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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.65.2a] Seeker (Dead. Click on the signature to get to the new Seeker mod)  (Read 123067 times)

Tartiflette

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #45 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]
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agigabyte

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #46 on: December 01, 2015, 02:47:09 PM »

This mod looks awesome. Definitely keeping an eye on this one.
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Maelstrom

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #47 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!
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Weltall

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #48 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!
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Ignorance is bliss..

Creepin

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #49 on: February 04, 2016, 07:47:51 AM »

It is not dead yet, right? Right!? :)
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Tartiflette

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #50 on: February 04, 2016, 08:00:31 AM »

---------'\,^--------------'\,^--------------'\,^--------------'\,^-------    34 nbp
             Bip                     Bip                    Bip                     Bip               08 rpm
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sycspysycspy

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #51 on: February 04, 2016, 09:22:15 AM »

---------'\,^--------------'\,^--------------'\,^--------------'\,^-------    34 nbp
             Bip                     Bip                    Bip                     Bip               08 rpm
That cant be healthy...
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Starasp

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #52 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!
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Setuna

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #53 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!
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Toxcity

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #54 on: March 05, 2016, 03:55:32 PM »

It's this mod. I think it is some sort of missile ship.
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isaacssv552

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #55 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.
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Tartiflette

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #56 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.
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isaacssv552

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #57 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.)
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Tartiflette

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #58 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.
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isaacssv552

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Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« Reply #59 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.
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