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Author Topic: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)  (Read 19352 times)

NikoTheGuyDude

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Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« Reply #15 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.).
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Agalyon

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Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« Reply #16 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.
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Sinosauropteryx

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Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« Reply #17 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.
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Tartiflette

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Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« Reply #18 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If that's a Seeker weapon, you are using a version that has been outdated for 8 months.
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rawardy

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Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« Reply #19 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.
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Chairman Suryasari

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Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« Reply #20 on: December 08, 2020, 12:54:12 PM »

Why is that?
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"Do what the entire universe does, submit to the laws of nature."

rawardy

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Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« Reply #21 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.
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Tartiflette

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #22 on: December 15, 2020, 01:02:40 AM »


   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
            
[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]


This update is save compatible!
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Chairman Suryasari

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #23 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 :)
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Agalyon

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #24 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.
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Twilight Sentinel

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #25 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.
« Last Edit: January 02, 2021, 01:06:18 PM by Twilight Sentinel »
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Wyvern

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #26 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.
« Last Edit: January 03, 2021, 11:05:03 AM by Wyvern »
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Wyvern is 100% correct about the math.

Tartiflette

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #27 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.
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Wyvern

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #28 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.)
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Wyvern is 100% correct about the math.

Twilight Sentinel

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #29 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

[close]
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