Fractal Softworks Forum

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

Title: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Tartiflette on November 19, 2020, 11:48:42 PM
(https://imgur.com/aF4axXp.jpg)

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

(https://i.imgur.com/7A9DW9R.png)
Download (https://www.patreon.com/posts/79266950)
Nexus mirror (https://www.nexusmods.com/starsector/mods/50/)

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

Earliest save compatible version: 0.50

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

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

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

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

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

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

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

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

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

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

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

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

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

 
     Halligan-class cruiser

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

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

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

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

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

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

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

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

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

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


Changelogs

0.53

 - Added 3 new Nexerelin custom starts:
   . Mulligan!
   . Break-up Hanghover
   . A Knight's Tale

 - Fixed boss bounties not showing up
 - Fixed missing Siegfried description
 - Added missing limited descriptions for the bosses

 - Guru: 850 armor (+150), 7000 hull (-1000), 550 dissipation (+150)   
 - Devotee: 6 DP (+2)
 - Believer: Built-in ECCM and Expanded Missile Racks.
 - Cultist: Plasma Jets instead of Maneuvering Jets, 400 armor (+100)
 - Haymaker: hit feedback improved, 6 ammo (+2), 0 EMP (-400), 250 sustained DPS (+94)
 - Eager: hit feedback improved

0.52

[RC2]
 - Fixed crash related to the bosses' loot generation,
 - Fixed issue with Rampage not deploying,
 - Fixed issues related to the bosses' spawn locations,
 - Fixed issue with Plague-bearer wings not launching,
 - Fixed the Reality Drill script not being applied.

BALANCING:
 - Minor and major tweaks to the Umpire Beam and Whiplash Blaster.
 - Augur-class EMP Discharge system cooldown halved down to 8s.
 - Hedone-class Time Splitter system CR cost doubled to 2% per use.

BUGFIXES/IMPROVEMENTS:
 - Fixed an issue with the Balisong system.
 - Fixed Tumbleweed's Drone system missing a description.
 - The Titanic wreck should spawn further away from blackholes.
 - BOSSES:
   . Clarified some special items descriptions,
   . Lots of improvements and fine-tuning,
   . Double wreck drops should hopefully no longer happen,
   . Added more ways to get pointed in the right directions,
   . Broke the monolithic fleets in multiple smaller ones,
   . Changed the final boss' ship system,
   . All bosses ships have exceedingly slow post battle repairs. Go at them a second time if the first assault failed without losing your "progress",
   . Boss bounties now have a 10 years deadline,
   . More goodies in salvage!
 - Plague-Bearer LCPs can no longer be mounted on non Plague-Bearer ships, removed the Quarantined Flight Deck hullmod.
 - Proofreading...

0.51

[RC2] Fixed most (all?) crashes related to the "Lucky Strike" Nexerelin start.

NEW CONTENT:
 - Added 6 new special bounties that point towards exploration-based content (if you have yet to find it after a certain amount of time).
 - Added 2 new Nexerelin custom starts to twist the formula a bit.

BUGFIXES/IMPROVEMENTS:
 - 557-class: Fixed system not applying the main gun extra ammo properly.
 - Improved armor grid of the Halligan and the other gunships. They are now also displayed "naked" in refit.
 - All the rare-but-not-unique bounties now have much spicier loadouts.
 - All bounty captains now have better suited skills.
 - Many ship descriptions got a much needed polish pass.
 - Made all the plague-bearer encounters approximatively 267% audio-visually more impressive.


0.50

NEW CONTENT:

 - Added 13 special bounties to hunt the unique ships. Those no longer appear in random fleets.
 - Added 10 early-game bounties giving access to rare ships if you are up to the challenge.
 - Plague-bearers:
   . Now spawn in random systems.
   . Will aggressively hunt the player once attacked.
   . Drop some *very* compelling new rewards.
   . Now has a custom musical theme, composed by Mesotronik, and made possible by the donations from all my generous patrons.

BALANCING:

 - Augur-class frigate:
   . Added one small missile hardpoint to improve the ship's behavior and its use of the system,
   . EMP Discharge system cooldown raised to 15s from 10,
   . Shield efficiency improved to 0.6 from 0.7,
   . OP amount raised to 50 from 40.

 - Endymion-class frigate:
   . Hull and armor raised to 2250/200 from 1000/100,
   . Flux dissipation raised to 350 from 275,
   . Small hardpoints now UNIVERSAL from MISSILE,
   . OP amount raised to 70 from 60.
   > The Hyperion got such a huge jump in power in 0.95!

 - Hedone-class:
   . Time Splitter system default time acceleration reduced to x10 from x16,
   . Time Splitter time acceleration raised to x15 with the System Expertise skill,
   . OP available raised to 50 from 45.
   > The Hedone should still be amazing while it lasts, but also a smidgen more versatile now

 - Marksman-class:
   . Perfect reloads now triples the damage of the next shot instead of doubling it.
   . Reload system tweaked to behave better with high level officers.
   . Reload system gets much easier to use with the System Expertise skill.
   . Hull and armor raised to 7000/750 from 5000/500.
   > The ship was a bit underwhelming for its fragility so this should fix that.

 - 557-class:
   . Flux dissipation increased to 600 from 400.
   . Redline ship-system no longer generates flux on activation.
   > While somewhat fun, it was difficult to let the main gun rip given how flux starved the ship was

 - Bullhorn-class: Booster system now gains charges from the System Expertise skill instead of the Expanded Ammo Racks hullmod.

 - Tumbleweed-class:
   . Medium turret is now UNIVERSAL from HYBRID (to avoid some possible weapon type issues when restoring the pirate variant into a regular Tumbleweed)
   . Drone system now now has 2 charges from 8,
   . Now gets one additional drone every 20s.
   > Mostly cleanup for odd behaviors.

 - Balisong-class:
   . System charging no longer affects the engines performances (it still dramatically lowers the firepower)
   . System charging is now significantly faster with the System Expertise skill.
   . Shield is now a bubble front shield at 0.7 efficiency, from a omni 180deg shield at 0.8 efficiency.
   > That last change should hopefully fix most of the issues with modules getting shot off through shields.

 - Clipper-class: Missile Fab system now generates ammo faster with the System Expertise skill.

 - Quicksilver-class:
   . A few mounts are now UNIVERSAL from ENERGY and SYNERGY.
   . Denial Pulse system range lowered to 1200 from 2000, but respects the x2 System Expertise skill bonus.
   . Overload duration now scales with hull sizes. Unchanged at 3s for frigates, up to 6s for a capital ship.
   . Charge up slightly shortened.
   > The pulse effect was a bit anemic compared to how grandiose it is visually.

 - Siegfried-class dreadnought:
   . Now uses a hullmod-swap system to change the configuration of the hull rather than three different hulls.
   . Choose between ATC plus High Maintenance or a true shield,
   . two flight decks plus a Burn Drive system on toggle or the Flux Torpedoes system,
   . two built-in Firecane turrets or a broadsider configuration with four additional large slots plus HBI.
   > The system is currently a bit jank and is most likely to be replaced by a proper paid-for dry-dock reconfiguration at some point. But given that it is now a unique ship, this will have to do for the moment.

 - Titanic-class: Now has Advanced Ground Support.

 - Erasmus-class wing:
   . Rocket pod ammo reduced to 10 from 15,
   . Fire-rate increased to 240 rpm from 45,
   . Minor tweaks to make it more usable by the AI.
   > This wing should now properly operate like bombers.

 - Gatling Lance weapon:
   . Flux requirement lowered to 480 from 600.
   . Now causes Strong Interferences instead of Mild.
   > Using two of them will cause a 160 flux dissipation reduction from interferences, meaning you are still 80 dissipation ahead from before when firing. A more interesting proposition imo...

 - Plague-Bearers:
   . Assortment of buffs to some weapons, and slight nerfs to some of the ships.


BUGFIXES/IMPROVEMENTS:
 - Avatar of Vengeance Nexerelin start is restored.
 - Fixed White-dwarf's inverted guns and their modules.
 - Plague weapons and LCPs should no longer drop from research stations.
 - Fixed NPE with the Marksman-class system under AI control.
 - Fixed NPE with the Augur-class system.
 - Fixed mission crash due to missing background.
 - Fixed Demeter-class generating revenue while mothballed.
 - Kaleidoscope will ignore flares if IPDAI is installed.

0.42

Barebone compatibility update for 0.95a

0.41
BALANCING:
 - Quicksilver-class: increased OP amount to 230 from 200.

0.407

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

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

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

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

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

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

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

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

0.406

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

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

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

BUGFIXES/IMPROVEMENTS:

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

[close]

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

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

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

Made with Trylobot and Deathfly's Ship Editor (http://fractalsoftworks.com/forum/index.php?topic=375.0)

To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Seeker and/or change it however they want.

In the meantime, Seeker's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.405 (2020/11/19)
Post by: Wyvern on November 20, 2020, 09:00:23 AM
Ooh, shiny!

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

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

major spoilers, don't ruin it for yourself

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

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

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

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

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

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

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

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


Changelog

0.406

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

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

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

BUGFIXES/IMPROVEMENTS:

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

[close]


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

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

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

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

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

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

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

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

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

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

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

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

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

Changelog

0.407

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

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

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

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

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

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

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

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

[close]


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

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

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

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

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

[attachment deleted by admin]
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: IonDragonX on January 13, 2021, 09:27:44 AM
Good day everybody I have this problem right after the load to the main menu. Doesn't matter which mods I use with this. Can anyone help me with this?
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=19414.0;attach=5711;image)
That error references MagicLib.
I suggest that you delete the folders Mods/MagicLib and Mods/SEEKER_UC and start over from the DL links. There's a possibility that unzipping the files corrupted a file.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Worstplayer007 on January 13, 2021, 10:00:02 AM
Good day everybody I have this problem right after the load to the main menu. Doesn't matter which mods I use with this. Can anyone help me with this?
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=19414.0;attach=5711;image)
That error references MagicLib.
I suggest that you delete the folders Mods/MagicLib and Mods/SEEKER_UC and start over from the DL links. There's a possibility that unzipping the files corrupted a file.

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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


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

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

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


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

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

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


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

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

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

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


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

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

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



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

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


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

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

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

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

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

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

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

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

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

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

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

Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Tartiflette on February 25, 2021, 08:19:02 AM
Well, now it has both Expanded Magazines, and Expanded Missile Racks built-in. Just to make the weapon choice in the synergy mounts a tad more significant.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: bluevulture on March 25, 2021, 11:03:14 AM
So, I don't know if this is a conflict with any of the other 70+ mods I have installed, but for some reason the Butterfly just doesn't want to fire it's revolver when under AI control. I started a new playthrough with the infernal wagon start from underworld, and got the butterfly as a part of my fleet, so I'm obviously not flying it. I tried removing all the hullmods, weapons etc. and still the AI doesn't fire the revolver. It always auto-turns off the autofire, and the only time it fires the weapon is when I manually fire it, and immediately switch AI on.

Does anyone else have this problem?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: cjuicy on March 25, 2021, 10:22:28 PM
So, I don't know if this is a conflict with any of the other 70+ mods I have installed, but for some reason the Butterfly just doesn't want to fire it's revolver when under AI control. I started a new playthrough with the infernal wagon start from underworld, and got the butterfly as a part of my fleet, so I'm obviously not flying it. I tried removing all the hullmods, weapons etc. and still the AI doesn't fire the revolver. It always auto-turns off the autofire, and the only time it fires the weapon is when I manually fire it, and immediately switch AI on.

Does anyone else have this problem?
Are you using any mods which affect autofire/targeting AI? There's a couple out there, and you've had to known you picked them up if you did.
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: Chairman Suryasari on March 26, 2021, 12:15:56 AM
Did you use a mod that alters weapon behaviour or AI? And did you install clean when updating the mod?

Oh, and one more, did you install Missiles and Sundry?
Title: Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
Post by: bluevulture on March 26, 2021, 01:08:19 AM
I honestly don't know if any of the mods change AI, but they shouldn't. At most maybe some of the utility mods might? I always do clean installs, and no I don't have Missiles and Sundry.
List:

Spoiler
{"enabledMods": [
  "Adjusted Sector",
  "armaa",
  "raccoonarms",
  "lw_autosave",
  "blackrock_driveyards",
  "HMI_brighton",
  "clearCommands",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "sun_fuel_siphoning",
  "galmart",
  "HMI_SV",
  "HMI",
  "hte",
  "hypernet",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "kadur_remnant",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "more_hullmods",
  "Neutrino",
  "sun_new_beginnings",
  "nexerelin",
  "ORA",
  "pearson_exotronics",
  "portrait",
  "PulseIndustry",
  "$$rebalanced_pilums",
  "roider",
  "sad",
  "tahlan_scalartech",
  "SCY",
  "SEEKER",
  "shabro",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "stellics",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "THI",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "US",
  "URW",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "toggleWeapons",
  "XhanEmpire",
  "shaderLib"
]}
[close]

After playing for a bit more I noticed that it starts firing consistently when low on health, so I don't know. I'm just going to reinstall my mod list, in case I didn't install everything as cleanly as I should've.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on March 27, 2021, 03:33:41 PM
(https://i.imgur.com/W4XZyF7h.jpg)


Quick update for Starsector 0.95a. It doesn't leverage any of the new features yet, but should work fine nonetheless.

Download available here (https://www.patreon.com/posts/49286341)
Earliest save compatible version: 0.42


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Patrick Swayze on March 28, 2021, 11:38:21 AM
Dear Tartiflette,

Are you aware the mod's missions are busted. Error messages about backgrounds when trying to test out the ships.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on March 28, 2021, 12:06:05 PM
Dear Tartiflette,

Are you aware the mod's missions are busted. Error messages about backgrounds when trying to test out the ships.
I wasn't aware so thanks for the report.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: starbow on March 30, 2021, 10:40:21 AM
Had to create an account to tell you that the Quicksilver is a work of art. Just wow, love it.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on March 30, 2021, 12:08:54 PM
Thanks a lot! Glad to hear you are enjoying it.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Cy420 on March 31, 2021, 09:43:41 PM
So I got my hands on two Hedons and hooooly *** these things can eat an onslaught for breakfast
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on March 31, 2021, 11:25:23 PM
Yeah, lots of things will need changes with the new skills and bonuses. Although Hedones are particularly well suited to deal with an Onslaught.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: destarius on April 01, 2021, 01:10:28 PM
Just registered an account to let you know that this mod is amazing!

Just a bug report: I encountered the Rampage Ship which had a quest symbol on it, but after I defeat it, the game CTDs with a null error.

I'm running RC12 with just a few mods: magiclib, lightshow, graphicslib, lazylib, Torchships and Deadly Armaments.

Quote
475631 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1834)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1562)
   at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Xveers on April 01, 2021, 02:16:02 PM
Thank you for putting this mod up. Just had to create a forum account to mention that I just got the reference to the 557-Class Destroyer, and that's only after my friend made the connection first. Cruisers fear her, and battleships want to be her!
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 01, 2021, 10:32:01 PM
Just registered an account to let you know that this mod is amazing!

Just a bug report: I encountered the Rampage Ship which had a quest symbol on it, but after I defeat it, the game CTDs with a null error.
Thanks, I'm aware of that issue but I have yet to find the time to investigate it.

Thank you for putting this mod up. Just had to create a forum account to mention that I just got the reference to the 557-Class Destroyer, and that's only after my friend made the connection first. Cruisers fear her, and battleships want to be her!
I... Well it is a reference, but by the sound of it maybe not that one.
https://youtu.be/-xZ6n033zI4?t=385 (https://youtu.be/-xZ6n033zI4?t=133)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Xveers on April 02, 2021, 01:53:12 AM

Thank you for putting this mod up. Just had to create a forum account to mention that I just got the reference to the 557-Class Destroyer, and that's only after my friend made the connection first. Cruisers fear her, and battleships want to be her!
I... Well it is a reference, but by the sound of it maybe not that one.
https://youtu.be/-xZ6n033zI4?t=385 (https://youtu.be/-xZ6n033zI4?t=133)

That's absolutely hilarious, because 557 is also the hull number of USS Johnston, one of the Destroyers that defended the US Navy's Taffy-Three formation at the battle of Samar. She singlehandedly crippled one IJN heavy cruiser (the Kumano) by blowing off her bow with a torpedo before then engaging the IJN battleship Kongo with her 5" main battery. Later in the engagement she engaged another heavy cruiser that was firing on one of Taffy-Three's carriers, and after that tangled with a squadron of escorting destroyers before she finally was crippled by cruiser and battleship fire. So I'd say your 557-Class gets two damn good references for the price of one.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: mattroyal363 on April 06, 2021, 06:20:04 AM
My game crashes when trying to salvage a plague bearer ship from a fleet I just defeated.

113686 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$3.pickedFleetMembers(FleetInteractionDialogPluginImpl.java:1583)
   at com.fs.starfarer.ui.newui.FleetMemberRecoveryDialog.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 06, 2021, 06:52:41 AM
Sadly that bug has been fixed with the latest MagicLib update, but only for new games, not existing ones. I'll see if I can update Seeker at some point with a script that fixes existing saves, but no promise as I am quite overworked by my day jab already.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: taerkar on April 06, 2021, 09:08:37 AM

Thank you for putting this mod up. Just had to create a forum account to mention that I just got the reference to the 557-Class Destroyer, and that's only after my friend made the connection first. Cruisers fear her, and battleships want to be her!
I... Well it is a reference, but by the sound of it maybe not that one.
https://youtu.be/-xZ6n033zI4?t=385 (https://youtu.be/-xZ6n033zI4?t=133)

That's absolutely hilarious, because 557 is also the hull number of USS Johnston, one of the Destroyers that defended the US Navy's Taffy-Three formation at the battle of Samar. She singlehandedly crippled one IJN heavy cruiser (the Kumano) by blowing off her bow with a torpedo before then engaging the IJN battleship Kongo with her 5" main battery. Later in the engagement she engaged another heavy cruiser that was firing on one of Taffy-Three's carriers, and after that tangled with a squadron of escorting destroyers before she finally was crippled by cruiser and battleship fire. So I'd say your 557-Class gets two damn good references for the price of one.

They just found the USS Johnston.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Xveers on April 06, 2021, 01:06:18 PM
They just found the USS Johnston.

That would be what sent me on that whole bit of mistaken madness, yes :D
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Lord Heart Night on April 11, 2021, 01:23:25 AM
I am so grateful for this mod, it truly belongs on any must have on any playthrough i play but i have noticed that some of the [REDACTED] in this mod are not being spawned by either the [REDACTED] or any of my bases if use the blueprints of the same ships

[attachment deleted by admin]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Achilles42x on April 13, 2021, 09:05:57 PM
Hey Tartiflette, love these ships.

I stole myself a Space Farm. How do I make use of it? Does it have to be in my fleet to make money for my system?

Or does it just make money passively when you are in the right type of system?

Thanks!
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 13, 2021, 11:11:08 PM
If you have it in your fleet, and you are in a system with large colonies, you'll see numbers pop up from your fleet. That's when it works.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Dudley Dickerson on April 14, 2021, 08:35:15 AM
Besides spawning as derelicts on map generation and showing up on a market once in a blue moon, what other methods are there for finding the more rare ships? Is it possible to find every ship on one save? Using Nex if that matters.
Great mod by the way.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 14, 2021, 09:10:56 AM
For now, there aren't any other ways. Ultimately, half of them will be more or less the same, but the other half will be unique bounties, unique roaming fleets, mini-quests or unique wrecks with a much more controlled seeding.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Retagin on April 14, 2021, 05:59:23 PM
I am getting a pretty consistent crash right after defeating the world eater titan thingy. I finish the fight, usually loose my apogee, and when I go to the salvage screen starsector crashes.

10653181 [Thread-7] INFO  sound.O  - Cleaning up music with id [UnidentifiedContact.ogg]
10653409 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [TimeSensitive.ogg]
10653410 [Thread-9] INFO  sound.null  - Playing music with id [TimeSensitive.ogg]
10697266 [Thread-7] INFO  sound.O  - Cleaning up music with id [TimeSensitive.ogg]
10697452 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
10697453 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
10712041 [Thread-3] INFO  sound.O  - Cleaning up music with id [DysonSphere.ogg]
10712041 [Thread-3] INFO  sound.O  - Cleaning up music with id [Stellar_Rust.ogg]
10712055 [Thread-7] INFO  sound.O  - Cleaning up music with id [faction_generic_market_01_hostile_var01.ogg]
10712316 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1834)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1562)
   at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
10712474 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
10712474 [Thread-9] INFO  sound.null  - Playing music with id [faction_generic_market_01_hostile_var01.ogg]

I saw earlier in the thread that a magiclib update fixed a salvage bug, but considering that I downloaded magiclib after that post I don't think thats it.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Retagin on April 14, 2021, 06:18:31 PM
Nevermind, I am being dumb. I downloaded magiclib 3 hours before it updated to 0.33  :)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Lord Heart Night on April 17, 2021, 01:37:45 AM
If you have it in your fleet, and you are in a system with large colonies, you'll see numbers pop up from your fleet. That's when it works.

Excellent, thank you. Cant wait to see the Hedgemony's reaction next time they insist on an ai inspection...
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Phenir on April 17, 2021, 07:34:44 PM
Crash after fighting plaguebearer fleet

Spoiler
156663 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:279)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1834)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainS tate(FleetInteractionDialogPluginImpl.java:2423)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:784)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:69)
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I updated magic lib after seeing the other post with this problem but it still crashes. Are all the fleets like this going to crash until I start a new game?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 17, 2021, 11:57:51 PM
From the release post of MagicLib:
Fixing up a few mistakes made during the rushed update for Starsector 0.95a.
     
    MagicUI should resize properly with UI scaling,     
    Fixed some mistakes with MagicCampaign fleet officers creation     
    Added support for 0.95a skills to MagicCampaign officers and fleets creation tools.

Please note that this will fix the crash when looting Seeker's bosses but only for new games, not existing ones.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Dudley Dickerson on April 18, 2021, 11:21:57 AM
Is the dithering on the Trailblazers rift weapon intentional, or is something wrong with my game?

Spoiler
(https://i.imgur.com/bi75QHK.png)
[close]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Sabaton on April 18, 2021, 11:34:23 AM
How difficult would it be to make captured plague ships consume metals instead of supplies for maintenance? I know it would make their logistics trivial but it would really fit their theme.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 18, 2021, 12:19:50 PM
Is the dithering on the Trailblazers rift weapon intentional, or is something wrong with my game?
That's a bug I need to fix someday.
How difficult would it be to make captured plague ships consume metals instead of supplies for maintenance? I know it would make their logistics trivial but it would really fit their theme.
Probably not that hard mechanically, but certainly more difficult UI wise. And something I would not do for such powerful ship! Interestingly I recently mulled over having a skill that makes ships swap up to 50% of metal for supplies to repair battle damage.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: IonDragonX on April 18, 2021, 01:21:27 PM
Interestingly I recently mulled over having a skill that makes ships swap up to 50% of metal for supplies to repair battle damage.
It'd be nice if that were part of the vanilla game...
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: captinjoehenry on April 18, 2021, 06:44:52 PM
Out of curiosity how are you supposed to find the Plauge ships?  Is it just blind luck finding them while out exploring?  or is there a quest I've never found that leads to them?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Histidine on April 18, 2021, 09:23:44 PM
Out of curiosity how are you supposed to find the Plauge ships?  Is it just blind luck finding them while out exploring?  or is there a quest I've never found that leads to them?
The ones I've found are all in visibly suspicious star systems (not part of a constellation).
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: QuinnDexter on April 18, 2021, 10:05:31 PM
Hi mate,

I really like most of the ships in this mod. Except for the one in this screenshot:

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

I don't know if it's the gray coloration or something with the details/shadows, but it immediately stands out as something that was modded in, which is not the case for most of the other ships, which blend in better with starsector's style. Otherwise, nice ships!
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 18, 2021, 10:55:55 PM
The ones I've found are all in visibly suspicious star systems (not part of a constellation).
Yeah, I have plans to change that.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Trensicourt on April 19, 2021, 08:25:49 PM
For some reason the Cassowary won't be at 0 flux (like it would fluctuate in the hundreds) and so it won't take advantage of its zero-flux boost. Any idea why?

Edit 1*

Actually, I tried it in my next run and that didn't happen. Idk why that occurred.

Edit 2*

It turns out when I try defending stations, the flux of Cassowary fluctuate alot around 500.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 19, 2021, 10:44:17 PM
I have no idea what would cause that. I have played a lot with the Cassowary and never seen that issue.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: EadTaes on April 21, 2021, 01:31:32 PM
I would really love if you could make a whole line of ships in the style of the Cassowary-class support battlecruiser.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 21, 2021, 02:50:04 PM
I have plans for a second ship in that style, but not a whole line of them no.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: EadTaes on April 22, 2021, 02:15:49 PM
 :(
I have plans for a second ship in that style, but not a whole line of them no.

Me sad now. Care to explain why? Just not up to it?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 22, 2021, 11:08:53 PM
Simple: it's not a "rare bird" if they produced a whole faction worth of these for each and every role.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: EadTaes on April 23, 2021, 01:34:01 PM
Simple: it's not a "rare bird" if they produced a whole faction worth of these for each and every role.
I see what you mean. But the aesthetics of it fits so well in the game for the Persean sector. And that is an issue I have with ship packs often. Sometimes some factions fit perfectly within the core worlds. Other times I feel they would fit on the fringes of the sector if you could travel 2x or 3x further away from the core worlds then you can in the vanilla map. Other factions I feel would only belong in systems that you should only be able to visit by using the rings to travel way beyond the sector like the mod of the same name. And I few others are like WTF is that eye sore abomination!

The style of that ship would fit well to a faction near the core or even on the edges of the vanilla map.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: tanith on April 26, 2021, 05:54:54 PM
Is there some secret to getting AI-piloted Augurs to use their EMP consistently? I was hyped when I picked up the Omen's weird brother, but the AI doesn't seem to understand how to use the ability.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on April 26, 2021, 11:15:24 PM
I need to look into it, there has been some changes with the AI that broke the system.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Shuka on April 27, 2021, 08:11:30 AM
This is pretty dope, thanks man.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Flacman3000 on May 01, 2021, 06:02:14 AM
Any idea how I can see an example of your Space farm hullmod script or dull? I wanted to take a look at it for my mod but I have no idea where to find it. Like in data/hullmods there is only hullmods.csv I'm a little confused about this. Is this how you managed to make the hullmod do nothing except give a description? or are the scripts somewhere else im not seeing?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Wyvern on May 02, 2021, 01:51:47 PM
There appears to be a memory leak with this mod. To replicate, start a new game, save, load the save, and then fly around for a few in-game days (around four, usually); you'll see the game all-but-freeze-up for a moment, and then a handful of seconds later, Starsector will pop up with a warning that there are two copies of campaign data in memory.

I've only been able to replicate this when I have, in fact, just started a new game, though, so as such things go it seems to be comparatively minor.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Patrick Swayze on May 02, 2021, 02:05:33 PM
There appears to be a memory leak with this mod. To replicate, start a new game, save, load the save, and then fly around for a few in-game days (around four, usually); you'll see the game all-but-freeze-up for a moment, and then a handful of seconds later, Starsector will pop up with a warning that there are two copies of campaign data in memory.

I've only been able to replicate this when I have, in fact, just started a new game, though, so as such things go it seems to be comparatively minor.

Yeah this has happened to me, Seeker does seem to be the culprit.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on May 03, 2021, 04:20:32 AM
Sadly I can't reproduce it with just Seeker enabled so it is either not the culprit, or the issue is caused by a combination of mods. Actually, of all my mods Seeker is one of the least susceptible to cause such issue since it barely does anything custom on the campaign layer. Scy did had a few memory leaks but those should be solved now with the latest update.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: HanPolo on May 03, 2021, 05:24:00 AM
Yo!
I recently discovered your mod. I ran into some of your ships in-game and they are beautiful! They are in general a bit too good, but they are gorgeous. The Balisong especially. Didn't see it in-game...was just skimming through the files. Just wanted to share my appreciation for your mod. Thanks!
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on May 03, 2021, 05:30:23 AM
They are in general a bit too good
??? Hand twitches toward the nerf bat.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Wyvern on May 03, 2021, 08:10:01 AM
Sadly I can't reproduce it with just Seeker enabled so it is either not the culprit, or the issue is caused by a combination of mods. Actually, of all my mods Seeker is one of the least susceptible to cause such issue since it barely does anything custom on the campaign layer. Scy did had a few memory leaks but those should be solved now with the latest update.
Just re-tested this, again, with: Starsector 0.95a-RC15, Seeker 0.42, LazyLib 2.6, MagicLib 0.34, and no other mods enabled. Reproduces perfectly: start a new game, skip the tutorial, save, load the game you just saved, wait about an in-game week.

(Edit: I do appreciate the SCY memory leak fixes, though; those were much more problematic than one that only happens on new game.)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Bub on May 03, 2021, 08:56:18 AM
They are in general a bit too good
??? Hand twitches toward the nerf bat.


Ohgodnonotthenerfbat
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: ThatBigBirb on May 04, 2021, 09:09:53 AM
Quote
- 557-class: (I swear I will make that ship fun to fly somehow)

I love the 557. I love the way it looks. I love the way it's supposed to dive in, unload its clip make HUGE holes in hull and armor and then slip away

Buuuuuut

The AI, no matter what personality type I put into it is always squirreling around at the edge of engagement and often fleeing from tiny frigates that pose absolutely no threat and requiring a command point to get them to do that whole diving in, murdering, and turning around to hunt the next target. Even with a wolfpack, the AI will perform the whole twiddling around at the edge of engagement, burning through their peak timer.

Any tips?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Amazigh on May 10, 2021, 12:11:56 AM
So been playing a game with seeker and i'm enjoying the mod in general. But:

Accelerated Missiles: If fired more than 45 degrees off of target they refuse to track targets. this feels like a bug as there is no note that they will behave like this, and they clearly have sufficient tracking capability when just launched and still at low speed to function if aimed off-bore.

Erasmus Bombers: While the player can know that they are meant to be used as support fighters, and maybe sent in to strike with their rockets against a weak/overloaded target. The AI just sees that they are classed as bombers, and recklessly sends them straight in to strike their target and more often than not to their death.
The main cause of this suicidal behavior appears to be their frag rockets which have quite a lot of ammo, Currently it takes 10.5 seconds for them to expend all rocket ammo from firing the first shot, assuming constant fire, which is an extremely long engagement time for a bomber. (and also means they aren't going back to reload on their missiles for all this time)
Two proposed ideas for a rework:
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Madskills on May 10, 2021, 06:39:37 AM
What a great mod, love it! I wish starsector had more weird redacted mods adding special and unique tech like this one. An encounter with a gigantic [REDACTED] ship was very memorable, I wish it dropped more weird stuff. I love the random challenges this mod scatters around the world map, you just occasionally find those weird fleets of strange ships that are fun to learn about and fight. Also recovering strange and bizarre technology feels amazing.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Madskills on May 11, 2021, 07:21:03 PM
Found my first sunlight hunter (dawn-class). Wow, what a great and bizarre ship, I think the game needs more exotic stuff like that.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Thorveim on May 14, 2021, 05:48:34 PM
The one sad thing I find about this mod, is that the boss battles feel really unrewarding if you don't use the Automated ships skill. If you don't and took the 3 integrated hullmod ships, you don't get to even salvage the boss ship and are locked in your choice on top, and the guns you will loot will very likely murder the capabilities of your ships... and out of all the bosses I found so far, not a single one of them was not an automated ship And evew with the automated ship skills.. not sure you'd even be able to fly one at full efficiency because of how the automated ships skill affects CR.

overall, beyond even winning the fight, which is hellish enough... I feel like you gain overall too little if you didn't take that one end of tree skill. And considering on the other hand that the bosses will chew through capitals like candy..
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on May 14, 2021, 11:19:04 PM
The AI, no matter what personality type I put into it is always squirreling around at the edge of engagement and often fleeing from tiny frigates that pose absolutely no threat and requiring a command point to get them to do that whole diving in, murdering, and turning around to hunt the next target. Even with a wolfpack, the AI will perform the whole twiddling around at the edge of engagement, burning through their peak timer.
I'll see if I can tweak the ship system to make the AI more aggressive with it.

Accelerated Missiles: If fired more than 45 degrees off of target they refuse to track targets. this feels like a bug as there is no note that they will behave like this, and they clearly have sufficient tracking capability when just launched and still at low speed to function if aimed off-bore.

Erasmus Bombers: While the player can know that they are meant to be used as support fighters, and maybe sent in to strike with their rockets against a weak/overloaded target. The AI just sees that they are classed as bombers, and recklessly sends them straight in to strike their target and more often than not to their death.
The main cause of this suicidal behavior appears to be their frag rockets which have quite a lot of ammo, Currently it takes 10.5 seconds for them to expend all rocket ammo from firing the first shot, assuming constant fire, which is an extremely long engagement time for a bomber. (and also means they aren't going back to reload on their missiles for all this time)
Two proposed ideas for a rework:
  • Cut frag rocket ammo significantly, say to 5 or so, this would mean they'd likely use their entire reserve in their first attack run, rather than having to do 2-3+ "runs" over the target to expend all ammo.
  • Either remove the frag rockets or boost their range, while changing the craft to a support fighter. (this would make them into something that the AI can actually understand how to use.)
Those are old weapons that need some deep rework imo. I'll see what I come up with.

The one sad thing I find about this mod, is that the boss battles feel really unrewarding if you don't use the Automated ships skill. If you don't and took the 3 integrated hullmod ships, you don't get to even salvage the boss ship and are locked in your choice on top, and the guns you will loot will very likely murder the capabilities of your ships... and out of all the bosses I found so far, not a single one of them was not an automated ship And evew with the automated ship skills.. not sure you'd even be able to fly one at full efficiency because of how the automated ships skill affects CR.

overall, beyond even winning the fight, which is hellish enough... I feel like you gain overall too little if you didn't take that one end of tree skill. And considering on the other hand that the bosses will chew through capitals like candy..
None of the bosses are salvageable for good reasons (although the last one's escort ships are regardless of skills). The rewards are the extremely powerful weapons you can get, and the satisfaction of having removed a great threat from the universe. If you can beat all of them, what else there is to do anyway? They could be considered a victory condition.

That being said, I am working on an additional incentive to beat those bosses as early as possible.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Futanagatari on May 15, 2021, 04:26:26 AM
The one sad thing I find about this mod, is that the boss battles feel really unrewarding if you don't use the Automated ships skill. If you don't and took the 3 integrated hullmod ships, you don't get to even salvage the boss ship and are locked in your choice on top, and the guns you will loot will very likely murder the capabilities of your ships... and out of all the bosses I found so far, not a single one of them was not an automated ship And evew with the automated ship skills.. not sure you'd even be able to fly one at full efficiency because of how the automated ships skill affects CR.

overall, beyond even winning the fight, which is hellish enough... I feel like you gain overall too little if you didn't take that one end of tree skill. And considering on the other hand that the bosses will chew through capitals like candy..



That's what the 'addship' command is for. Also i suggest editing the '.ship' file in the 'hulls' folder of the mod, so you can remove the built in 'Automated Ship' mod. Just add an # in front of the "automated". If you don't remove the mod then the ship will be useless (15 max cr) and you cant pilot it.

There is a way to make the ship salvageable but i forgot how to do it. If anyone knows do tell, 

Modding mods is modception :D
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Thorveim on May 15, 2021, 05:29:57 AM
The one sad thing I find about this mod, is that the boss battles feel really unrewarding if you don't use the Automated ships skill. If you don't and took the 3 integrated hullmod ships, you don't get to even salvage the boss ship and are locked in your choice on top, and the guns you will loot will very likely murder the capabilities of your ships... and out of all the bosses I found so far, not a single one of them was not an automated ship And evew with the automated ship skills.. not sure you'd even be able to fly one at full efficiency because of how the automated ships skill affects CR.

overall, beyond even winning the fight, which is hellish enough... I feel like you gain overall too little if you didn't take that one end of tree skill. And considering on the other hand that the bosses will chew through capitals like candy..
None of the bosses are salvageable for good reasons (although the last one's escort ships are regardless of skills). The rewards are the extremely powerful weapons you can get, and the satisfaction of having removed a great threat from the universe. If you can beat all of them, what else there is to do anyway? They could be considered a victory condition.

That being said, I am working on an additional incentive to beat those bosses as early as possible.
[/quote]

Oh yeah i agree that if you beat those you essentially beat the game... but they look like they would be fun to mess around with regardless :p

as for beating them early.. i don't think thats possible without some really cheesy tactics ^^
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on May 15, 2021, 11:48:43 AM
Oh yeah i agree that if you beat those you essentially beat the game... but they look like they would be fun to mess around with regardless :p

as for beating them early.. i don't think thats possible without some really cheesy tactics ^^
Well two of them are fairly easy to deal with by mid-game, and I will be veeeeeery slightly nerfing the other two to make a smoother progression instead of the current massive cliff. 
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Twilight Sentinel on May 15, 2021, 03:17:23 PM
Would there be any chance the bosses could get added to the map after you discover them, so it's fairly easy to find them again if you stumble on them long before you can safely engage them?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: c37blader on May 18, 2021, 06:49:47 PM
I noticed that with this mod installed, there seems to be a somewhat ridiculous amount of Hedone class ships available on markets, so much so that even with a dozen or so other faction and ship packs installed, it seems like 50+% of frigate sized ships in markets are Hedone. I investigated the files, and honestly I can't really find anything wrong, but I feel like this isn't the behavior anyone, including the mod author. wants. When comparing to some other mods, I did notice some differences. For example, a lot of other mods don't add entries for shipsWhenImporting in the faction files, instead just adding a base_bp or other appropriate tag to ships. Maybe not coincidentally, when I load either your mod or Missing Ships Mod (the only other mod I have installed which edits shipsWhenImporting on a large scale), I have trouble finding ships from other mods. But when I googled to try to understand how shipsWhenImporting works, I was even more confused. It doesn't seem like it should have the effect it is having. Even on worlds with a heavy industry, which shouldn't be relying on the shipsWhenImporting, I basically just see Hedone frigates with your mod installed.  :(

Do other people notice this? I feel like I can't be the only one frustrated by the overwhelming number of Hedones. It really sucks because otherwise this mod is great and I don't want to disable it, but I feel like it's impossible to find frigates from other mods with it enabled. I was getting so fed up with it, that I sat there and did ForceMarketUpdate and Find Ship repeatedly, and was unable to find some frigates from other mods after 30+ market updates. Upon disabling Seeker, those same frigates were typically present in 1 or 2 markets every reset.

Edit: I should probably mention that this is mainly an issue with Tri-Tachyon. I usually play as them, or at least commission with them in the beginning. Also, I tried removing the Hedone from their shipsWhenImporting, and that didn't fix it. Maybe even made more Hedone, somehow? Hard to tell, since it's close to 100% Hedone with and without the change.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Wyvern on May 18, 2021, 07:46:30 PM
That sort of thing is usually a result of some other mod over-writing the faction files and wiping out the normal entries. At the very least, I don't have this issue.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: c37blader on May 18, 2021, 11:01:53 PM
That sort of thing is usually a result of some other mod over-writing the faction files and wiping out the normal entries. At the very least, I don't have this issue.

I wish that were the case, but it's definitely this mod that is the issue. Anyone can test this the same way I just did...

Compare Nex + CC + Seeker versus just Nex + CC.

With just Nex + CC, select non-random core worlds, Tri-Tach start, immediately dock, and run ForceMarketUpdate until you see at least 1 of every high tech non-phase frigate (Wolf, Omen, Tempest, Scarab) between the 3 markets there. Then do the same thing with Seeker also enabled.

For me, without Seeker, I saw every high tech frigate within 4-5 market resets most of the time, sometimes the scarab or tempest would be hard to find. With seeker turned on, after 30 market resets usually the only high tech frigate I see is the Wolf, sometimes Omen too. I don't think I saw a single Tempest or Scarab.

I still can't figure out why it's happening though. :(
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on May 18, 2021, 11:57:28 PM
There are some weird stuff that I need to fix from the barebone update, but I'm also working on a big new feature so that will take a little while.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: SCC on May 19, 2021, 12:27:49 AM
Intel item for bosses upon entering their systems would be nice.
Also buff bosses, I can take one cruiser and beat them all, smh
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Roxorium on May 19, 2021, 03:54:27 AM
"Buff bosses" you say, meanwhile the
Spoiler
Rampage plaguebearer ship
[close]
near-completely wiped 190 DP worth of ships, including Astral, Doom, Relic cruiser and destroyer and several other ships :-\

There's little to nothing you can do against a Star Fortress-sized ship that can lunge anytime it wants and vaporize a capital in mere seconds, and I am struggling to understand how do you even begin to defeat something like that. or did I misinterpret and you're just kidding
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on May 19, 2021, 04:44:48 AM
That ship is interesting in that is it very easy to take apart with just a handful of ships. But if you don't take the initiative immediately it WILL ruin your day. It can be one of the weaker bosses with the proper fleet.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: SCC on May 21, 2021, 05:36:57 AM
Rampage's biggest weakness is being just a single ship. Tart, you should consider giving boss escorts s-mods, maybe.
And yes, I was just kidding about the difficulty, given how overpowered Doom, the cruiser in question, is.
BEAR WITNESS TO MY ASCENSION here
https://youtu.be/0FFzPpoL3IQ
[close]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Profit Prophet on June 06, 2021, 01:15:17 PM
Rampage's biggest weakness is being just a single ship. Tart, you should consider giving boss escorts s-mods, maybe.
And yes, I was just kidding about the difficulty, given how overpowered Doom, the cruiser in question, is.
BEAR WITNESS TO MY ASCENSION here
https://youtu.be/0FFzPpoL3IQ
[close]

amazing fights my dude, can you post a screenshot of your doom build/setup? I'm wondering how you got it to be so fast (~170 move speed) while phased, its normally around 80ish right?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: SCC on June 06, 2021, 01:27:01 PM
Elite Phase Mastery skill increases speed in phase by 100%.
Doom's loadout and skills
(https://cdn.discordapp.com/attachments/606876026483638290/851195219062947870/unknown.png)
(https://cdn.discordapp.com/attachments/606876026483638290/851195047855915069/unknown.png)
[close]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Profit Prophet on June 06, 2021, 01:36:16 PM
Elite Phase Mastery skill increases speed in phase by 100%.
Doom's loadout and skills
(https://cdn.discordapp.com/attachments/606876026483638290/851195219062947870/unknown.png)
(https://cdn.discordapp.com/attachments/606876026483638290/851195047855915069/unknown.png)
[close]
oh I see, I've been running the quality captains mod which changes some of the skills and their effects and I forgot the vanilla version did that. Thanks for the info
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on June 06, 2021, 11:10:47 PM
All the bosses need some big polish pass since they are more or less still running their tournament stats. But it will wait for a bit since I have too much stuff in dire need of updating before that.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: bob888w on June 08, 2021, 02:20:43 PM
I swore at one point this mod had a quick desc of a farming paragon... what happened to it? And is it still in the mod.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Helldiver on June 08, 2021, 02:33:21 PM
I swore at one point this mod had a quick desc of a farming paragon... what happened to it? And is it still in the mod.

Spoiler
It's still in there.
[close]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Futanagatari on June 13, 2021, 04:57:14 PM
Rampage's biggest weakness is being just a single ship. Tart, you should consider giving boss escorts s-mods, maybe.
And yes, I was just kidding about the difficulty, given how overpowered Doom, the cruiser in question, is.
BEAR WITNESS TO MY ASCENSION here
https://youtu.be/0FFzPpoL3IQ
[close]


Cataclysm dropped the soap. Sadly for you it also ate chilly.

If Doom is the chinese guy then Ziggurat is the big black prison daddy.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: KDR_11k on July 12, 2021, 12:02:34 PM
Say, is there a benefit to beating the [ICKY REDACTED]? I only seem to get token amounts of their guns from the battle, I've probably got more as random drops from exploration. Should I talk to someone to cash out a bounty on them or something?

(also you can identify the stars where they hang out because they aren't part of any constellation)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on July 12, 2021, 11:41:08 PM
If you have the salvage skills, you should get a fair amount of guns, and some alpha cores from beating the plague-bearers. And next update there will be even more goodies to pry off their corpses.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: KDR_11k on July 12, 2021, 11:54:50 PM
If you have the salvage skills, you should get a fair amount of guns, and some alpha cores from beating the plague-bearers. And next update there will be even more goodies to pry off their corpses.
Are guns affected by salvage skills? I thought they count as "rare". Either way my last battle with one mostly dropped the common weapons. I guess I couldn't get e.g. the lightning guns from White Dwarf, right?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Helldiver on July 14, 2021, 07:12:23 AM
And next update there will be even more goodies to pry off their corpses.

Goodies like say... unique hullmods or colony items or something of the kind?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on July 14, 2021, 09:01:16 AM
Something along those lines, that will allow me to dodge power-creep concerns.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: MagicKarpson on July 14, 2021, 09:56:26 AM
Is there a way I can make the Nova Recoverable? I tried looking in the ship settings but nothing there indicated it is unrecoverable?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: KDR_11k on July 14, 2021, 11:15:01 AM
Something along those lines, that will allow me to dodge power-creep concerns.
Maybe some way for us to embrace the plague?

BTW, one of the HMI secret ships is also thematically infested with a nano plague but keeps it under control, maybe there could be some interaction between it and the Plaguebearer weapons?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: cbtendo on August 08, 2021, 07:15:58 AM
I just tried this mod with a new save, and the first time I scavenged, I found Demeter space farm! RNGod loves me very much!

Of course, since this is just 5 minutes from game start, I do not have the 2250 crew needed to crew it, so I just mothballed it. The thing is, mothballed space farm still generate money for me. Surely this is not intended behavior?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: chet_mcmasterson on September 01, 2021, 10:00:43 PM
Really enjoying the mod--thanks for making it! I salvaged a Clipper-class cruiser with a couple of d-mods. Problem is, I can't seem to find a way to repair it; they don't repair over time via the Field Repairs skill, and I can't place the ship in repair docks. When I try on the fleet menu, I get red text over the Clipper saying "Can not be repaired by the Docks."

Am I missing something? Is it not meant to be repairable, or is this a bug?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on September 01, 2021, 10:35:08 PM
It is definitely repairable, I never heard of anyone having trouble with that.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Histidine on September 02, 2021, 12:19:39 AM
I'd expect the way the damaged Clipper is implemented (damage hullmods built into the skin), Field Repairs and IndEvo's Restoration Docks won't work. Hit the Restore button.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: chet_mcmasterson on September 03, 2021, 12:50:18 AM
Thank you for this--I've been playing with repair docks for so long that I'd forgotten that the restore button on the refit page even existed!
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: eidolad on September 04, 2021, 09:14:23 PM
First time play-through...much love for the Five-Five-Seven! 

It's like having a flying around with a classic https://crimsonland.com/ Jackhammer in space.  My pimp hand's strong.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: MrMagolor on September 06, 2021, 03:56:51 PM
Game crash while fighting rampage - I think it's because I entered phase at the exact moment the repulsion wave would have hit me. Would have posted logs but nothing in the game said anything after when the ships initialized.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: MrMagolor on September 12, 2021, 12:06:35 PM
Also, I think there is a bug with White Dwarf where destroying the gun pods doesn't actually remove the chain lightning weapons (they're mounted on the base chassis for some reason) - I say it's a bug because the weapon FX is clearly supposed to show where the gun pod is which looks really weird once it's removed.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on September 12, 2021, 02:52:02 PM
That is fixed in the next version, the issue was that the "guns" were inverted relative to the modules. Destroying the module on the right disabled the gun on the left and vice-versa.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: MrMagolor on September 17, 2021, 11:03:27 AM
Also, the Plague-bearer LPCs do not count as drones properly, meaning you can't fit them to i.e. a Scintilla or Brilliant.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on September 17, 2021, 02:15:06 PM
It's kind of intentional? I mean, who would deliberately install a computer virus into an AI ship?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Arthur_The_Ok on September 17, 2021, 02:45:49 PM
Every time I see a plague bearer fleet, it has an exclamation point on it. But when I try to contact them, nothing happens. Do I need to fight them for something to happen? Is there a way to make something happen without fighting them?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on September 18, 2021, 12:10:00 AM
The exclamation point just denotes that they are special, not that there is any interaction dialog. If you read their short comm dialog and the description of their flagship, you should get an idea why they are special.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: MrMagolor on September 19, 2021, 07:57:51 AM
Yeah, but I've noticed that you can't even install them into (when cheated in) Cataclysm or the like. Not to mention, couldn't you still be able to install a Quarantined Flight Deck on an automated ship, since for at least some of them it's mentioned they're maintained by drones?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on September 19, 2021, 10:54:51 PM
Actually I'm leaning toward making those wings non salvageable because they cause too many issues/weirdness in terms of gameplay, of lore and of UI. There will be much better loot to get in the next release anyway.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Uhlang on September 21, 2021, 12:13:03 PM
For a ship that has to be restored and costs about as much as a Doom to deploy, the Clipper seems kinda weak.
Sure, its built-in features and weapons are cool, but it's not winning me the fights I could easily win with other ships in its deployment cost range.
Or maybe I just suck at missile ships. Might have to do some experimenting.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Killsode on September 21, 2021, 12:21:55 PM
For a ship that has to be restored and costs about as much as a Doom to deploy, the Clipper seems kinda weak.
Sure, its built-in features and weapons are cool, but it's not winning me the fights I could easily win with other ships in its deployment cost range.
Or maybe I just suck at missile ships. Might have to do some experimenting.

It REALLY depends on the missiles you put on it. there's a sabot-style strike missile from blackrock that i always used and it turned the clipper into a death machine.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Kadatherion on September 21, 2021, 02:08:13 PM
For a ship that has to be restored and costs about as much as a Doom to deploy, the Clipper seems kinda weak.
Sure, its built-in features and weapons are cool, but it's not winning me the fights I could easily win with other ships in its deployment cost range.
Or maybe I just suck at missile ships. Might have to do some experimenting.

Yeah, I find it to be more about having fun piloting it in the early to mid game (as long as you use its standard exotic missiles, which require quite some active aiming and timing and indeed benefit a lot from specific hullmods and skills) rather than it being all round efficient. When you are piloting it it can become quite dangerous, but it's pretty much useless in the AI hands, which is why instead of reducing its cost I gave it (in the files) a couple of ecm/eccm built in mods to make it have a point even once you switch to bigger and more traditional ships and you might want to leave it to an AI officer.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: deoxyribonucleicacid on October 11, 2021, 09:45:19 PM
I gotta say though... Demeter is an Honest Ship with an Honest Job

Free 5K credits while i wait for nothing
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Kadatherion on October 19, 2021, 08:13:35 AM
So, I've finally happened to grab a Trailblazer (when I figured I could simply find it via ship procurement with agents in Nex... which is great but not sure intended, as you can easily find quite a few supposedly very rare ships especially in Tri Tachyon markets), kitted it out and given to one of my officers. Because yeah, it's awesome, but also - as I've seen already mentioned here a while ago - a bit of a short lived one trick pony when in the players' hands.

Anyway, I'd very much keep it in my main lineup, however something's wrong with its main gun. Once in a while (but frequently enough to happen 4-5 times in a reasonably prolonged fleet battle) when the projectile explodes it creates a plethora of other explosions all around it. And well, that looks cool AF, but it also grinds my game to a halt: I'm talking from capped 60 to 2-3 fps until the explosion animation ends, which can take half a minute at that slowed down speed. So yeah, unplayable really.

Haven't seen the issue being mentioned here before, so I wonder whether it's some unforeseen mod interaction specific to my game or something else. I'll put a couple pictures here in the spoiler tag to better show what happens (and it seems to happen regardless whether the explosion hits other ships or not). Ideas?

Spoiler
(https://i.ibb.co/GC90QTY/screenshot001.png) (https://ibb.co/GC90QTY)
(https://i.ibb.co/98YVX54/screenshot002.png) (https://ibb.co/98YVX54)
(https://i.ibb.co/MgbN35M/screenshot000.png) (https://ibb.co/MgbN35M)

[close]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on October 19, 2021, 09:25:01 AM
I see two projectiles in your first screenshot, do you have two Trailblazers at once in the same battle?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Kadatherion on October 19, 2021, 09:41:19 AM
I see two projectiles in your first screenshot, do you have two Trailblazers at once in the same battle?

Nope, just the one. It's the same encounter as the second screenshot, just a few moments earlier, when the multiple explosions had just begun (if you notice, there's already a third one just behind the first two). Single projectile flies forming the usual "tube" trail, all is fine until the end, but when it explodes it blooms into that flower of nukes, which slows everything down. But, as stated, it only happens sometimes: other times there's only the single explosion and no issues at all. I'd say maybe something like 1 in 5-6 shots, perhaps? Maybe even 1 in 10.

Now that I think of it, I've also noticed slowdowns when piloting it and trying it face to face against a Paragon in the sim battle: sometimes when firing the main gun while the four lasers by the Paragon where focused on me, the projectile overlapping them all in a small space would slow down the fps quite a lot as well. But it wasn't always reproducible, so I didn't worry too much (especially since such a focused scenario would be fairly unusual in real battles). 
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on October 19, 2021, 01:22:17 PM
Right, there should always only been a single projectile in flight at all times or it will break really really badly. I don't know how you managed to have more than one but that's why it breaks down.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Kadatherion on October 19, 2021, 03:33:28 PM
Welp, whatever it was, it seems to have gone away after restoring the .ship and .csv files. Guess I might have accidentally edited something I didn't mean to when peeking at them before? In any case, emergency subsided: now hopefully it can go back into my fleet (until it angers me because of friendly fire :P ).
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Henri9897 on October 23, 2021, 05:07:08 AM
Just saw something a bit strange, one of the faction decided to put a colony right under Cataclysm on the jungle planet. And the fleet just gets ignored by everything. I thought I didn't make much sense to put a colony under a nanoplague fleet from a lore standpoint. It's not really a problem anymore since I destroyed Cataclysm but I thought you should know :)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: callitri on October 24, 2021, 11:19:44 AM
Hi there love the mod , encountered the plague fleet , nice warhammer feel to it. Question , the Cataclysm the titan class ship , i see in unboardable , bit i introduced it into my game via console commands , wanted to try it out , but for some reason its on 0CR and wont repair when i dock , i fitted it and played with it a bit in simulator but i cant get it to repair , is it intended or its a bug?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Histidine on October 29, 2021, 02:52:52 AM
Found an Endymion recently, tried it out and it feels like, well, a disappointment.

Compared to nuHyperion (which, granted, may be pretty OP), the Endy has:
- 20% higher cost to deploy (18 vs 15)
- 60% (!!) less armor (100 vs 250) and hull (1000 vs 2500); building in Heavy Armor is mandatory to not get shredded the moment your shield goes down
- 58.75% less flux capacity (3300 vs 8000)
- 44% less flux dissipation (280 vs 500)
- 1/6th less efficient shield (0.7 vs 0.6)
- 7.7% less OP (60 vs 65)
- lacks a ballistic-compatible mount, so relies on missiles or certain energy weapons to break shields
+ 25% higher top speed (150 vs 120)
+ 63% lower shield upkeep (113 vs 300)
+ 50% longer PPT (180 vs 120)

Compared to a Tempest costing less than half as much, it's slower and flimsier while having barely better base flux stats. Without proper shield-breaking weapons (I eventually found SRA's Chaingang CEPC does the job), it can be stalled by frigates a third of its cost because it can't win flux wars and it can't afford to lower its shields (unless its Temporal Shell is running, and even then some weapons pose a danger).

I think if its flux and hull/armor stats were buffed to within shouting range of the Hyperion, it'd actually be worth using.

Do others feel differently about it?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Wyvern on October 29, 2021, 09:15:09 AM
Found an Endymion recently, tried it out and it feels like, well, a disappointment.

[...]

Do others feel differently about it?
Given that the Endymion is based on the 0.9.1 Hyperion, it does not surprise me that it's dramatically under-performing. See, for example, my mod here (https://fractalsoftworks.com/forum/index.php?topic=19826.0) that buffs the 0.9.1 Hyperion up to a functional level.

That said, it's certainly not the only way to go about buffing the Hyperion - and Seeker's Endymion, unlike my mod-Hyperion, doesn't need to retain compatibility with vanilla Hyperion variants, which opens up options that I was unwilling to pursue.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: FranzDenKaiser on November 02, 2021, 09:39:32 PM
I've killed Safeguard like 3 times in a row now and haven't gotten the flying artillery piece to drop his loot. Am I missing something? Does he not drop anything? I know I can't recover Safeguard, but a Nanotech weapon would be nice.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on November 03, 2021, 12:27:54 AM
It can drop but its rare. You might have better luck with the other Plague Bearers that use more of those weapons.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Wyvern on November 10, 2021, 06:23:06 PM
So, went into a battle with an Augur (against the Tesseract, if it matters), and got the following:
Quote
14991776 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.SKR_empStats.apply(SKR_empStats.java:40)
   at com.fs.starfarer.combat.systems.return.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Wriath on November 12, 2021, 03:18:27 PM
Appologies if this has been related before but the demeter seems like it generates revenue even when mothballed which seems a bit broke. Edit: if you could have the effect only happen above X% CR it should take care of itself I think.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: default on November 16, 2021, 09:30:01 PM
First of all, I feel the need to say in advance that I do enjoy this mod and seems well done for what it is. That said, I have feedback.

On the easily obtainable ships(Hedone, Tumbleweed, butterfly, civilian capitals, and probably a few others I forgot that I found in the market often): There's not a whole lot I have to say about these. They exist and they seem to fit, but I personally didn't see much use for them. They were not out of place in AI fleets and the combat ships performed well enough for what they were.

On the seemingly only salvageable ships(557, Onyx, Siegfried, Marksman, Trailblazer): The ones I could find among these were quite interesting. The 557 was fun to use for a minute, but fell off insanely hard against most things with a bigger gun. It has a lot of speed, but not so much that you can skip out on a speed hullmod and still circle around any cruiser. Served a purpose and was fun to use, but not game-breaking. The Onyx was  odd to say the least. Front focused weapons and Temporal Shell work quite well together, but it's also rather slow. Very normal of a capital of course, as otherwise it would not need support. It very badly needs support against even 2 targets if it can't take one down or flux it out in time. I didn't use it that often, but when I did, it didn't do that bad. The Siegfried was exactly as the description made it out to be. Defender, not an attacker. Agonizingly slow, but good enough protection overall to fend off most if not all small crafts within range. As for the Marksman/Trailblazer, I never got to use them, just found them in combat a single time in the playthrough, but was unable to recover them. They seemed to do fine(at least in the hands of the AI). Can't say much on ships you haven't used though.

On all the spoiler ships...
Spoiler
First one I found was the rampage. Quite menacing when I first found it, as it was soon after I started and I barely had more than one destroyer and was only set up for exploration and low end combat. When I had enough to go against it, it was an interesting enough fight. Nothing too fancy, but didn't go down easy. My only question would be why did it start to try to flee? I thought it was an AI, and they never seem too keen on running away.
Second one was the Cataclysm. This one did give me a good bit of trouble because of the entourage it had with it. After I did enough strike runs to get rid of all them and isolate it, a few capitals and a destroyer or two took it down easy-ish. Losses are to be expected. Either way, a more interesting encounter than normal. I did recover a few zealot ships, but did not use them, as I had better things at that point.
Third was White Dwarf. I literally never have a good time fighting the remnant and this was no different. Painful as always, and took a lot of my ships down with it. I didn't even get much of anything after the fighting was over, which was mildly disappointing. Was hoping for more than the normal number of Alpha Cores recoverable or just something other than a slow clap. Not even special text.
Fourth is Nova. As with White Dwarf, this was also painful. It actually wasn't as painful as the other though. I didn't try the same thing, so I imagine that was the difference though. So after I killed it, nothing happened. Nothing at all. This time it was more than mildly disappointing.
Fifth and final(I think) is Safeguard. I don't even know what the main cannon does. Phase ships tore this thing to shreds with very little resistance. The meager payout was expected of domain tech. Was by far the easiest fight among these. Nothing more for me to say on it.

So what is the point in killing all of these? Are there more of them that I don't know about? I've explored literally every system and that is all I've found. Are there quests that I didn't find that give you more applause than your own 2 hands when you kill them? I want to feel like I accomplished something when I finally overcome each of them. I know exactly when they are not recoverable, and I probably wouldn't bother using them anyway, but I got the weapons they were using and nothing else. I found the derelict Onyx in the same system as Nova(I think it was that one, either that or it was White Dwarf), but I don't know if that's just a coincidence. So maybe the Onyx was the "reward" for one of them? I wanted a blueprint of something, or just a little something. It felt basically pointless to kill all of them. I got their weapons, which are nice, but it didn't feel like much of a reward. Maybe I'm being picky or spoiled by other mods. The only other one I will bring up here is HMI. After you do the hidden stuff in that mod, you get blueprints of stuff. It's not terribly easy to get, and it's not broken, but it's something. I didn't even see a text prompt come up when I killed them. Just the normal stuff. I did use some of the plagued weapons, and they are good, but not great. Seeing as they reduce CR, I prefer to use other weapons. The exotic weapons are quite good though. Not by a long shot, just rather good.
[close]

Anyways, this mod is rather nice and it is one of the mods that actually made me explore the entire sector looking for stuff.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Tartiflette on November 16, 2021, 10:05:13 PM
Thanks for the feedback!
Onyx is always guarded by Nova, that's the reward for this fight against remnants. The other 4 are plague-bearers bosses and will have *MUCH* better rewards next update.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: default on November 16, 2021, 10:22:01 PM
Thanks for the feedback!
Onyx is always guarded by Nova, that's the reward for this fight against remnants. The other 4 are plague-bearers bosses and will have *MUCH* better rewards next update.

Awesome! Looking forward to it.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Mira Lendin on November 16, 2021, 10:32:36 PM
I noticed that you removed the Nova from the Remnants doctrine, you might want to consider making it even more powerful if it's mission exclusive, just to make the encounter unforgettable.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
Post by: Ruddygreat on November 21, 2021, 03:37:38 PM
I noticed that you removed the Nova from the Remnants doctrine, you might want to consider making it even more powerful if it's mission exclusive, just to make the encounter unforgettable.

It doesn't need to be more powerful imo, it's already a supercapital backed up by a sizeable (200 fp!) remnant fleet in a high danger system
also nova's been gone from their fleets for a while, you only noticed now?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Tartiflette on December 11, 2021, 10:16:58 AM
(https://i.imgur.com/W4XZyF7h.jpg)

Seeker is finally making its first steps away from a regular ship pack and toward it's initial goal of being a story-driven quest and exploration mod:

Together with the new Magic Bounties system introduced in MagicLib, it now features more than a dozen special bounties to hunt and capture all those unique ships. Several other bounties point to the other rare ships as a fast way to obtain them when they are the most relevant to your advancement in a campaign.

Since a dozen ships are now unique, a lot of them have received mild to significant buffs: A lot of ship-systems now properly benefit from skills, and a few stats have been improved.

Among those, the Siegfried-class Dreadnought got a full overhaul. Now there is only one variant instead of three, but it can be altered in profound ways using a similar "hullmod toggle" system as the Virtuous or the Versant from Diable Avionics. However in this case some changes are so drastic, they aren't exactly supported by the game engine: When changing the weapon mounts types in refit, you'll need to select a different ship then come back for that to take effect. Ultimately this system will eventually get replaced by a dialog at a special facility, but that is a talk for a later time.

Another new feature that may peek your interest concern the four Plague-Bearer fleets. In addition to the usual stacks of weapons, defeating them now drops unique special rewards that will make you life in the sector just a tad more convenient. Speaking of them, they now have a musical theme composed by Mesotronik, made possible by the donations of all my generous Patrons.

Changelog
0.5

NEW CONTENT:

 - Added 13 special bounties to hunt the unique ships. Those no longer appear in random fleets.
 - Added 10 early-game bounties giving access to rare ships if you are up to the challenge.
 - Plague-bearers:
   . Now spawn in random systems.
   . Will aggressively hunt the player once attacked.
   . Drop some *very* compelling new rewards.
   . Now has a custom musical theme, composed by Mesotronik, and made possible by the donations from all my generous patrons.

BALANCING:

 - Augur-class frigate:
   . Added one small missile hardpoint to improve the ship's behavior and its use of the system,
   . EMP Discharge system cooldown raised to 15s from 10,
   . Shield efficiency improved to 0.6 from 0.7,
   . OP amount raised to 50 from 40.

 - Endymion-class frigate:
   . Hull and armor raised to 2250/200 from 1000/100,
   . Flux dissipation raised to 350 from 275,
   . Small hardpoints now UNIVERSAL from MISSILE,
   . OP amount raised to 70 from 60.
   > The Hyperion got such a huge jump in power in 0.95!

 - Hedone-class:
   . Time Splitter system default time acceleration reduced to x10 from x16,
   . Time Splitter time acceleration raised to x15 with the System Expertise skill,
   . OP available raised to 50 from 45.
   > The Hedone should still be amazing while it lasts, but also a smidgen more versatile now

 - Marksman-class:
   . Perfect reloads now triples the damage of the next shot instead of doubling it.
   . Reload system tweaked to behave better with high level officers.
   . Reload system gets much easier to use with the System Expertise skill.
   . Hull and armor raised to 7000/750 from 5000/500.
   > The ship was a bit underwhelming for its fragility so this should fix that.

 - 557-class:
   . Flux dissipation increased to 600 from 400.
   . Redline ship-system no longer generates flux on activation.
   > While somewhat fun, it was difficult to let the main gun rip given how flux starved the ship was

 - Bullhorn-class: Booster system now gains charges from the System Expertise skill instead of the Expanded Ammo Racks hullmod.

 - Tumbleweed-class:
   . Medium turret is now UNIVERSAL from HYBRID (to avoid some possible weapon type issues when restoring the pirate variant into a regular Tumbleweed)
   . Drone system now now has 2 charges from 8,
   . Now gets one additional drone every 20s.
   > Mostly cleanup for odd behaviors.

 - Balisong-class:
   . System charging no longer affects the engines performances (it still dramatically lowers the firepower)
   . System charging is now significantly faster with the System Expertise skill.
   . Shield is now a bubble front shield at 0.7 efficiency, from a omni 180deg shield at 0.8 efficiency.
   > That last change should hopefully fix most of the issues with modules getting shot off through shields.

 - Clipper-class: Missile Fab system now generates ammo faster with the System Expertise skill.

 - Quicksilver-class:
   . A few mounts are now UNIVERSAL from ENERGY and SYNERGY.
   . Denial Pulse system range lowered to 1200 from 2000, but respects the x2 System Expertise skill bonus.
   . Overload duration now scales with hull sizes. Unchanged at 3s for frigates, up to 6s for a capital ship.
   . Charge up slightly shortened.
   > The pulse effect was a bit anemic compared to how grandiose it is visually.

 - Siegfried-class dreadnought:
   . Now uses a hullmod-swap system to change the configuration of the hull rather than three different hulls.
   . Choose between ATC plus High Maintenance or a true shield,
   . two flight decks plus a Burn Drive system on toggle or the Flux Torpedoes system,
   . two built-in Firecane turrets or a broadsider configuration with four additional large slots plus HBI.
   > The system is currently a bit jank and is most likely to be replaced by a proper paid-for dry-dock reconfiguration at some point. But given that it is now a unique ship, this will have to do for the moment.

 - Titanic-class: Now has Advanced Ground Support.

 - Erasmus-class wing:
   . Rocket pod ammo reduced to 10 from 15,
   . Fire-rate increased to 240 rpm from 45,
   . Minor tweaks to make it more usable by the AI.
   > This wing should now properly operate like bombers.

 - Gatling Lance weapon:
   . Flux requirement lowered to 480 from 600.
   . Now causes Strong Interferences instead of Mild.
   > Using two of them will cause a 160 flux dissipation reduction from interferences, meaning you are still 80 dissipation ahead from before when firing. A more interesting proposition imo...

 - Plague-Bearers:
   . Assortment of buffs to some weapons, and slight nerfs to some of the ships.


BUGFIXES/IMPROVEMENTS:
 - Avatar of Vengeance Nexerelin start is restored.
 - Fixed White-dwarf's inverted guns and their modules.
 - Plague weapons and LCPs should no longer drop from research stations.
 - Fixed NPE with the Marksman-class system under AI control.
 - Fixed NPE with the Augur-class system.
 - Fixed mission crash due to missing background.
 - Fixed Demeter-class generating revenue while mothballed.
 - Kaleidoscope will ignore flares if IPDAI is installed.
[close]

This update is not save compatible.

Download available here (https://www.patreon.com/posts/59792666)
Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Tartiflette on December 11, 2021, 04:02:33 PM
Known issues:

Yes the Siegfried is a bit weird to modify due to limitations with the game engine, read the hullmods to know the details.

Adjusted Sector often causes major issues with star systems tags, that in turn prevent scripts relying on those to work properly. If you get crashes on sector generation, you can either disable Adjusted Sector, or use settings closer to vanilla.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: margath on December 12, 2021, 04:52:26 PM
Hello, great mod! I just started playing with it a few days and loving the ships.
Today I updated Starsector to the latest version and it says
 Ship hull spec [SKR_guardian] not found!

P.S. I also checked the ship_data and the SKR_guardian is also not there (not sure if it helps)

Spoiler
70822 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [SKR_guardian] not found!
java.lang.RuntimeException: Ship hull spec [SKR_guardian] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:446)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Ruddygreat on December 12, 2021, 05:26:36 PM
Hello, great mod! I just started playing with it a few days and loving the ships.
Today I updated Starsector to the latest version and it says
 Ship hull spec [SKR_guardian] not found!

P.S. I also checked the ship_data and the SKR_guardian is also not there (not sure if it helps)

Spoiler
70822 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [SKR_guardian] not found!
java.lang.RuntimeException: Ship hull spec [SKR_guardian] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:446)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:440)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:425)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

are you trying to load an old save?
because
This update is not save compatible.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: margath on December 12, 2021, 06:58:01 PM
Yeah... Sorry, I thought it was only updated for the version so I messed it all up... Sorry my bad.
But I managed to fix it on my own.

Thank you
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: SouljaWolf on December 23, 2021, 09:09:32 AM
When will the latest update be save compat?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Tartiflette on December 23, 2021, 01:56:06 PM
It says it right under the download button: latest compatible version: 0.50, or not compatible with the 0.4x version of the mod.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: korqi on December 24, 2021, 07:38:19 AM
I get this error message when I start a new game. I don't have any other mods-enabled. I have the latest version of the game as well as for this mod. Could you help me?  :'(

[attachment deleted by admin]
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: IonDragonX on December 24, 2021, 07:45:07 AM
I get this error message when I start a new game. I don't have any other mods-enabled. I have the latest version of the game as well as for this mod. Could you help me?  :'(
Try deleting the Seeker, LazyLib & MagicLib folders completely. Then install them back from the latest versions. There's been a lot of updating going on.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: korqi on December 24, 2021, 10:45:34 AM
I get this error message when I start a new game. I don't have any other mods-enabled. I have the latest version of the game as well as for this mod. Could you help me?  :'(
Try deleting the Seeker, LazyLib & MagicLib folders completely. Then install them back from the latest versions. There's been a lot of updating going on.
Yep, deleting LazyLib and MagicLib helped, Thanks
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: abiggerbyte on January 05, 2022, 08:53:15 PM
Great mod - double Gatling lances go brrrrt!
Have yet to experience a win vs the raidbosses. Found a Rampage on the outskirts of the galaxy, overconfidently attacked it with the starting Large Explorer fleet + a couple of Shades and only managed to rip a wing off before getting wiped.
Will double having a quest trigger/reminder pop up in the log on the location of those already found, as I'm absolutely sure I came back to the same system with a stronger fleet later on and searched a dozen all around, but the Rampage just isn't there anymore. Maybe a stupid/hard to do suggestion, yet what if they had a special type of planet (Plagued) that they'd 100% patrol around? Easier to find in the Planets tab, will pop up upon entering a system. Currently not sure if they only roam around jump-points or can be deep inside a system.
Also, could this mod be responsible for making a lvl 7 military Tri-Tach colony spit out nothing but Herons in the special shop? Where are muh Paragons :'(
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Tartiflette on January 05, 2022, 10:33:28 PM
The bosses will get some pointer in the form of bounties, but only if you take too much time finding them on your own. I will certainly NOT make them easy to find otherwise, it would just ruin the whole point of randomly stumbling upon them while exploring. As for a sticky note to remember where are the ones you found, there is the Captain's Log mod for that.

No idea about your issue with Herons though.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: abiggerbyte on January 06, 2022, 11:53:40 PM
Got it. Thank you!
Must be those pesky Luddists meddling with restock again
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: DestinyPlayer on January 07, 2022, 07:49:21 PM
Hello! I haven't had much of a chance to test the mod out directly, as my current playtrhrough has only just started, however I am most definitely impressed by what it has in store in the future, having already bumped into the Rampage and ran away like a coward.

However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Chronia on January 07, 2022, 07:52:35 PM
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: DestinyPlayer on January 07, 2022, 08:15:54 PM
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.
Huh, I totally missed that one. Good to know. However, it still feels like something that'd fit this mod rather strongly. A mystery ship that, instead of having you find it, finds you instead, and watches you. And you have to go out of your way to figure out how to actually approach it to do anything with it.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Chronia on January 07, 2022, 08:28:32 PM
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.
Huh, I totally missed that one. Good to know. However, it still feels like something that'd fit this mod rather strongly. A mystery ship that, instead of having you find it, finds you instead, and watches you. And you have to go out of your way to figure out how to actually approach it to do anything with it.

So uh, I don't want to spoil any of the sensor ghosts for anyone, so I'll just say that (if the sensor ghosts are available to modders) this should totally be possible to implement and is an awesome idea.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: DestinyPlayer on January 07, 2022, 08:47:54 PM
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.
Huh, I totally missed that one. Good to know. However, it still feels like something that'd fit this mod rather strongly. A mystery ship that, instead of having you find it, finds you instead, and watches you. And you have to go out of your way to figure out how to actually approach it to do anything with it.

So uh, I don't want to spoil any of the sensor ghosts for anyone, so I'll just say that (if the sensor ghosts are available to modders) this should totally be possible to implement and is an awesome idea.
As a thought, perhaps this ship ALWAYS follows you as long as you're in hyperspace. It never leaves, never disappears. And always stays at the VERY EDGE of the free cam based visibility area for the player, so if you constantly look around and have a large enough detection range you can see it, but approaching it would require either some quests or something else important. Perhaps, instead of you being able to approach it, doing certain missions instead makes the ship approach closer and closer, maybe even starting to follow you into systems but still staying just out of reach until, in the end, it attacks you by itself.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: blackjack321 on January 12, 2022, 04:59:11 AM
Really enjoying this mod... I registered an account here just so say so.  The 575 Bounty Hunter ship is pretty sweet.  You're ships look flashy and edgy and pop out nicely among all the classic designs.   The gatling gun just makes me happy.  It may not be very powerful but I get some real satisfaction hearing and seeing it activate on my ships.   Nice work!  I look forward to finding more of your ships scattered about.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: EpicLancer on January 14, 2022, 08:01:34 PM
is the demeter still apart of the pack? it was a fun ship
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Tartiflette on January 15, 2022, 01:33:53 AM
It is unique now, you have to find it.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Dazs on January 15, 2022, 05:45:59 AM
Hiya. I've been making multiple game starts to test one of my mods and I infrequently get a crash when I start a new game that I think is related to Seeker:

858648 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)   
   at data.scripts.world.SKR_seekerGen.spawnSafeguard(SKR_seekerGen.java:312)
   at data.scripts.world.SKR_seekerGen.addExplorationContent(SKR_seekerGen.java:75)
   at data.scripts.SKR_modPlugin.onNewGameAfterEconomyLoad(SKR_modPlugin.java:102)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Tyrant11 on January 15, 2022, 07:14:29 AM
Hiya. I've been making multiple game starts to test one of my mods and I infrequently get a crash when I start a new game that I think is related to Seeker:

858648 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)   
   at data.scripts.world.SKR_seekerGen.spawnSafeguard(SKR_seekerGen.java:312)
   at data.scripts.world.SKR_seekerGen.addExplorationContent(SKR_seekerGen.java:75)
   at data.scripts.SKR_modPlugin.onNewGameAfterEconomyLoad(SKR_modPlugin.java:102)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
It is HMI mod problem.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: SpaceDrake on January 15, 2022, 08:55:46 AM
Yeah, the Sifter is an HMI drone for the Derelicts, and for some reason your Seeker is getting fussy about populating Seeker's Derelicts with it.

It's strange, my HMI and Seeker are up to date and I haven't been seeing this issue.

It's not the first report I've seen about Sifters from HMI, though. It does seem like Something Is Up there.
Title: Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
Post by: Dazs on January 16, 2022, 02:25:00 AM
Ah ok then thank you. I went through the code on Seeker before posting to see if I could find the problem. It's those dirty HMI Supervillians I am sure!
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
Post by: Tartiflette on January 16, 2022, 12:44:34 PM
(https://i.imgur.com/W4XZyF7h.jpg)

This updates adds six new special bounties to hunt down some exploration-related content, should you have not dealt with it while exploring. Some of that exploration content also received some new fancy visual fluff to make the encounters memorable.

I also went over a lot of ship descriptions, polishing them out.

Changelog
0.51

NEW CONTENT:
 - Added 6 new special bounties that point towards exploration-based content (if you have yet to find it after a certain amount of time).
 - Added 2 new Nexerelin custom starts to twist the formula a bit.

BUGFIXES/IMPROVEMENTS:
 - 557-class: Fixed system not applying the main gun extra ammo properly.
 - Improved armor grid of the Halligan and the other gunships. They are now also displayed "naked" in refit.
 - All the rare-but-not-unique bounties now have much spicier loadouts.
 - All bounty captains now have better suited skills.
 - Many ship descriptions got a much needed polish pass.
 - Made all the plague-bearer encounters approximatively 267% audio-visually more impressive.
[close]

This update should be save compatible.

Download available here (https://www.patreon.com/posts/61242196)
Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
Post by: StrikeEcho on January 17, 2022, 05:34:02 AM
Dude, you've really outdone yourself this time.

Started out with the custom start that give me two of the PB ships, and decided to go for a boss hunting run.

Found the Safeguard, didn't think too much about it since the last few times I fought it was quite easy. Decided to deploy my Legion XIV first as it was the only cap I had, waited for a bit then sent in the rest of my fleet.

I was looking at the objectives when suddenly right as the Combat Chatter intro ended this huge reverb sound started and suddenly the Safeguard teleported into the center of the fleet with a huge thump, I was legit scared for a moment. Although since it let itself be surrounded by my fleet I was able to burst it down quickly.

Still you ain't kidding about making the boss 267% more satisfying and impressive. I wonder what other new gimmicks the other boss will have!
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
Post by: Glissa Ravidelle on January 17, 2022, 05:52:43 PM
Hi there,

Any thoughts on the possible cause of this blank modspec showing up in salvage?
(https://i.imgur.com/I0K65KI.png)

Whichmod seems to think it's coming from Seeker...
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
Post by: Fatman_D on January 17, 2022, 06:11:37 PM
Hi there,

Any thoughts on the possible cause of this blank modspec showing up in salvage?
(https://i.imgur.com/I0K65KI.png)

Whichmod seems to think it's coming from Seeker...

Same stuff happening here, it was some kind of wrap effect that doesn't seem supposed to be here.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on January 17, 2022, 11:56:38 PM
RC2 released with a fix for most crashes related to the "Lucky Strike" start.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
Post by: Killsode on January 18, 2022, 06:36:57 PM
Hi there,

Any thoughts on the possible cause of this blank modspec showing up in salvage?
(https://i.imgur.com/I0K65KI.png)

Whichmod seems to think it's coming from Seeker...

Same stuff happening here, it was some kind of wrap effect that doesn't seem supposed to be here.

well... i think i've found it because the latest update breaks existing saves, its the hullmod "SKR_warpeffect"
game crashes as soon as it finishes loading the save with "Fatal: Hullmod with id [SKR_warpeffect] not found for faction [player]"
the log doesnt seem to be all that useful as its just a few hundred lines of texures being loaded and cleaned

should note i think this is happening because i learnt the modspec, its even showing up in my hullmodlist
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on January 18, 2022, 09:55:59 PM
You can edit your save to remove the hullmod id SKR_warpEffect, that should solve the issue.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Killsode on January 18, 2022, 11:09:54 PM
You can edit your save to remove the hullmod id SKR_warpEffect, that should solve the issue.

thank you, yes it did!

for anyone else running into the same problem, its in the campaign.xml of your save, just open it in a decent notepad software, use find to locate 'warpeffect' and remove the offending line. ^.^
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Fatman_D on January 19, 2022, 07:04:26 AM
Love the B2 vibe of the marksman class! However, it currently looks flat and somewhat blurry in-game. Would you consider adding some sort of exposed mechanical structures to the rare of the vessel like the part marked below? It would give it a more dynamic structure imo

[attachment deleted by admin]
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: JohnVicres on January 25, 2022, 01:47:40 PM
Spoilers, kinda

Hey, I went with the Balisong custom start in Nexerelin, and kept that ship in my fleet for a couple days now. I've noticed, however, that the pylon guns have a tendency to get damaged and blow up even with raised shields, specifically when Piranha bombs strike the shield. Maybe the shield area is too small? I don't think this is intended, is it?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Cruis.In on January 27, 2022, 08:52:45 PM
hi sir, can i add this mod to an existing save?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on January 27, 2022, 11:24:47 PM
To some extend yes. A few things will be missing though.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Uhlang on January 28, 2022, 05:20:54 AM
Exploration content spoilers
The original Neutrino Detector can be used in hyperspace to find Slipstreams. The one you added can't. Is this intended?
[close]
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Obsidian Actual on January 30, 2022, 01:35:45 PM
Spoilers, kinda

Hey, I went with the Balisong custom start in Nexerelin, and kept that ship in my fleet for a couple days now. I've noticed, however, that the pylon guns have a tendency to get damaged and blow up even with raised shields, specifically when Piranha bombs strike the shield. Maybe the shield area is too small? I don't think this is intended, is it?

Tried it out myself. In both simulation and actual combat, yeah, the wings detonate all too easily even with shields raised. I'm guessing high hard-flux & damage from EMP arcs leaking through? Certainly do not recall other ships with modules exhibiting the same low level of vulnerability.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Allafif on February 01, 2022, 04:39:18 PM
I'm having an issue where the Hedone uses its ship system constantly, even without enemies around. You should be able to replicate it in the simulator; just give it a waypoint order. It's a minor issue as an enemy, but I do have one in my fleet (as my flagship (#swag)).
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: JohnVicres on February 02, 2022, 04:32:43 AM
I'm having an issue where the Hedone uses its ship system constantly, even without enemies around. You should be able to replicate it in the simulator; just give it a waypoint order. It's a minor issue as an enemy, but I do have one in my fleet (as my flagship (#swag)).
The AI does that with plenty "mobility" ship systems, like the Falcon and Eagle. You'd have to double-check with other ships (that have the time accel system) if they also do this.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Gorgonson on February 04, 2022, 01:43:07 AM
Teeny Bug Report: The Tumbleweed's Sensor Drone system doesn't actually have a description ingame.

(ofc other than that, loving Seeker!)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: LinWasTaken on February 04, 2022, 01:46:55 AM
Sadly no, this mod is not that Seeker mod. While I do hope to be able to add some narrative elements at some point, this off-shoot of the Seeker project only contains somewhat regular ships, obtainable by regular means... Well, mostly. There are still a couple of fun surprises hidden in the sector.
could you tell me what is that seeker mod?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Mikomikomiko on February 04, 2022, 02:06:31 AM
Sadly no, this mod is not that Seeker mod. While I do hope to be able to add some narrative elements at some point, this off-shoot of the Seeker project only contains somewhat regular ships, obtainable by regular means... Well, mostly. There are still a couple of fun surprises hidden in the sector.
could you tell me what is that seeker mod?

A custom campaign of sorts https://fractalsoftworks.com/forum/index.php?topic=9428.0 (dead... for now?)

https://www.youtube.com/watch?v=6LwGOUI8tz4&ab_channel=Tartiflette
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Grizzlyadamz on February 05, 2022, 02:26:26 PM
Hello! I'm trying to get a copy of a Cassowary blueprint via lazywiz's command line mod, but I'm having a time of it. "SKR_cassowary" supposedly isn't valid ship_bp data, allblueprints is indicating it can't be unlocked, and I'm not seeing any no_drop tags in the files..
I'm guessing maybe there's some other special sauce at work that's meant keep these unique beauties from spawning bps in the wild??
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on February 05, 2022, 03:48:14 PM
The Cassowary is nothing special, I have no idea why you can't spawn the blueprint.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Grizzlyadamz on February 05, 2022, 04:47:07 PM
Quote
I have no idea why you can't spawn the blueprint.
:o well that's not good

-edit
Is anyone else able to spawn blueprints from this mod or is it just me?
Would be "addspecial ship_bp skr_cassowary" for example.

-edit
....it might have been an uppercase lowercase problem...
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Necrodamis on February 11, 2022, 09:38:29 PM
Copy and pasted from my original post on a different mod forum, after being told where this should actually go

Hey I found a major bug with one of the IBB bounties, "Settling a bet". Since I found this bounty pretty early in my save and didn't have very good ships or logistics, I decided to wait on fighting the fleet described in the mission. Well I kinda forgot about it, since I was tied up in other stuff and fighting factions, until there's was only a few weeks to do it. Well I couldn't find the supposed fleet (only saying this because the mission frames the fleet as a story, like it could be real, but it might not be, and you have to figure that out) and so the mission timed out, as you'd expect and I was gonna just carry on with my business. However, when it sends the normal mission failed notification, it doesn't send one. It sends and endless stream of them, at lightning speed so that you can't even see other notifications. Saving/loading the save does nothing and going to main menu and back onto the save doesn't help either. Is there anything I can do to fix this? I have the console commands mod if that'll help any.

(A later update): Ok so I did eventually find the fleet, after failing it due to time, and gladly that stopped the spam. But that doesn't really solve the matter of the bug if you don't find said fleet
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on February 12, 2022, 01:30:48 AM
Update your MagicLib, and if that doesn't solve the spam do warn me because that bug is elusive.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Necrodamis on February 12, 2022, 10:46:33 AM
Good news! After updating Magic Lib, as suggested, I loaded a save before I found and defeated the fleet, and I waited for the bounty to expire. The notification for failing the mission popped up, I waited for a second to see if it was just being a little slow, and nope, updating Magic Lib seems to have cured the bug
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Justinx931 on February 19, 2022, 08:53:16 PM
i secured a Siegfried and was curious  why it has no description? i vaguely remember it having one.

possible incompatibility with whichmod?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Maxifier on March 13, 2022, 08:25:06 AM
Hey!
I've gotten crashes while loading the game, I've narrowed it down to this mod.

197466 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [data.hullmods.SKR_plagueLPC]
java.lang.RuntimeException: Problem loading class [data.hullmods.SKR_plagueLPC]
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
   at com.fs.starfarer.loading.specs.private.getEffect(Unknown Source)
   at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onApplicationLoad(ConcordAssembly.java:43)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
   at data.hullmods.SKR_plagueLPC.<init>(SKR_plagueLPC.java:19)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
   at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
   at java.lang.reflect.Constructor.newInstance(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   ... 9 more

I'm using updated magiclib and everything else is up to date since its a fresh install.
Any idea how to fix this since I've loved using your mod on my earlier games?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Sundog on March 13, 2022, 08:44:16 AM
You might be able to fix this by updating/removing Concord instead: https://fractalsoftworks.com/forum/index.php?topic=10931.msg360669#msg360669
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Sutopia on March 13, 2022, 08:53:06 AM
Concord has been updated to fix this mod's issue. Future modders may still stumble upon this if they decide to do a full hullmod getEffect scan for whatever reason.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: SpaceDrake on March 15, 2022, 04:23:07 PM
So I am going to say that I'm kind of falling in love with the Lucky Strike start. It's a nice way to get a few ships at the start that feel pretty unique without being too overpowered, and really makes you wonder about just possibly maybe going to give A Certain Someone a hug for more stuff like this. The only feedback I'd give for it is that I think it'd be neat for the resources at the start to match the description: zero money and only 10-20 supplies or so. The salvage field deliberately gives you enough supplies to fix everything you find for the start and enough gas to get back to the Core, so I think for flavor it's fine for the "start" to have no resources like the description suggests (and then as far as money goes, it creates an interesting conundrum for the player: do you head back immediately so as to get a little secure cash flow going, or do you stick around in that system for a bit, since you usually start off in a generally salvage-heavy system, and see if there are any other Big Scores to be found while risking a bit of mutiny for lack of pay for the crew?)

There's another component I think would be neat, but it's well outside of the scope of the mod (and really something I've been thinking about putting together myself in the larger sense...) Overall, though, it's a neat start and I like it!
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on March 15, 2022, 11:37:15 PM
Nexerelin manages the amount of cash you start with, and you can set it to 0 in the next screen from the start dialog.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: SpaceDrake on March 16, 2022, 01:00:24 AM
Oh, for sure, but I meant that it'd be neat if the default options were set to zero or very little money (since those can be customized by the modder). It'd be a little nice if the standard options were a bit closer to the lore, IMO (especially since the custom option is there either way). It's a minor nitpick, tho.

I feel marginally stronger about the supplies, really, because right now the start gives you an absolute metric ton of them (680 or so before you salvage anything!) and also a pretty hefty amount of heavy machinery. The latter's a bit more debatable - the starting field only needs 10 HM to recover in full, but other things will need a lot more even though the field gives you ~35 additional HM - but counting the field, you end up with almost 1000 supplies, which is huge overkill for the starting fleet even if you keep everything and crew both the Venture and the Spoiler Cruiser. It's mostly just that it runs counter to the flavor text, and the fuel situation seems set up so that you MUST rely on it to get back to civilization. It just feels a bit off that the much higher-cost supplies are so plentiful by contrast.

But really I'm just nitpicking. (https://i.imgur.com/kcBTfAR.gif) This mod represents a ton of work, and I appreciate every little bit of it. Thank you for working on it!
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Maxwell on March 17, 2022, 04:00:12 PM
I get this error starting a new game, both the mod and magic lib are up to date
151560 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createFleet(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/PersonAPI;Ljava/util/Map;ILjava/lang/String;Ljava/lang/Float;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Lcom/fs/starfarer/api/campaign/FleetAssignment;Lcom/fs/starfarer/api/campaign/SectorEntityToken;ZZ)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createFleet(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/PersonAPI;Ljava/util/Map;ILjava/lang/String;Ljava/lang/Float;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Lcom/fs/starfarer/api/campaign/FleetAssignment;Lcom/fs/starfarer/api/campaign/SectorEntityToken;ZZ)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
   at data.scripts.world.DiableavionicsGen.spawnGulf(DiableavionicsGen.java:319)
   at data.scripts.DAModPlugin.onNewGameAfterEconomyLoad(DAModPlugin.java:156)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Ruddygreat on March 17, 2022, 04:40:39 PM
I get this error starting a new game, both the mod and magic lib are up to date
151560 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createFleet(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/PersonAPI;Ljava/util/Map;ILjava/lang/String;Ljava/lang/Float;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Lcom/fs/starfarer/api/campaign/FleetAssignment;Lcom/fs/starfarer/api/campaign/SectorEntityToken;ZZ)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createFleet(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/PersonAPI;Ljava/util/Map;ILjava/lang/String;Ljava/lang/Float;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Lcom/fs/starfarer/api/campaign/FleetAssignment;Lcom/fs/starfarer/api/campaign/SectorEntityToken;ZZ)Lcom/fs/starfarer/api/campaign/SectorEntityToken;
   at data.scripts.world.DiableavionicsGen.spawnGulf(DiableavionicsGen.java:319)
   at data.scripts.DAModPlugin.onNewGameAfterEconomyLoad(DAModPlugin.java:156)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

this error is from diable, update it
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: paulogabbi on March 19, 2022, 04:11:45 PM
so i killed 2 plague bringers, and did not find a single  Flight wing does it still drops ?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: 0202 on March 20, 2022, 06:03:50 AM
May I ask your permission to translate your 'Kingdom of Terra' into chineses ? then upload to a Chinese forum,sure,it's free for everyone,thank u
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: SpaceDrake on March 20, 2022, 02:21:09 PM
May I ask your permission to translate your 'Kingdom of Terra' into chineses ? then upload to a Chinese forum,sure,it's free for everyone,thank u

Wrong thread, I'm afraid. The Kingdom of Terra thread is at this link: https://fractalsoftworks.com/forum/index.php?topic=16902.0 (https://fractalsoftworks.com/forum/index.php?topic=16902.0)

Note that Sinosauropteryx hasn't posted in the Kingdom thread in almost a year, so you're unlikely to get a reply quickly.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on March 20, 2022, 11:24:43 PM
so i killed 2 plague bringers, and did not find a single  Flight wing does it still drops ?
They should, for now. Those might be made built-in in the future though as the hullmod is troublesome.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: 0202 on March 22, 2022, 02:17:07 PM
so i killed 2 plague bringers, and did not find a single  Flight wing does it still drops ?
They should, for now. Those might be made built-in in the future though as the hullmod is troublesome.
SORRY ,I'M SO SORRY.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: 0202 on March 22, 2022, 02:30:12 PM
sorr, so sorry, i sent a worng message. I just want to translate "seeker" to chinese, but i just copied the last message,and didn't notice anything wrong :'(,I apologize for my rudeness and laziness really.so I can get your permission to translate "seeker" to Chinese?dude. I just wish more people can play this great mod. Again, I'm sorry for my mistake,thanks.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on March 22, 2022, 11:08:45 PM
Oh, no problem. Of course you can translate Seeker to Chinese, thank you for taking on that task since there is a hefty amount of text to go through.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: 0202 on March 24, 2022, 10:09:02 AM
Oh, no problem. Of course you can translate Seeker to Chinese, thank you for taking on that task since there is a hefty amount of text to go through.
thanks really
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Lukiose on April 09, 2022, 09:43:35 AM
Hello, any reason why the "Blitzkrieg" has Civilian hullmod built-in? Doesn't seem consistent lorewise with how it was converted from a Conquest
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: IGdood on May 09, 2022, 10:02:29 AM
After updating MagicLib for some reason Seeker is disabled in the launcher

Oh, just need to edit dependencies
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Marodeur on May 09, 2022, 10:36:47 AM
Because Seeker has a hard dependency on MagicLib Version 0.42 in the mod_info.json

Code
    "dependencies": [
        {
            "id": "lw_lazylib",
            "name": "LazyLib",
            #"version": "2.6"
        },
        {
            "id": "MagicLib",
            "name": "MagicLib",
            "version": "0.42"
        },

Uncomment it like LazyLib with a "#" should do it. I will try it for myself.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: 1stStrikeRecon on May 12, 2022, 11:19:33 PM
Can you do anything with the
Spoiler
Safeguard wreckage site? Recover/salvage the ship? Or did I need the automated ships skill when I defeated it in the first place?
[close]
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: nukularpower on May 13, 2022, 02:30:35 AM
There is loot in the inventory of the "station". Took me a while to notice it since I never bother to look normally
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: 1stStrikeRecon on May 13, 2022, 03:05:54 PM
There is loot in the inventory of the "station". Took me a while to notice it since I never bother to look normally

Yeah I grabbed that stuff right away. Just wasn't sure if I was missing something about researching or reclaiming the ship itself, like the text about your engineers being interested and all suggests.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: CountV on May 30, 2022, 05:46:44 AM
I noticed that the non-pirate Tumbleweed's sensor drones ship system is currently lacking a description when I recall the older versions having one.

Looking at the files, I think it's due to a change of the ship system ID, the old one(and the one still in the description.csv) is "SKR_sensor", while the ID in the current version's shipsystems.csv and ships.csv is "SKR_drone_sensor".
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Jade Tendency on May 31, 2022, 01:06:46 AM
You are not meant to be able to get the Seeker boss ships to your fleet, but if you really want to you can just add them with console commands. But it is kinda boring just having a win button.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Ramiel on June 05, 2022, 10:22:10 PM
Ok, I've played 2 games (explored the map completely) and I really enjoyed this mod. Found a crazy mind controlling alien ship in my 1st playthrough and saw some other minor ships. Then I found plague ships! Those are really cool story wise, but they also give you really good rewards! That is awesome! But I have no idea if I found all of them.....Are there 2 or more? Can I find more info on them (location, composition, etc.) in bars? Or is it random? Also, I haven't found most of the ships on the screenshots.....are those just random debris somewhere? Or are there minor quests attached to them?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Phalamy on June 06, 2022, 11:04:25 AM
Hey there. I am having a problem with the mod, I randomly found the White Dwarf ship in the wild, however the moment the game is forced to load any information about the White Dwarf it crashes.

This means:
In the Encounter screen, the second i try to hower over the White Dwarf to show its info it crashes
And if i start the fight, the moment the Ai tries to deploy it, it also crashes.


Both situations also give out different errors so I'll put in both.

Here for when it crashes from trying to load its info sheet:

119643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


And here from when it tries to load the ship in combat:

224977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm guessing something got messed up in the files.
I have to admit i personally messed with the files but only to a very small degree (I removed the 'restricted' property from all ships that had it in 'ship_data.csv' simply because i like collection the cool unique ships. However this worked perfectly fine with others. I have already tried undoing the change but it sadly did not fix the crash. I might have accidentally messed up something else while i originally did that which could be the cause of the crash.)
I would be very appreciative if anyone had an idea how to fix this. I will be trying some other things to fix it in the meantime.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Killsode on June 06, 2022, 11:48:52 AM
Hello, any reason why the "Blitzkrieg" has Civilian hullmod built-in? Doesn't seem consistent lorewise with how it was converted from a Conquest

but of a late reply, but its because its a civilian conversion to a blockade runner freighter
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Killsode on June 06, 2022, 11:51:20 AM
Hey there. I am having a problem with the mod, I randomly found the White Dwarf ship in the wild, however the moment the game is forced to load any information about the White Dwarf it crashes.

This means:
In the Encounter screen, the second i try to hower over the White Dwarf to show its info it crashes
And if i start the fight, the moment the Ai tries to deploy it, it also crashes.


Both situations also give out different errors so I'll put in both.

Here for when it crashes from trying to load its info sheet:

119643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


And here from when it tries to load the ship in combat:

224977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm guessing something got messed up in the files.
I have to admit i personally messed with the files but only to a very small degree (I removed the 'restricted' property from all ships that had it in 'ship_data.csv' simply because i like collection the cool unique ships. However this worked perfectly fine with others. I have already tried undoing the change but it sadly did not fix the crash. I might have accidentally messed up something else while i originally did that which could be the cause of the crash.)
I would be very appreciative if anyone had an idea how to fix this. I will be trying some other things to fix it in the meantime.

probably your best bet is to reinstall seeker, see if that works, and then redo some of the changes you made. probably best to set the current mod instance aside too
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Phalamy on June 06, 2022, 12:10:16 PM
Hey there. I am having a problem with the mod, I randomly found the White Dwarf ship in the wild, however the moment the game is forced to load any information about the White Dwarf it crashes.

This means:
In the Encounter screen, the second i try to hower over the White Dwarf to show its info it crashes
And if i start the fight, the moment the Ai tries to deploy it, it also crashes.


Both situations also give out different errors so I'll put in both.

Here for when it crashes from trying to load its info sheet:

119643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


And here from when it tries to load the ship in combat:

224977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm guessing something got messed up in the files.
I have to admit i personally messed with the files but only to a very small degree (I removed the 'restricted' property from all ships that had it in 'ship_data.csv' simply because i like collection the cool unique ships. However this worked perfectly fine with others. I have already tried undoing the change but it sadly did not fix the crash. I might have accidentally messed up something else while i originally did that which could be the cause of the crash.)
I would be very appreciative if anyone had an idea how to fix this. I will be trying some other things to fix it in the meantime.

God f*cking damit.
I accidentally removed one comma too many when i messed with the files.
Thats it. That was the issue.

Thank you for trying to help though
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Egren on June 10, 2022, 10:17:06 AM
I just wanted to put on record my appreciation for this mod.

The ships added in this mod go way beyond just *more content*. There's plenty of unique design quirks and playstyles in here. Special mention goes to the 557 which just as fun to fly overridden as it is when conventionally fit. Definitely an auto-include.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Oxnard Montalvo on July 01, 2022, 04:42:07 PM
Really love this mod, it's quickly become one of my favorites.

Question; I hacked in a few of the plague barer ships to fly around with, and as soon as the fight begins they all TP on top of one another and explode. Anyway to turn this off? Some file have a 'true' I could change to 'false' or something to get them to not automatically teleport?

Edit; I found my solution in ship_data.csv

A few deleted fields and it's good to go.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: TheLemu on August 01, 2022, 03:07:37 PM
Someone probably already noticed this, but with Terraforming and Station Construction, you can colonize the wreckage left behind by the Plague ships, because it's treated as an abandoned station.
Not that I have anything against it. Making trophy outposts out of defeated boss ships is quite cool.
Spoiler
(https://i.imgur.com/LO8iJgB.png)
[close]
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Jet Black on August 18, 2022, 09:16:46 AM
Getting a crash when I try to use a Siegfried forge template. Crashes every time. Wondering what I screwed up or if it's a mod conflict or something? I tried looking through my log file and couldn't make any sense of it. I figure it might have something to do with there being no Siegfried entry in my hull codex..?

Thank you in advance for any advice you can give. For now, I will just not use the forge template (even though that ship looks amazing).
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Zelrod92 on August 19, 2022, 03:32:32 AM
Hello, It may be because the hull name is SKR_guardian, it may also be the case because of its special mechanics of being able to its loadout and abilities using hullmods.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Zelrod92 on August 19, 2022, 03:33:42 AM
Also that ship should be obtainable via a bounty.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Jet Black on August 20, 2022, 03:04:34 PM
Is the remnant abomination a pilotable ship or just a boss fight?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: darkwarrior1000 on September 08, 2022, 10:15:05 PM
I noticed something very odd. I recovered the pirate version of the tumbleweed after a fight and mothballed it at the end of a play session. After I reloaded the game it had somehow become the regular version of the tumbleweed. I didn't really do anything to it. some dmods had been removed by the hull restoration skill but it was still mothballed in my fleet.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Ruddygreat on September 09, 2022, 06:13:20 AM
I noticed something very odd. I recovered the pirate version of the tumbleweed after a fight and mothballed it at the end of a play session. After I reloaded the game it had somehow become the regular version of the tumbleweed. I didn't really do anything to it. some dmods had been removed by the hull restoration skill but it was still mothballed in my fleet.

that might actually be a vanilla bug, you're supposed to be able to get a normal tumbleweed by restoring a pirate tumbleweed at a dock ???
if you can recreate it, it's probably worth a post in one of the bug report forums
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: darkwarrior1000 on September 10, 2022, 11:57:02 PM
I guess the mod just detected that the last of the dmods on that pirate tumbleweed was removed and figured a dockside restoration happened. not that I'm complaining. I'll try to get another pirate tumbleweed and see if I can recreate the situation with hull restoration removing its dmods.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: sanblue on September 11, 2022, 06:20:30 AM
Nice mod!
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: darkwarrior1000 on September 18, 2022, 01:11:23 PM

that might actually be a vanilla bug, you're supposed to be able to get a normal tumbleweed by restoring a pirate tumbleweed at a dock ???
if you can recreate it, it's probably worth a post in one of the bug report forums
Alright just tested it out again with another tumbleweed p. this one wasn't mothballed and was fully equipped too. once hull restoration got rid of its last d-mod it became a non-pirate tumbleweed.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Operador on September 30, 2022, 08:48:45 PM
Hey guys, I've actually found some of the ships and enjoyed it quite a lot. But regarding the bosses I am having trouble finding them.
I've only defeated the first one (thanks to the bounty I was possible to find its location), however I can't seem to find the other ones. Are they also 'triggered' as a bounty in the board or do I have to find them exploring?

I am just asking because I am at cycle 221 and still haven't found them (although there are quite a bit of nebulas left to explore)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Killsode on September 30, 2022, 09:32:15 PM
Hey guys, I've actually found some of the ships and enjoyed it quite a lot. But regarding the bosses I am having trouble finding them.
I've only defeated the first one (thanks to the bounty I was possible to find its location), however I can't seem to find the other ones. Are they also 'triggered' as a bounty in the board or do I have to find them exploring?

I am just asking because I am at cycle 221 and still haven't found them (although there are quite a bit of nebulas left to explore)

They are all out there, i've frequently found them before getting the bounties. Friendly tip, the domain drone one is significantly easier than the others.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Wyvern on October 05, 2022, 10:37:20 AM
Hey, there seems to be some sort of issue with (probably!) the Balisong-class Cruiser; I was flying one, killed an enemy Tempest, and got a crash to desktop. See details here: https://fractalsoftworks.com/forum/index.php?topic=25437.0 (https://fractalsoftworks.com/forum/index.php?topic=25437.0)

Alex suggests that this might be due to mucking about with fighter weaponry. Does the Balisong's system mess around with what its fighters have?


Edit: Just got this crash again in a battle without the Balisong, so clearly there's something else going on here. Joy.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Titann on October 09, 2022, 03:31:44 PM
This guy standing at center of blackhole with %0 cr

https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Oni on October 10, 2022, 06:50:00 PM
This guy standing at center of blackhole with %0 cr

https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
That Mad Lad, declaring that he can take you at 0% readiness. Such a Boss.  8)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Titann on October 11, 2022, 09:18:07 AM
This guy standing at center of blackhole with %0 cr

https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
That Mad Lad, declaring that he can take you at 0% readiness. Such a Boss.  8)

He did take out my fleet with %0 readiness lol. Blackhole also removes your CR super fast, i didnt even realized that all of my ships reduced to 0 CR in 2 minute. Bad thing is Cataclysm can use all of his weapons/shields with %0 but not mobile because of %0 CR and my fleet cant do anything so he takes them out one by one. I need super alpha strike fleet to take out Catacylsm before my fleet hit to %0 CR so i have to prepare carefully
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Thorveim on October 18, 2022, 10:56:44 AM
I wonder, as someone that modded the game heavily I will use adjusted sector to have a bigger sandbox... will it also give me more chances to meet boss encounters/spawn more of them, or will it be the same number and thus even harder to find?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: A_Random_Dude on October 18, 2022, 01:25:48 PM
Adjusted Sector doesn't affect Plague Bearer fleet spawn or number. So yes, using a bigger map with more stars will make the task of finding one of them harder.

If you take too long to find and fight them however, a bounty will eventually appear to give you their location. So the problem isn't as big as you think it is.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: WeWickYou on November 05, 2022, 07:48:37 AM
Hello, haven't play the game for some time but remember when you took back seeker from the tomb :).
To make the Nova spawn in remnant fleet what would be the file who need to be changed ? and what value or writing would be needed?

for now i thinked it would be in starsector\mods\SEEKER_UC\data\world\factions\remnant.faction
and adding the line for nova here:

"hullFrequency":{
        "hulls":{
            "SKR_fresnel":0.5,
         "SKR_nova":5.0,
        },

would it work? or does i need to change soemthing else? (i put 5.0 for testing purpose)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Sigma Draconis on November 07, 2022, 11:29:13 AM
Do fleets like the plague bearer fleets and the hydroponics paragon fleet spawn after you add the mod mid-save?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Modo44 on November 27, 2022, 12:20:03 PM
Exotic tech is fun. Also, there seems to be nothing really exotic about it in terms of availability. Literally every other market has it. No need to explore, or pay out the a$$ at Prism. Why?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tyrgalon on December 05, 2022, 12:40:06 AM
Any chance of the "lucky strike" start that gives you some plague bearer ships to unlock plague bearer blueprints etc at some point? from my understanding it just gives you 2 plague bearer ships and some weapons at the start atm.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: PatientAsian on December 07, 2022, 11:19:47 AM
Is there no way to recover the capital (Titan) ship from the black hole? Am I missing something?
I have the talent points to be able to recover AI ships.

I love everything about this mod, except I really dislike winning a hard fight fair and square only to then have the only ship I'm interested in be the only ship I can't recover. What's up with that?

EDIT: I suppose
Spoiler
the other ship and the new survey option is pretty cool, but still, my point stands.
[close]
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: BreenBB on December 19, 2022, 01:16:22 PM
I started to get crash like this at start of new game:

java.lang.NullPointerException
   at data.scripts.world.SKR_seekerGen.spawnWhiteDwarf(SKR_seekerGen.java:498)
   at data.scripts.world.SKR_seekerGen.addExplorationContent(SKR_seekerGen.java:78)
   at data.scripts.SKR_modPlugin.onNewGameAfterEconomyLoad(SKR_modPlugin.java:92)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I decided to have playtrough without HMI (I noticed what White Dwarf always spawns in Tabitha system from HMI, in every playtrough when I had both mods enabled), and I reduced reduced sector size and star constellation count, maybe this script needs failsafe if its unable to find fitting system for spawning boss? Its seems that generation wasn't able to generate needed systems.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Stelarwand030 on December 28, 2022, 05:31:48 PM
The Targeting Supercomputer hullmod (https://starsector.fandom.com/wiki/Targeting_Supercomputer) causes the SKR Kaleidoscope (https://fractalsoftworks.com/forum/index.php?topic=19414.0) to fire in the opposite direction.

I know the hullmod is used only for stations but I never liked how short range all the weapons are. I would have liked to have them installed in all ships, even enemies, but I don't know how to do that. So I use them for my ships. Mostly for the luls.

I can use almost any weapon with the hullmod (as far as I know) but Kaleidoscope. Does any one know why?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Killsode on December 28, 2022, 07:47:44 PM
Is there no way to recover the capital (Titan) ship from the black hole? Am I missing something?
I have the talent points to be able to recover AI ships.

I love everything about this mod, except I really dislike winning a hard fight fair and square only to then have the only ship I'm interested in be the only ship I can't recover. What's up with that?

EDIT: I suppose
Spoiler
the other ship and the new survey option is pretty cool, but still, my point stands.
[close]

are you talking about the 'titantic' a civilian refit of an onslaught into a cruise liner? if so its just a neat salvage i'm not sure if its supposed to be fight reward at all.
If you're talking about the capital ships in all of the boss fleets, no you cant get them. They're just bosses.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: plumber_Man on December 29, 2022, 04:44:06 AM
So I was looking around the data of the mod, and saw that the Bailsong has an extra weapon, or ship system named Bushwhacker, but its not part of the current Bailsong, is it a WIP thing or an error?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Killsode on December 29, 2022, 05:17:38 AM
So I was looking around the data of the mod, and saw that the Bailsong has an extra weapon, or ship system named Bushwhacker, but its not part of the current Bailsong, is it a WIP thing or an error?

Its probably a leftover system, the balisong got updated at some point and the old sprites and data were left over.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: plumber_Man on December 29, 2022, 09:07:03 AM
So I was looking around the data of the mod, and saw that the Bailsong has an extra weapon, or ship system named Bushwhacker, but its not part of the current Bailsong, is it a WIP thing or an error?

Its probably a leftover system, the balisong got updated at some point and the old sprites and data were left over.

 :'( It looked cool
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Ikta on January 07, 2023, 01:39:07 PM
It seems like there was a Magic Lib update to 0.45.2 , not sure if you need to do any updating to the mod to make sure it works or not, just putting this out though incase there is something you need to do
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: SpaceDrake on January 07, 2023, 06:35:47 PM
Literally just yank out the version specification in Seeker's modinfo dependency for MagicLib, the new MagicLib works fine with it.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Malhavoc on January 08, 2023, 03:54:42 PM
Literally just yank out the version specification in Seeker's modinfo dependency for MagicLib, the new MagicLib works fine with it.
So how does one do that precisely? I'm sure I can hamfist it, but having a general starting point would be nice.

EDIT: I literally just hamfisted it and it works. Pop open the mod_info.json with something like Notepad++ and either delete the whole section from bracket to comma referencing MagicLib, or just change the version number.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: radekplug on January 08, 2023, 04:15:53 PM
latest wersion 0.45 is not combatible with sekker 0.51 if want play i need play with older magic lib.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: SpaceDrake on January 08, 2023, 04:56:31 PM
latest wersion 0.45 is not combatible with sekker 0.51 if want play i need play with older magic lib.

No, just remove the version requirement in the modinfo file. The version requirement thing has never quite worked right (it's supposed to allow all higher versions to work, but...)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: 404 on January 11, 2023, 03:47:35 PM
latest wersion 0.45 is not combatible with sekker 0.51 if want play i need play with older magic lib.

I just went into the mod_info.json file in the mod and changed the version from .42 to .45 and it works fine.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Spitton on January 22, 2023, 06:48:06 AM
Changelog says "2 new Nexerelin custom starts are added" but i dont see any new starts
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on January 22, 2023, 11:07:39 AM
When selecting your starting faction you can pick one of three custom starts:
Avatar of Vengeance
Emergence
Lucky Strike
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Fordo on January 23, 2023, 02:45:56 PM
Howdy, love the mod. It very quickly became one of my favorites for the plethora of fun mini-bounties and exploration content. I hope one day we'll get a special version of the Cassowary with whatever device was originally meant to be on the right-hand side of the ship.

Here's my troubleshooting. There's one or two bounties that I just can't get to appear in the bounty boards at all, despite seeming to meet their requirements when I use the console command magiclib_listrequirements (https://i.imgur.com/QEXPVrf.png). I'm not sure how the magiclib_listbounties (https://i.imgur.com/AMbZWh0.png) command works entirely, but when I use that one, it indicates that the relevant bounty is loadedbut not active. I've linked screenshots in the command names of the results. The unsanctioned bounty boards just do not show up at all in the relevant markets since its the last possible bounty.

I never got to do the "help with another testing incident" either, and for some perplexing reason I can't find any evidence of its existence either. It was the supposed sequel to the Augur bounty. I think the bounty code was skr_endymion or something to that effect? It's not in my completed list. At some point it just disappeared from magiclib_listrequirements despite me also meeting the requirements. The markets that offered it were peculiar too, rather than the usual factions it had certain non-playable ones without markets of their own, like the Mess from HMI and Deserters and Blade Breakers from Dassault-Mikoyan. Hivers too, I think, though I never installed that.

Finally, something to note. I did update my magiclib to the most recent version at some point this playthrough, which made the game not want to enable Seeker due to its dependencies. I used the solution presented by previous posters and removed the requirement from Seeker's mod_info.json and it seemed to work fine after that. I don't know if that's relevant or not to my issues but I thought I'd mention.

Thanks.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Tartiflette on January 23, 2023, 11:14:33 PM
"Active" is for bounties that you are actively participating in. We are investigating the issue with Wisp, some triggers have been troublesome since the beginning.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Supreme stone gamer on January 28, 2023, 09:02:22 AM
hey, is there a updated verison of this mod anywhere, and also could i get in touch with a admin/mod to appeal my discord ban? :o
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: A_Random_Dude on January 28, 2023, 11:20:16 AM
Current version of the mod works on 95.1.

And I hardly see what a Discord ban has to do with Seeker.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Fordo on January 28, 2023, 12:45:37 PM
hey, is there a updated verison of this mod anywhere, and also could i get in touch with a admin/mod to appeal my discord ban? :o
If you mean updated to work with the latest Magiclib, the solution is currently to just remove the dependency on magiclib from Seeker's mod_info.json.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Kenalbus on January 29, 2023, 07:53:49 AM
Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: TimeDiver on January 29, 2023, 08:05:20 AM
Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
1. Open up the mod_info.json file (in the \mods\SEEKER_UC folder) in Notepad++ or equivalent.

2. Find the section that reads as:

            "id": "MagicLib",
            "name": "MagicLib",
            "version": "0.42"

3. Insert a '#' in front of that last line, so it is now:
             #"version": "0.42"

4. Save and then re-load the Starsector executable.

Game should no longer auto-disable the mod upon load, but you'd need to manually re-enable it first.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Kenalbus on January 29, 2023, 09:27:33 AM
Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
1. Open up the mod_info.json file (in the \mods\SEEKER_UC folder) in Notepad++ or equivalent.

2. Find the section that reads as:

            "id": "MagicLib",
            "name": "MagicLib",
            "version": "0.42"

3. Insert a '#' in front of that last line, so it is now:
             #"version": "0.42"

4. Save and then re-load the Starsector executable.

Game should no longer auto-disable the mod upon load, but you'd need to manually re-enable it first.

It works! Thank you very much! \o/
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Dazs on January 30, 2023, 02:15:42 PM
Hi Tartiflette,

Two things:
First the update to Magiclib has the same issue as last update where the version numbers in mod_info do not match which I was able to "fix" on my end.
Second now I get an failed calling method error when I try to load my save that SKR_kaleidoscope is not found. My guess is Magiclib changed some calling method and Seeker is two version of ML out of date and is not caught up.

Figured you would be better able to diagnose :)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
Post by: Killsode on February 06, 2023, 10:51:20 PM
i know this is unlikely to get an update, but man does the halligan just not have enough flux dissipation. even maxed out with 35 vents and FD, it cant support even a 150f/s medium in each slot, let alone anything higher and PD.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc1 (2023/02/11)
Post by: Tartiflette on February 11, 2023, 10:08:40 AM
(https://i.imgur.com/W4XZyF7h.jpg)

This update technically does not provide much anything in term of new content but represents a major polish pass, notably on the end-game bosses. It should provide a much smoother experience, better rewards as well as a new ways to deal with those challenging opponents.

Changelog
0.52

BALANCING:
 - Minor and major tweaks to the Umpire Beam and Whiplash Blaster.
 - Augur-class EMP Discharge system cooldown halved down to 8s.
 - Hedone-class Time Splitter system CR cost doubled to 2% per use.

BUGFIXES/IMPROVEMENTS:
 - Fixed an issue with the Balisong system.
 - Fixed Tumbleweed's Drone system missing a description.
 - The Titanic wreck should spawn further away from blackholes.
 - BOSSES:
   . Clarified some special items descriptions,
   . Lots of improvements and fine-tuning,
   . Double wreck drops should hopefully no longer happen,
   . Added more ways to get pointed in the right directions,
   . Broke the monolithic fleets in multiple smaller ones,
   . Changed the final boss' ship system,
   . All bosses ships have exceedingly slow post battle repairs. Go at them a second time if the first assault failed without losing your "progress",
   . Boss bounties now have a 10 years deadline,
   . More goodies in salvage!
 - Plague-Bearer LCPs can no longer be mounted on non Plague-Bearer ships, removed the Quarantined Flight Deck hullmod.
 - Proofreading...
[close]

This update should be save compatible. However a lot of the refinements will only take effect on a new game.

Download available here (https://www.patreon.com/posts/78549869)
Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Seeker and/or change it however they want.

In the meantime, Seeker's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc1 (2023/02/11)
Post by: Descending on February 13, 2023, 06:29:06 PM
Hey, so I recently encountered one of the bosses (Ravager) and when I get into combat with it, it never appears. Any idea what's up with that?

[EDIT]
Update! I ran into the Safeguard boss and after beating it and claiming the loot, the game crashed to desktop with this error:
Code
719012 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: java.util.HashMap$KeySet cannot be cast to java.util.List
java.lang.ClassCastException: java.util.HashMap$KeySet cannot be cast to java.util.List
at data.campaign.bosses.SKR_safeguardLoot.reportBattleOccurred(SKR_safeguardLoot.java:78)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:792)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1612)
at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.dismiss(Unknown Source)
at com.fs.starfarer.coreui.O0O0.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc1 (2023/02/11)
Post by: Crilltic on February 15, 2023, 06:50:01 AM
The patch notes said the quarantined flight decks mod has been removed, but I am still seeing it drop after the update?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
Post by: Tartiflette on February 16, 2023, 01:11:20 AM
"Hot"-fix is up!

[RC2]
 - Fixed crash related to the bosses' loot generation,
 - Fixed issue with Rampage not deploying,
 - Fixed issues related to the bosses' spawn locations,
 - Fixed issue with Plague-bearer wings not launching,
 - Fixed the Reality Drill script not being applied.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
Post by: snicka on February 23, 2023, 02:01:18 PM
Okay, how in the flying duck are you even supposed to attempt the cataclysm with normal battle size without any kind of extreme modded cheese ships?

Ever since it stopped teleporting in between ships, and started popping somehow to the side, i feel as if the firepower combined with mobility as absolutely absurd, higher than even the literall cancer fleet capital.

What is the intended strategy here?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
Post by: Tartiflette on February 23, 2023, 11:51:07 PM
It's not meant to be beaten in a single fight, let alone without massive losses. It repairs extremely slowly so you can attempt to fight it multiple times.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
Post by: bob888w on February 24, 2023, 03:06:47 AM
Bit of a shame vanilla starsector doesn't allow ship recoveries with clean disengages, really disencentivzes players from taking on the same battle multiple times without save scumming. Especially hurts when you have unique modded ships in your fleet
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Tartiflette on February 27, 2023, 12:15:28 AM
(https://i.imgur.com/W4XZyF7h.jpg)

This update provides more fixes and improvements to the bosses. I tried to solve some odd deploying behaviors, added the missing limited descriptions when encountering them, repaired the bounties not showing up at all, as well as implementing a balance pass for their minions. I also added three new custom Nexerelin starts that hopefully will open new interesting opportunities for role-play and offer unique challenges. These are Mulligan!, Break-up Hanghover and A Knight's Tale.

Hopefully this mod will now be in a good-enough spot so that I can move my attention onto my others ones in dire need for an update!

Changelog
0.53

 - Added 3 new Nexerelin custom starts:
   . Mulligan!
   . Break-up Hanghover
   . A Knight's Tale

 - Fixed boss bounties not showing up
 - Fixed missing Siegfried description
 - Added missing limited descriptions for the bosses

 - Guru: 850 armor (+150), 7000 hull (-1000), 550 dissipation (+150)   
 - Devotee: 6 DP (+2)
 - Believer: Built-in ECCM and Expanded Missile Racks.
 - Cultist: Plasma Jets instead of Maneuvering Jets, 400 armor (+100)
 - Haymaker: hit feedback improved, 6 ammo (+2), 0 EMP (-400), 250 sustained DPS (+94)
 - Eager: hit feedback improved
[close]

This update should be save compatible.
Download available here (https://www.patreon.com/posts/79266950)
Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) and MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Agalyon on March 25, 2023, 04:38:56 PM
Bug report with boss spoilers:
Spoiler
I'm stuck with an absolutely unkillable Cataclysm. It has no health and no modules but won't die no matter I do. I tried "nuke" and "endcombat" console commands to no avail either. I had a similar issue with Safeguard but after it retreated once it died instantly upon being deployed again but unfortunately this isn't working with Cataclysm. I had no issue with Nova or Rampage. Is there anything I can do here? Thanks.
[close]
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Tartiflette on March 26, 2023, 01:07:34 AM
Yes this bug has been reported a few times. I have not a single hint of a clue why it is happening, and why it only seems to affect Cataclysm when the other bosses are mechanically identical. I don't know if it is some weird mod interaction of some odd convergence of issues.

If you see the ship having a big hole in its armor display as it jumps in, just reload the battle, there's no killing that ship.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Dadada on March 29, 2023, 02:57:39 AM
I love the update(s)! The fights are harder and I like the
Spoiler
new fleets searching for their main fleet lead by their respective
Spoiler
dreadnought boss. I can finally farm the OP red ships to make a fleet. :D But most of the small, lean, red frigates end up having S-modded aux thrusters... o.O
[close]
[close]
Awesome update for an awesome mod! Thank you!
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Zebulon on March 31, 2023, 12:03:02 PM
I don't know if it's me that's blind or if it's intended but i can't seem to be able to find the Voulge Class Ship (the one with the albuquierque bubble) and its variant (the one with the red laser coming from the eye thingy) in the codex. I also can't find it when i look into choosing a ship with a custom start for Nexerellin. It only appear on the "A Knight's Tale" custom start if i want to start with it on Nexerellin. Idon't know if there is a bounty for it (i have yet to see one) so i don't know ho to find it if i don't start with it.

I don't know it all of this is intended or if i'm just missing something but i thought i would say this here just in case. Thanks you for your reply in advance.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Killsode on March 31, 2023, 02:20:14 PM
I don't know if it's me that's blind or if it's intended but i can't seem to be able to find the Voulge Class Ship (the one with the albuquierque bubble) and its variant (the one with the red laser coming from the eye thingy) in the codex. I also can't find it when i look into choosing a ship with a custom start for Nexerellin. It only appear on the "A Knight's Tale" custom start if i want to start with it on Nexerellin. Idon't know if there is a bounty for it (i have yet to see one) so i don't know ho to find it if i don't start with it.

I don't know it all of this is intended or if i'm just missing something but i thought i would say this here just in case. Thanks you for your reply in advance.

I believe them not being in the codex is intentional. although given the codex entry for the Voulge it could probably be in there, and be in the independents blueprints too.
I vaguely remember once fought the AI Voulge as a 'red planet' boss. and i recently found a normal voulge as a derelict strangely enough through a 'scan derelict' mission that listed a shipname specifically, although I'm unsure if that was entirely intentional?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: A_Random_Dude on March 31, 2023, 03:45:14 PM
The Voulge only appears as a derelict, it's a fixed encounter too, so you should always end up finding it with enough exploration.

The green version (Gawon) is only obtainable after doing its bounty mission, that should come from the Luddic Church after you did the Balisong's bounty iirc.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Mcgrolox on April 08, 2023, 11:00:23 PM
I know I'm late, as I haven't played in a few months to see mod updates and the like, but I'm sad you'll be leaving modding this game Tartiflette. You are one of the best creators on the forum in my opinion and I am very fond of your mods, so we will surely be missing out now that your creative energies are moving elsewhere. That said I understand completely that a modder cannot spend their entire life modding a single game before burning out on the game, the mods, or both, but nonetheless you will be missed by at least me.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: darkfowl on May 06, 2023, 06:16:27 PM
anyone confirm this is compatible with new update or not? don't think many things would break but idk. mod adds some really cool ships and content so I'd hope I still get to play with it
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: SpaceDrake on May 06, 2023, 07:19:26 PM
It sure as *** won't work with the new, updated-for-.96 MagicLib. You'll have to wait for an update if you use that.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: yuri65 on June 06, 2023, 10:40:51 PM
Started a new game and run most ships on the simulation seens to work in 0.96
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Bluedeferum on June 10, 2023, 12:59:53 AM
I miss this mod, I hope it gets updated soon.  :(
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: SpaceDrake on June 10, 2023, 03:07:23 AM
I miss this mod, I hope it gets updated soon.  :(

My previous post is out of date: thanks to MagicLib 1.1.x, Seeker works just fine in .96. Go ahead and install it!
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Bluedeferum on June 10, 2023, 03:31:16 AM
I miss this mod, I hope it gets updated soon.  :(

My previous post is out of date: thanks to MagicLib 1.1.x, Seeker works just fine in .96. Go ahead and install it!

Sweet!  ;D
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Mokare on June 11, 2023, 10:48:12 AM
Hey, thats a good news. Although, can Seeker be installed in ongoing save? Can't find info bout that in main post.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: SpaceDrake on June 11, 2023, 12:55:27 PM
Hey, thats a good news. Although, can Seeker be installed in ongoing save? Can't find info bout that in main post.

Sure, but a ton of it only generates on new game creation, so you'll get very little out of installing it mid-save.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Mosterdzaadje on June 28, 2023, 02:42:56 AM
Guess the crash below is related to Seeker, missile AI or so? Using Seeking with a version change in mod.json on 0.96 and MagicLib 1.1.3-rc01

622633 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.SKR_modsAI.advance(SKR_modsAI.java:78)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Vundaex on July 23, 2023, 04:30:57 PM
How do you beat the rampage?
My ships refuse to come close even with full assault activated, and they get chomped in a few seconds. And I'm talking about capital ships like paragon.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Winhert on July 25, 2023, 01:42:32 PM
Any news on the update?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Killsode on July 25, 2023, 02:35:38 PM
Any news on the update?

Its getting close to the 3 month date without much from tartiflette, so august 5th (10 days from now, 3 months from may 5th) is likely the earliest if anyone had been quietly updating and testing code early.

Sidenote if you read this tarti, i salute you o7
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Nameless on July 25, 2023, 02:59:21 PM
pretty sure he said somewhere that he is slowly moving away from modding.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: TheLord999 on September 03, 2023, 05:29:17 AM
does anyone know how to start the bounties that require Memkeys ? All of them are on fail and I don't know how what to do in-game to set them on true. For does who don't see what I'm talking about, you do ctrl + backspace and write MagicLib_ListBounties/Requirements to have the full list of bounties (not unlocked/active, active and complete) or the requirements for each not unlocked/active/complete bounties to show in relevant market.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on September 24, 2023, 11:11:00 AM
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Hatter on September 24, 2023, 01:39:45 PM
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...
Oh wow, thanks.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: shovelmonkey on September 26, 2023, 11:48:18 AM
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...

Wow, very nice. I was missing this.  :)
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Deageon on September 26, 2023, 03:10:20 PM
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...

just FYI, scavenger fleets still seem to be completely swamped with Seeker ships. Stuff like the Malet and it's bigger cousins pop up an insane amount.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on September 27, 2023, 03:14:36 AM
Just to be sure, you did start a new game?
and I simply toned down the numbers, I didn't completely minimize them. Malet is 0.30 for example.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: jyjakafe on September 27, 2023, 10:20:52 PM
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...

Hey, thanks for your hard work. Can't get it running on Linux. No expectations for you to fix this (linux lol), but I thought I'd report it anyway just in case.

On JRE8 azul, game crashes on launch with

Code
Fatal: Error loading [data.scripts.SKR_modPlugin]
Cause: data_scripts.SKR_modPlugin
Check starsector.log for more info.

starsector.log looks like

Code
28589 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/SEEKER/ships/gunships/SKR_malet_body.png (using cast)
28591 [Thread-9] ERROR com.fs.graphics.for  - Caught exception during read:
javax.imageio.IIOException: Caught exception during read:
at com.sun.imageio.plugins.png.PNGImageReader.read(PNGImageReader.java:1633)
at javax.imageio.ImageIO.read(ImageIO.java:1462)
at javax.imageio.ImageIO.read(ImageIO.java:1357)
at com.fs.graphics.for.class(Unknown Source)
at com.fs.graphics.for.Ø00000(Unknown Source)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ThreadDeath
at java.lang.Thread.stop(Thread.java:858)
at com.fs.graphics.for.class(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
... 1 more
28600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.SKR_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.SKR_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: data.scripts.SKR_modPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:419)
at java.lang.ClassLoader.loadClass(ClassLoader.java:352)
... 2 more

The first error make me think it was a problem with SKR_malet_body.png but I downloaded the 0.95 version and the png has identical checksum.

Anyway, I switched the JRE version back to 7 and the first error was gone but instead I got:

Code
22583 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/wasp_ftr.png (using cast)
22600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.SKR_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.SKR_modPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SKR_modPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on September 28, 2023, 04:14:00 AM
You sure you have the latest GraphicLib?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: FiCho on September 28, 2023, 09:02:40 AM
Hello,
Just some info, my Sindrian Diktat ship market is full of tumbleweed and cassowary class ships, there is actually none of their ships. I did the questline and main campaign and have joined the Diktat. Cheers
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on September 28, 2023, 10:03:05 AM
Updated to version 5m, link remains the same. Tweaked down the hull chances further.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: FiCho on September 28, 2023, 10:34:48 AM
Updated to version 5m, link remains the same. Tweaked down the hull chances further.

Game crashes now on loading screen.

log file: https://easyupload.io/8wzfy1
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on September 28, 2023, 12:05:54 PM
Updated to version 5m, link remains the same. Tweaked down the hull chances further.

Game crashes now on loading screen.

log file: https://easyupload.io/8wzfy1
Yes I updated it just after the release, there were a few , missing.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: FiCho on September 28, 2023, 12:24:13 PM
Oh, okay. It works now, tho it's still the same with ships. Im guessing it may be some other mod or I should start and try a new game.
Idk, Im gonna play around with it a bit. Anyways, sorry for bothering you and thanks mate.

Btw, are Lion's Guard ships actually available at Sindria?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on September 28, 2023, 01:39:13 PM
Oh, okay. It works now, tho it's still the same with ships. Im guessing it may be some other mod or I should start and try a new game.
Idk, Im gonna play around with it a bit. Anyways, sorry for bothering you and thanks mate.

Btw, are Lion's Guard ships actually available at Sindria?
In all probability the hull chance percentages are probably read from files on save start then saved into the save file. As far as I understand Lion's Guard is actually a faction of its own, and does not sell its ships on any markets.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Kadatherion on September 29, 2023, 12:39:50 AM
In all probability the hull chance percentages are probably read from files on save start then saved into the save file.

HullFrequency is indeed written in the savefile, but it seems it *does* update: at the very least, I'm looking at it now after I updated Seeker to your version mid game the other day, and the values for the scavengers - as an example - are indeed the same as they are in your edited files. I believe it might just take a while before noticing, as fleets that were already spawned by the game aren't obviously gonna change, and you have to wait for new spawns slowly taking over.

EDIT: yeah, can confirm it. I took right now the chance to also update to your latest version with the frequency further toned down, and indeed all it took was a load and resave to get the new values written on the savefile, so it does definitely update mid game.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on October 04, 2023, 11:19:06 PM

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

Updated to version 6m, fix Sindrian Diktat etc factions getting spammed with Seeker hulls despite the lowered chances. The files were defining ship hulls in "shipsWhenImporting" field when they were also defined in hull chance frequencies which caused the chances to get multiplied. Now Sindrian Diktat fleets do not consist of just Tumbleweeds.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: MnHebi on October 09, 2023, 10:29:03 AM
Updated, same link and version number remains the same. Simply updated strings.json, added quotes around stringIDs as more recent versions of the Starsector API expect. The missing quotes resulted in stuff like the Demeter's fleet not having a name, the captain not having a name, instead all you saw was the stringID. Unfortunately, this fix will only take effect on new games in cases of fleet names, captain names for things spawned by this mod.

Thanks to ruddygreat and Wisp on Starsector Discord for helping solve this.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: jyjakafe on October 10, 2023, 01:09:00 PM
I fixed it on linux. seeker.jar had to be renamed SEEKER.jar because of linux case sensitivity issues.  :D
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: teot288 on December 02, 2023, 01:06:57 AM
does this work on 0.96a?
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: A_Random_Dude on December 02, 2023, 03:22:00 AM
Someone posted an unofficial update one page earlier. Use that and it'll work
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: cake on December 18, 2023, 01:12:04 PM
is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Shogouki on December 18, 2023, 02:12:24 PM
is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing

I know I've seen Cataclysm discussed on the Reddit Starsector and there were at least one or two people I saw respond that they had beaten it.  I don't know exactly how they did or if they did so without cheap tactics.  I honestly thought about settling the system to try and get a star fortress in range somehow to provide some heavy support but never did try it.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: SpaceDrake on December 18, 2023, 06:53:07 PM
All the bosses in the current version of Seeker are beatable. How many losses you'll take doing it is a wholly different question.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Death_Silence_66 on December 19, 2023, 07:28:43 AM
is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing
I've had a bug where the core module becomes invincible, seems like you ran into it as well
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Kriegmarine on December 25, 2023, 05:37:15 PM
So, anyone know how to adjust the repair cost + time for ships? I usually make the boss ships in this mod recoverable for funsies but the latest game update(0.96a-RC10) has made them practically impossible to operate at this time.

Spoiler
(https://i.imgur.com/z9n5U8B.png)
[close]
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: cake on December 26, 2023, 06:53:40 PM
is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing
I've had a bug where the core module becomes invincible, seems like you ran into it as well
yep had to saveload several times. apperently it happens when the ship hits something when entering the battle-
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Killsode on December 27, 2023, 02:57:14 AM
So, anyone know how to adjust the repair cost + time for ships? I usually make the boss ships in this mod recoverable for funsies but the latest game update(0.96a-RC10) has made them practically impossible to operate at this time.

Spoiler
(https://i.imgur.com/z9n5U8B.png)
[close]

locate its line the the relevant ship files and you can adjust the supply cost. if it has a hullmod that increases it by an absurd amount that will be a more fiddly change.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: Crijen on February 05, 2024, 11:03:55 PM
So, anyone know how to adjust the repair cost + time for ships? I usually make the boss ships in this mod recoverable for funsies but the latest game update(0.96a-RC10) has made them practically impossible to operate at this time.

Spoiler
(https://i.imgur.com/z9n5U8B.png)
[close]

If I remember correctly, it's the plague-bringer hullmod that causes both repair issues and makes your sensor profile painfully high.  You can replace it with the plague cultist hullmod though by editing the appropriate hull files.
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: balordezul on February 25, 2024, 07:14:41 AM
Rampage and Cata are bugged for me.  Rampage's final part just teleports out of combat at 0% hull until you get the CR is down to 0% after a lot of chases.  So just a lame loop of it showing up takes one hit and leaves combat.

Cata sits at zero hull and does not die.  I we did this for about 5 minutes before I asked around on discord. 
Title: Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
Post by: whatisthisbug on March 12, 2024, 10:29:09 PM
is the download link safe given recent events?