missions, and maybe some other fancy stuff to justify it's existence. I know it's flat, but it is for a reason so don't worry about that yet.
(http://i.imgur.com/IOFZQOn.png)

Beyond that all I can say is that the Diamond-back Anomaly and an Artifact have been implemented. Witch bring us to two and a half Anomalies done out of eight, and four on six Artifacts. But of course that's just the tip of the iceberg.

Minor Spoiler:
Spoiler
Now this one is more a tease than anything... I'll let you speculate on it's purpose and role in the mod  ::)

(http://i.imgur.com/AolVfJ6m.jpg) (http://i.imgur.com/AolVfJ6.jpg)
[close]

MAJOR SPOILER
Spoiler
And same for this new Artifact *Evil maniac laugh*... No seriously I can't reveal anything about it without ruining the mission completely.

(http://i.imgur.com/SpPiSuom.jpg) (http://i.imgur.com/SpPiSuo.jpg)

But I suppose you don't need me to understand that this thing is dangerous.(click to enlarge)
[close]

That's all for this month, please use spoilers too if you want to comment on those new additions.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Xanderzoo on August 21, 2015, 07:33:14 AM
I'm very excited for this mod. I'm glad to see you're making progress. :)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Taizo Puckett on August 21, 2015, 11:03:28 PM
I've tried the missions out. Very good work, solid ship designs.
While the last two missions are more part of lore, I suppose, the DCS Lookout is really fun to play with.

Good luck with all your plans.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Death_Silence_66 on August 24, 2015, 05:44:42 PM
The Artifact ship crashed my game when it was disabled.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on August 24, 2015, 05:51:40 PM
Mmmmh okay, can I have a log? That would help me greatly to fing this bug. In your Starsector/starsector-core folder there should be a file named starsector.log, I only need a couple dozen of the last lines after the bug occured.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Nazaxprime on September 06, 2015, 05:51:09 PM
As someone that has been lurking for years with a mod in the works all the while, I want to say congratulations on getting to this point, and further kudos on the teaser, I will definately be playing this and letting you know how much of it I want to steal. :P
All kidding aside, best wishes, and a great thank you to all the core dev team and all the modders out there that help Starsector realize its potential on a daily basis.
Keep up the good work, and fighting the good fight.
Naz, out.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: SafariJohn on September 06, 2015, 06:09:49 PM
In some of the descriptions in the OP it says "fret" instead of "freight". ;)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on September 06, 2015, 11:18:22 PM
Thanks Nazaxprime! As for the typo, there are many more, though this one is particularly jarring!  :-X
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: HeartofDiscord on October 07, 2015, 06:28:16 PM
Watched the video, played with the anomaly ships, and I gotta say man

All this stuff looks absolutely phenomenal. Ill be watching this one closely for sure.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on October 07, 2015, 11:03:35 PM
Thanks! I've been a bit silent these days but that's not that the work slowed but on the contrary that I'm working on stuff that I won't show even in spoilers. Namely I finished another reaaaaaally cool Artifact, and am starting the implementation of what will probably be the second most awesome Artifact of the mod (hint, the ones in the prototype are the baseline I'm trying to beat with every other Anomalies). In term of ships I'm only half-way done, but that's because I'm missing the rewards ships and those will be varied and numerous. Unlike the Anomalies however, they won't be that hard to make.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: HeartofDiscord on October 07, 2015, 11:36:36 PM
I really like the idea of a quest based system, especially implemented the way I think you're doing it, with the special science ship. The mysterious theme, the idea of going out into the unknown and finding these really unique things, its all extremely appealing. I'm a sucker for unique toys to hunt down, so there's that, but the whole theme and story line idea in general seem like a great concept.

If you continue to outdo what you've shown so far, I'm going to love where this ends up. I can't wait till its finished and I can see what you've cooked up.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on October 07, 2015, 11:52:50 PM
Well, the bad news is I estimate 4-6 months of work post 0.7 to get something playable done, and a solid 8 months to reach a polished state. The issue here is that I can't do incremental updates (and don't want to because spoilers). The whole systems needs to be in place from the get go, and adding the content won't take much longer since I already did a good chunk of it. But I also have some form of backup plan should the implementation I want be impossible/too complex to get right.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: HeartofDiscord on October 08, 2015, 02:05:56 AM
Hmmmm

Well I'll be here man, I hope it goes well. Just want you to know the effort is appreciated, I'm glad someone is doing something like this, its really right up my alley.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: SafariJohn on October 08, 2015, 07:49:53 AM
Hey, 8 months ought to place you halfway between 0.7's release and 0.8's. That's not so bad.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Gothars on October 08, 2015, 10:18:46 AM
I'm just here to say that I'm really happy about this project, it is an amazing idea and from what little I've seen it's gonna be realized amazingly well, too. Exploration was always the thing that has interested me most in Starsector, it's great to have a mod dedicated to that. And props for the spoiler policy, I appreciate it!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Adraius on October 08, 2015, 11:44:32 AM
Like Gothars, I want to chip in that I'm very interested in this mod, and I'll be watching for it, whenever it releases.  Good to hear work is continuing! =)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on October 08, 2015, 12:30:54 PM
Glad to see there are some people looming around that want to get their hands on this mod  :D As a great man once said, "I can't *wait* to get this out! (http://fractalsoftworks.com/forum/index.php?topic=9530.msg163860#msg163860)
I can't share much stuff, but there's this one thing I implemented recently:

(http://i.imgur.com/E2eQJiel.jpg) (http://i.imgur.com/E2eQJie.jpg)

Nothing flashy, it's a Target Painter weapon. It can't do much by itself but raise a bit the damage received by the target from other nearby weapons, and double the chances of disabling it's weapons and engines... Although it's main role is actually to help the AI find a better range of engagement, since missile-only ships tend to hug their target and suffer from their explosions.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on November 06, 2015, 09:10:43 AM
Still working on this, still not much to share... Except maybe this thing: I'm writing texts for test missions that try to evoke the context of the quest. It won't make it into the final mod, at least not in that form, but it should give a good feeling of the spirit of Seeker.

Nor really a Spoiler
Spoiler
Location: Thick nebula near the Great Trenches
Captain's Log, 208.173
 
After a couple of weeks combing the region we finally detected an object yesterday morning. We barely had time to regroup the fleet when it vanished in a flash of high energy particles. The science team is unsure of what it is but that flash rules out the possibility of a ghost signal. However they are assuring me that this cannot be the sister Anomaly of the Bellatrix. The flash may have reached the same energy peak but it's characteristics are nothing alike. In any case we fond something and just need to resume scanning the region to find out where it went.
 
Captain's Log, 208.217
 
What a PAIN it was! Okay so: We spent nearly a month carefully going back and forth a light-week wide cube of space trying to find where the Anomaly jumped without luck. Then we decided to inspect the nearby stars to see if we could find it there. We were observing our 18th one when we detected the exit flash of the anomaly around the companion star a light-month and a half away! A freaking seventeen light-years jump! The energy required for that distance is unfathomable! The team said if it's efficiency is similar to Bellatrix' functioning, it would have required the total energy output of Askonia's star during a full year to power that feat... I'm very worried about trying to capture something that could contain that much energy.
 
Captain's Log, 208.221
 
We found it probably recharging it's energy banks, whatever they are, in close orbit of the companion star. It's way bigger than Bellatrix, and decided to call it Betelgeuse. Now after some careful observation and deliberation, the Science team assure me that it must be more or less out of energy. (Something to do with quark capacitors, exploiting micro-sized fusion reactions, and the maximum amount of energy that can be stored in such volume and mass) Thus it's up to me to decide if we should get it or not. My officers are a divided on the proceeding, but mostly in favor to at least peek a closer look and I can't blame them. That expedition lasted much longer than we anticipated and the crew is restless. Going back empty handed wouldn't be good for morale. Not to mention our finances. We will probably try to reach it on a slow Hohmann transfer while limiting our sensor profile.
 
Captain's Log, 208.234
 
THAT BLOODY THING JUMPED AGAIN!!!!
 
Captain's Log, 208.236
 
... Fortunately it was a shorter jump and we detected the exit flash only a few hours later. That clearly supports the Team's hypothesis that it is out of energy and was recharging. We are now closing in at full speed to get to it before it can jump again. The crew is really nervous now, several fights broke in the last weeks and I had to sentence a few to the brig. The imminent encounters seems to have diverted their energy toward their duties but I'll make sure to remind them we want to capture that thing, if possible...
[close]

Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: HeartofDiscord on November 06, 2015, 03:59:01 PM
Still working on this, still not much to share... Except maybe this thing: I'm writing texts for test missions that try to evoke the context of the quest. It won't make it into the final mod, at least not in that form, but it should give a good feeling of the spirit of Seeker.

Nor really a Spoiler
Spoiler
Location: Thick nebula near the Great Trenches
Captain's Log, 208.173
 
After a couple of weeks combing the region we finally detected an object yesterday morning. We barely had time to regroup the fleet when it vanished in a flash of high energy particles. The science team is unsure of what it is but that flash rules out the possibility of a ghost signal. However they are assuring me that this cannot be the sister Anomaly of the Bellatrix. The flash may have reached the same energy peak but it's characteristics are nothing alike. In any case we fond something and just need to resume scanning the region to find out where it went.
 
Captain's Log, 208.217
 
What a PAIN it was! Okay so: We spent nearly a month carefully going back and forth a light-week wide cube of space trying to find where the Anomaly jumped without luck. Then we decided to inspect the nearby stars to see if we could find it there. We were observing our 18th one when we detected the exit flash of the anomaly around the companion star a light-month and a half away! A freaking seventeen light-years jump! The energy required for that distance is unfathomable! The team said if it's efficiency is similar to Bellatrix' functioning, it would have required the total energy output of Askonia's star during a full year to power that feat... I'm very worried about trying to capture something that could contain that much energy.
 
Captain's Log, 208.221
 
We found it probably recharging it's energy banks, whatever they are, in close orbit of the companion star. It's way bigger than Bellatrix, and decided to call it Betelgeuse. Now after some careful observation and deliberation, the Science team assure me that it must be more or less out of energy. (Something to do with quark capacitors, exploiting micro-sized fusion reactions, and the maximum amount of energy that can be stored in such volume and mass) Thus it's up to me to decide if we should get it or not. My officers are a divided on the proceeding, but mostly in favor to at least peek a closer look and I can't blame them. That expedition lasted much longer than we anticipated and the crew is restless. Going back empty handed wouldn't be good for morale. Not to mention our finances. We will probably try to reach it on a slow Hohmann transfer while limiting our sensor profile.
 
Captain's Log, 208.234
 
THAT BLOODY THING JUMPED AGAIN!!!!
 
Captain's Log, 208.236
 
... Fortunately it was a shorter jump and we detected the exit flash only a few hours later. That clearly supports the Team's hypothesis that it is out of energy and was recharging. We are now closing in at full speed to get to it before it can jump again. The crew is really nervous now, several fights broke in the last weeks and I had to sentence a few to the brig. The imminent encounters seems to have diverted their energy toward their duties but I'll make sure to remind them we want to capture that thing, if possible...
[close]
I really like it, it feels nice for the context.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Cergos on November 30, 2015, 12:58:24 PM
Honestly, it is a really cool idea. I was just wondering why this sort of thing was not in the game already.

Keep up the good work!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on December 01, 2015, 01:07:20 AM
Thank you. I'm definitively working on this (only took a few days to prepare the Scy update and help FlashFrozen with Diable Avionics) but I will focus back on this soon enough. However I doubt I'll update the prototype to 0.7 because it would be a huge amount of work to remove all the new content I added in the meantime. I also have to bring back the team together as 0.7 took way longer than expected to come out and we scattered a bit.

In the meantime, another non too spoilery flavor text:
Spoiler
Captain's Log, 207.231

The Lookout is now back a full power! Man, what a sight, so sleek and fast I love this ship! Only problem now, we're broke... Well, actually "I" am broke, the crew is restless, and there are no easy job in sight (or at least not one that would allow us to break even).

The only offer with a decent pay is from some local government that want to know what the local Scavenger Union is up to in the nearby old gate graveyard. Trouble is, rumors have them having found something big there, and made a deal to delivers it to the Bang-wa-goons, some dumb overgrown pirate group. That mission smell fishy, we may find nothing but a bunch of freighters recycling nano-tubes from the hulks, nothing, or we could have to face a full fledged pirate armada on our own! The sole fact that the government don't want to dip a toe in these muddy waters spell trouble...

Aw heck, it's not like we have much of a choice anyway. I'll try to get a 25% deposit at least, while leaving the support ships here as a gesture of good faith, that should calm the crew.
[close]
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: agigabyte on December 01, 2015, 02:47:09 PM
This mod looks awesome. Definitely keeping an eye on this one.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Mealstrom on December 08, 2015, 04:12:28 PM
can't wait to install this... I haven't tried it yet and really want something which adds detail to the vanilla game with loads of lore :P So far, this is looking REALLY good and I don't want to be spoiled!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Weltall on December 31, 2015, 05:14:30 PM
OoO .... .... .... wow... That video you made 100% sold me for this. I really want to try it now!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Creepin on February 04, 2016, 07:47:51 AM
It is not dead yet, right? Right!? :)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on February 04, 2016, 08:00:31 AM
---------'\,^--------------'\,^--------------'\,^--------------'\,^-------    34 nbp
             Bip                     Bip                    Bip                     Bip               08 rpm
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: sycspysycspy on February 04, 2016, 09:22:15 AM
---------'\,^--------------'\,^--------------'\,^--------------'\,^-------    34 nbp
             Bip                     Bip                    Bip                     Bip               08 rpm
That cant be healthy...
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Starasp on February 04, 2016, 09:52:46 AM
---------'\,^--------------'\,^--------------'\,^--------------'\,^-------    34 nbp
             Bip                     Bip                    Bip                     Bip               08 rpm

I sure hope that's a good sign because this looked like one of the most unique mods being put together!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Setuna on March 05, 2016, 03:33:33 PM
what mod is the bottom ship of the fourth tab of the no spoiler on the main page? It looks so cool!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Toxcity on March 05, 2016, 03:55:32 PM
It's this mod. I think it is some sort of missile ship.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: isaacssv552 on March 26, 2016, 10:45:07 AM
The download link doesn't work, it tell me that I don't have access to the repository.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on March 26, 2016, 11:10:09 AM
Yeah, I closed the access because it is extremely outdated (version 0.65 of the game). I can reopen it if you really want to try it though.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: isaacssv552 on March 26, 2016, 12:46:37 PM
Yeah, I closed the access because it is extremely outdated (version 0.65 of the game). I can reopen it if you really want to try it though.
I was going to try and see if I could get it to work, probably by adding the normal ships to the game and the boss type ships to the IBB. I'd probably just remove the weapons/ships and add them either to the IBB, the trade fleets, or the combat fleets. (Probably use the Owl as a Lions Guard unique ship and have everything else be either freighters or IBB.)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on March 26, 2016, 01:13:23 PM
Okay, I made the prototype accessible again, you should have no issue adding the ships to the factions however you'll have a harder time using the Anomalies as IBBs. Firstly because the whole IBB thing is extremely scripted in SS+, and then because those ships really aren't made for being in a fleet, thus weaker than most IBB targets.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: isaacssv552 on March 26, 2016, 03:29:52 PM
Okay, I made the prototype accessible again, you should have no issue adding the ships to the factions however you'll have a harder time using the Anomalies as IBBs. Firstly because the whole IBB thing is extremely scripted in SS+, and then because those ships really aren't made for being in a fleet, thus weaker than most IBB targets.
Thanks! If the anomalies are too weak I'll just buff them or possibly give them absurdly high deployment costs to hit the battle size limit and restrict my own fleet. As far as scripting goes I think I'll be okay, If I have too I'll just override the SSP_FamousBountyEvent script with an edited version.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: isaacssv552 on March 26, 2016, 07:30:34 PM
Is there any chance of the rest of the ships being released? I have the sprite for the Owl but nothing else from the spoilered stuff.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on March 27, 2016, 02:48:13 AM
Nope, not a chance. That would mean releasing the current dev with a lot of unfinished stuf and most of the anomalies. That would completely ruin the discovery, and would go completely against my decision of not revealing the truly juicy stuff I have prepared. Not happening.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: isaacssv552 on March 27, 2016, 05:52:58 AM
Nope, not a chance. That would mean releasing the current dev with a lot of unfinished stuf and most of the anomalies. That would completely ruin the discovery, and would go completely against my decision of not revealing the truly juicy stuff I have prepared. Not happening.
I was actually referring to just the ships folder and graphics files without even the descriptions.csv. Is the mod still being worked on?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on March 27, 2016, 06:02:23 AM
I would have released the current dev if it wasn't still worked on.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: isaacssv552 on March 27, 2016, 06:09:05 AM
I would have released the current dev if it wasn't still worked on.
So you're just holding out for a 1.0 build before releasing? (I had assumed that the latest version being for 0.65.2a meant it was on hiatus.)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on March 27, 2016, 09:16:23 AM
So you're just holding out for a 1.0 build before releasing? (I had assumed that the latest version being for 0.65.2a meant it was on hiatus.)
Quoting myself:
Well, the bad news is I estimate 4-6 months of work post 0.7 to get something playable done, and a solid 8 months to reach a polished state. The issue here is that I can't do incremental updates (and don't want to because spoilers). The whole systems needs to be in place from the get go, and adding the content won't take much longer since I already did a good chunk of it. But I also have some form of backup plan should the implementation I want be impossible/too complex to get right.
Turns out that was an optimistic estimate for many reasons (including a lot of work on other mods).
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: isaacssv552 on March 27, 2016, 11:14:55 AM
So you're just holding out for a 1.0 build before releasing? (I had assumed that the latest version being for 0.65.2a meant it was on hiatus.)
Quoting myself:
Well, the bad news is I estimate 4-6 months of work post 0.7 to get something playable done, and a solid 8 months to reach a polished state. The issue here is that I can't do incremental updates (and don't want to because spoilers). The whole systems needs to be in place from the get go, and adding the content won't take much longer since I already did a good chunk of it. But I also have some form of backup plan should the implementation I want be impossible/too complex to get right.
Turns out that was an optimistic estimate for many reasons (including a lot of work on other mods).
Good luck on that then. I'll just have to be satisfied with a firecane-less Guardian for now.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Gothars on March 27, 2016, 12:02:22 PM
Nope, not a chance. That would mean releasing the current dev with a lot of unfinished stuf and most of the anomalies. That would completely ruin the discovery, and would go completely against my decision of not revealing the truly juicy stuff I have prepared. Not happening.

Stay strong    (http://forum.brillkids.com/Smileys/emoji/thumbsup.png)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Starasp on March 27, 2016, 01:46:01 PM
So you're just holding out for a 1.0 build before releasing? (I had assumed that the latest version being for 0.65.2a meant it was on hiatus.)
Quoting myself:
Well, the bad news is I estimate 4-6 months of work post 0.7 to get something playable done, and a solid 8 months to reach a polished state. The issue here is that I can't do incremental updates (and don't want to because spoilers). The whole systems needs to be in place from the get go, and adding the content won't take much longer since I already did a good chunk of it. But I also have some form of backup plan should the implementation I want be impossible/too complex to get right.
Turns out that was an optimistic estimate for many reasons (including a lot of work on other mods).

Keep at it man, this looks like a lot of fun if you can make it do what you wanted to do.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Wild Card on March 31, 2016, 12:30:23 AM
Hey just stopped by to whish you good luck, this mod looks very promising...it certainly smt that SS needs (in my mind) . I do hope you get it to completion ( :) for us lazy bastards that just want to play it.) The ideeas behind it are really unique
Annyways GL ;D
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Orikson on April 12, 2016, 05:20:07 PM
Hello Mr. Mod, a question to you I have. Is the Seeker alive and well, fleeting through the stars; or has it got caught, by the gravity of a hole, so deep as to banish all light?

I'm just having fun rhyming my words here.

Anyway, by incorporation into Starsector+ somewhere on the horizon; does that mean this mod is finished? Or is becoming one of the supported mods in the Starsector+?

Love the design and the teasing, but haven't actually managed to play it (I started for the first time on 0.7.2 a month ago I think).

EDIT: Ignore the part about Starsector+ intergration, it's getting disbanded. Anyway, how's this mod going?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on April 14, 2016, 12:14:04 PM
You'll find your answer just five posts above yours.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: samsaq on May 01, 2016, 11:25:29 AM
Just saw this post and I am HYPED  ;D
(http://i.imgur.com/IcOqh.jpg?fb)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: YuiTheModder on November 21, 2016, 04:02:33 PM
Hi there, I'm an avid fan of Starsector and was wondering when this lovely mod is likely to be released? It really sparked my attention among all the other ship based mods and there seems to be nothing like it!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on November 21, 2016, 05:01:42 PM
Well, after nearly a year of hiatus doing the massive rebuild of Scy and waiting for 0.8 since I need some of the mechanics it will introduce, I'm about to resume working on this mod. Sadly that also means I have no idea when I'll have a playable version but I can say it won't be soon. If I were you I probably wouldn't hold too much hope for anything before next Spring.

And since nothing turned out as I hoped with this, it may even be way later.... =___=
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Morgan Rue on November 22, 2016, 01:21:39 PM
Waiting for exploration mechanics before you release your exploration mechanics? :P
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: DrakonST on April 23, 2017, 02:34:38 AM
Now at us is 0.8a. Whether there will be an updating of it mod?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on April 23, 2017, 02:54:41 AM
There's 6+ months woth of work before even thinking about releasing something. It will come, in time.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: DrakonST on April 23, 2017, 03:14:54 AM
There's 6+ months woth of work before even thinking about releasing something. It will come, in time.
It is necessary to wait very long...
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on August 27, 2017, 04:06:31 AM
(http://i.imgur.com/eLnuGUcl.jpg) (http://i.imgur.com/eLnuGUc.jpg)

 It's been quite some time but yes, Seeker is still alive. Now that all my other mods have reached a stable state I started working seriously on this again, and made some decent progress. The bad news is that I'm back to my initial spot: I need help to code some quite advanced features. Since it's been so long, I'm not even sure who proposed to help me the last time and for what anymore, and I'm hesitant to even try to bring back a team long gone.

 Reminder for those that never heard of Seeker: it is a mod that aims to seed the world of Starsector with unique encounters and quests, to provide some sense of mystery. It will feature some highly scripted battles with weird stuff, while other encounters will be solvable more peacefully... (check the OP for more details)

 In order to get out of development hell, I decided to work on a "lite" version of Seeker first: Without the Anomalies, but with most of the Artifacts and shorter secondary quests. That way the required common features can be tested and refined at a smaller scale instead of going for full size directly with the risk of failure and/or burnout. The "full" version of Seeker is still very much planned, but it will be much easier to implement after learning from the light version. The short list entails about nine quests related to man-made, often unique, special ships. The long list will add thirteen quests to that number. Currently, I am more or less 80% done with the combat assets from the short list, and all of them are at least in usable state. It's time to start working on the campaign side of things.

 The absolutely required campaign features that I now need and are way out of my league in term of coding are:
-A proper quest manager that keep track of every steps, status and encounters of multiple concurrent quests, and store them in the saves. It must also be able to handle quest branching in a dev friendly way.
-A custom battle script that handle the plethora of special ending conditions that will be required in the quests and properly communicate with the quest manager.
-A dialog manager that can accept CSV formatted dialog sequences and handles multiple alternate texts for the same line of dialog. A variant of this script might be required to feed the in-battle context dialogs.

 So, if anyone here with some decent coding knowledge is willing to lend me a hand, you are more than welcome to the team!

 As for other type of help, I would rather wait for the campaign integration to be on rails before possibly looking for a hand with writing dialogs.

Mandatory spoiler of the latest ship I added (keep away if you like surprises):
Spoiler
(http://i.imgur.com/ncfoAtv.gif)   (http://i.imgur.com/PAQUkFm.gif)
[close]
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Ahne on August 27, 2017, 04:26:18 AM
Stunning, i hope it will finish before SS 1.0 releases  ;), cant wait to have a fully fledged out seeker mod enabled with a new playthrough!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Mr. Nobody on August 27, 2017, 07:22:49 AM
The second ship

Sol Dios Orbit, we meet again.
Spoiler
(https://vignette3.wikia.nocookie.net/armoredcore/images/5/59/Sample_2de2ab087278795086e25a6b8be276466c59f174.jpg/revision/latest?cb=20100904073804)
[close]
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Althaea on August 28, 2017, 12:02:38 AM
I keep clicking the spoilers.  :-\

Unfortunately, being barely literate enough to even tweak code, I can't help with any of those three things. Feel free to keep me in mind when it comes to writing the dialogue itself, though, if only as a spellchecker.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: StarSchulz on August 28, 2017, 12:44:59 AM
That's one crazy looking thing you have there. Wish i could help but i can barely even add a ship to the game, lol
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: AxleMC131 on August 28, 2017, 12:48:18 AM
If I was a little more clever at coding or had a bit more spare time, I'd love to help! :'(

Seeker has always looked like an exceptional concept to me, and I really do want to see it grow to fruition.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Thaago on August 28, 2017, 12:50:12 AM
I'm going to take a crack at making the quest manager - if anyone is also interested we can talk on Discord with Tartiflette.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: etherealblade on August 31, 2017, 04:30:34 AM
I've always had hope. It is good to see this indeed.  ;D
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: drugon on October 19, 2018, 11:27:13 PM
I'm wondering is the progress with this still going?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on October 20, 2018, 12:53:48 AM
The quest part of this mod is thoroughly stalled until 0.9 hopefully provides some much needed tools to make it work. But if you head to the Unofficial Discord, there I released a decently sized ship/weapon pack with the not-too-crazy content of the mod.

http://fractalsoftworks.com/forum/index.php?topic=11488.0

(I decided against releasing it in here because it's not what Seeker should be)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: drugon on October 20, 2018, 05:44:22 AM
Ah OK. I was interested in that artifact part that reminded me about Vangers and Nexus: The Jupiter Incident. And Roadside Picnic of course (probably more known for its game adaptation - S.T.A.L.K.E.R.). So will wait for 0.9 and fresh release of the mod. ^_^
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Gothars on October 24, 2018, 06:12:22 AM
(I decided against releasing it in here because it's not what Seeker should be)

Thank you for protecting the integrity of this poject! I really hope .9 helps you out.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Vulpis on December 26, 2018, 04:53:04 PM
Hey, since 0.9 is out do you know if it is helpful for your coding of this mod yet?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: dftst0 on December 26, 2018, 09:36:11 PM
Be patient.

There's 6+ months woth of work before even thinking about releasing something. It will come, in time.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: vorpal+5 on May 30, 2019, 08:45:53 PM
Any update on this one? Also I searched the 7 pages for a compatibility reference, would it be compatible with Nexerelin?

Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Oblivion on May 30, 2019, 10:50:50 PM
Any update on this one? Also I searched the 7 pages for a compatibility reference, would it be compatible with Nexerelin?


There are a couple dev versions of mods out in the Discord Server (https://discord.gg/TBhcFNh), Seeker being one of them. It's compatible with Nexerelin since it’s pretty much just a ship pack right now.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: vorpal+5 on May 31, 2019, 12:16:21 PM
But it adds events to trigger these fleets, right?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Oblivion on June 15, 2019, 09:02:12 AM
It doesn’t. All it does is add a bunch of ships (with a few unique ones) to the current factions. Somebody probably already answered your question but eh what’s the harm \_(._.)_/
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Hrothgar on July 12, 2019, 04:16:23 AM
Still why it is not upgraded here? it's compatible with 0.9.1 .
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on July 12, 2019, 04:19:45 AM
Because the barebone ship pack thingy available on Discord is nowhere near what this mod is supposed to be. It hopefully will be someday, but right now it's just not the same thing.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Hrothgar on July 14, 2019, 01:27:50 AM
That make sense. Good luck with this mod.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Nartex on September 17, 2019, 09:18:50 AM
Hey i get an error when trying to boot up the game

 (Error loading [graphics/SEEKER/ships/hidden/SKR_balisongTip.png] resource, not found in) and then a bunch of text that lists up all the mods i have.

I would love some help, the mod looks awesome.

Thanks
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on September 17, 2019, 09:35:04 AM
That's a case issue since Linux/MacOS is case sensitive. Just rename "SKR_balisongTIP" into "SKR_balisong_Tip"
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Nartex on September 17, 2019, 09:47:56 AM
Thank you! ;D
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tackywheat1 on September 27, 2019, 06:16:49 PM
Wow... Just fought a Remnant raid (Large legions) with no Radiants but 5 NOVAs and a Solar. Barely pulled off a victory and that was with 2 Sindrian Strike forces helping (large 20 capital, 100 ship fleets). lost my first Paragon. Wow are NOVAs scary
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Hrothgar on September 28, 2019, 12:55:50 AM
Nameless is as scary and it comes with plethora of unique weapons .
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on September 28, 2019, 12:58:35 AM
Nameless is as scary and it comes with plethora of unique weapons .
Nameless is from Thalan though
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Hrothgar on September 28, 2019, 01:16:01 AM
Yep, i dont specified from what it is i just remembered it's not from Seeker.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: maoid on October 14, 2019, 07:28:40 AM
I'm uh. Very blind. Where is the download link?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on October 14, 2019, 07:39:50 AM
For many reasons Seeker is not yet available on the forum. There is however a bastardized ship-pack version of the mod available on the Discord.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: maoid on October 14, 2019, 07:45:21 AM
Right, right. I remembered downloading the ship pack. Forgot about that bit. Mb.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: ASSIMKO on October 18, 2019, 07:00:14 PM
And the version for 0.9.1a ???
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Dostya on November 09, 2019, 09:07:42 PM
With regards to the Ravager Mk. 3: I thought I was going crazy when I kept losing my ships' shields while I effectively fed two combat capitals to a [REDACTED] because of it. Now I need to go rethink my farming strategy. Thanks, I hate it.

;)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on November 10, 2019, 01:09:32 AM
Admitedly there is an issue of rarity when it comes to those and the remnants. They should have one in a blue moon. But unlike other factions, they get the best hardware in priority, meaning that if I make the ravager rare to the remnants, it basically won't be used by other factions. So that's troublesome.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: ASSIMKO on November 18, 2019, 04:03:23 PM
(http://i.imgur.com/X8ImXM5.jpg)

https://youtu.be/6LwGOUI8tz4


Prototype release: Three missions as an appetizer.



Uauuuuuuuu !!! Magnificent this video presentation. Looking forward to testing. Congratulations!!!! 8) 8) 8) 8) 8)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: STOLKAH on December 29, 2019, 12:57:37 AM
Cant wait to try this!  :)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Daynen on December 29, 2019, 12:06:31 PM
Fascinating.  Looking forward to seeing the full version; I see real potential here.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: TheLoneCenturion on January 02, 2020, 10:59:21 AM
I absolutely LOVE space exploration events, I also love catastrophic random events that effect everyone in range and change the pace of the game.

I loved your other mods and wish you the best on this one, I would love to play it when ready.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: okj on January 08, 2020, 07:05:57 PM
Is it just me or does the glare have a nasty knockback? Flung every ship i shot at out of range which is already very short for the glare
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on January 08, 2020, 10:28:16 PM
It has. And it's meant to go with the Dawn, a ship that has a builtin mine deployment weapon and a phase skimmer..... See what I did there?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: okj on January 10, 2020, 07:08:23 AM
Oh, new combo to check out  :D. Quick side question, how do you make emp weapon have arc? like the tachyon beam and ion canon? I'm fiddling around with custom weapon but cant seems to figure out. Am using the S&W editor.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: AxleMC131 on January 10, 2020, 01:04:59 PM
Quick side question, how do you make emp weapon have arc? like the tachyon beam and ion canon? I'm fiddling around with custom weapon but cant seems to figure out. Am using the S&W editor.

(This is unrelated to Seeker, so should be in its own thread)

You need to add a special onHitEffect or beamEffect. Try opening the weapon file for the Ion Beam or the projectile file for the Ion Cannon's "bullet", and you'll see near the top a reference to an effect script.

Code
...
"specClass":"beam",
"id":"ionbeam",
"beamEffect":"com.fs.starfarer.api.impl.combat.IonBeamEffect",
...

Code
...
"id":"ioncannon_shot",
"specClass":"projectile",
"onHitEffect":"com.fs.starfarer.api.impl.combat.IonCannonOnHitEffect",
...

If you can't find those files, go into the starsector-core folder, find "starfarer.api.zip" and open that up. They'll be hiding in there at the corresponding file paths.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: FinalTwist on March 05, 2020, 11:32:13 AM
Hi, really interested in this mod, but i notice its from 2015 with an older game version... is there a version out there that is for .91?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Grievous69 on March 05, 2020, 11:33:58 AM
There is on the unofficial Starsector Discord
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: TaylorItaly on March 05, 2020, 01:43:58 PM
Can you please give us a link ?
I did not find it.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Grievous69 on March 05, 2020, 01:48:05 PM
http://fractalsoftworks.com/forum/index.php?topic=11488.0
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: TaylorItaly on March 05, 2020, 01:52:43 PM
 ;D
Thank you , but i mean a link to the version of the mod , i can not find it on discord....
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: TimeDiver on March 05, 2020, 02:05:26 PM
;D
Thank you , but i mean a link to the version of the mod , i can not find it on discord....

SEEKER_UC_v0.300DEV.zip should be the latest (preview) release.

EDIT: Link removed per request of mod author.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: TaylorItaly on March 05, 2020, 03:59:38 PM
Thank you very much !!!!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on March 06, 2020, 09:25:06 AM
Fyi I do intend to bring Seeker back to the forum (relatively) soon... That is after the big diable update though, so maybe this summer? Too much work, so little time.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: TaylorItaly on March 06, 2020, 11:44:51 AM
That are good news.

May i ask , why you do not allow dl from this forum ?
I added it yesterday to my game  and it bring a lot of good stuff into my AO / Nex Universum , i really like it !!!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Tartiflette on March 07, 2020, 03:27:08 AM
The short version is that the current release is entirely different from what Seeker was supposed to be. Whith almost none of the planned content and features. I want to bring it back here when it is at least somewhat in the ballpark of what I promised.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Starteri on March 14, 2020, 01:58:05 AM
This sounds fun. I'll wait patiently  ::)
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: EniesLobby7 on March 14, 2020, 03:19:38 AM
That is after the big diable update though
I am checking the forums everyday just to see that
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: EdisonTrent on March 14, 2020, 02:26:34 PM
I'll also be checking back here as I accumulate new mods.
A spacefaring greenhouse is right up my ally for SciFi "should haves" regarding interstellar tech.
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Bhdeale on March 23, 2020, 09:00:53 AM
This mod sounds exactly like what I'd want to add to my Starsector game :) Looking forward to whatever you make!
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Stelarwand030 on June 01, 2020, 02:56:50 PM
I am pretty sure this is the right mod... if not tell me.

The missile Akita has a knockback/push back effect that when it hits an enemy ship pushes it a pretty good distance. Its kinda annoying when I then have to chase after the enemy ship when the push back effect is greater then my ships speed. Not to mention when the enemy ship is pushed off the battle field. Is there any way to remove the effect?
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: WWladCZ on September 01, 2020, 11:26:51 PM
Hello for some reason I cannot launch this mod. For debugging I tried turning off the mod and the game launches as it should. I´d love to play this mod.
The window says
Fatal: JSONObject not found  :(
Title: Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
Post by: Histidine on September 02, 2020, 12:09:46 AM
Are you trying to play Seeker on Starsector 0.9.1? The forum version is out of date, you need the new test version from the Discord server (http://fractalsoftworks.com/forum/index.php?topic=11488.0).