(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. |
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)
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?
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.Spoilerjava.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]
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.
- Endymion-class assault frigate: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.
. 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.
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.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.
One run you discoverandSpoilera drone mothership prototype[close]. The next you findSpoilera factory new unarmed pre-cataclysm kite[close]andSpoilerblueprints for infinite velocity missiles[close]. It's awesome.Spoilera frigate with a large weapon mount pointed backwards[close]
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.
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?That error references MagicLib.
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=19414.0;attach=5711;image)
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?That error references MagicLib.
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=19414.0;attach=5711;image)
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.
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.)
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!
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.
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?
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.
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.
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...
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
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.
QuoteI 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?
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.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.
Does anyone else have this problem?
Dear Tartiflette,I wasn't aware so thanks for the report.
Are you aware the mod's missions are busted. Error messages about backgrounds when trying to test out the ships.
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)
Just registered an account to let you know that this mod is amazing!Thanks, I'm aware of that issue but I have yet to find the time to investigate it.
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.
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.
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)
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.
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.
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.
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.
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...
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).
The ones I've found are all in visibly suspicious star systems (not part of a constellation).Yeah, I have plans to change that.
I have plans for a second ship in that style, but not a whole line of them no.
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!
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.
They are in general a bit too good??? Hand twitches toward the nerf bat.
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.
They are in general a bit too good??? Hand twitches toward the nerf bat.
- 557-class: (I swear I will make that ship fun to fly somehow)
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.Those are old weapons that need some deep rework imo. I'll see what I come up with.
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.)
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.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.
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..
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..
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.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.
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..
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 :pWell 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.
as for beating them early.. i don't think thats possible without some really cheesy tactics ^^
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.
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 herehttps://youtu.be/0FFzPpoL3IQ[close]
Elite Phase Mastery skill increases speed in phase by 100%.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 infoDoom's loadout and skills(https://cdn.discordapp.com/attachments/606876026483638290/851195219062947870/unknown.png)
(https://cdn.discordapp.com/attachments/606876026483638290/851195047855915069/unknown.png)[close]
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.
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 herehttps://youtu.be/0FFzPpoL3IQ[close]
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?
And next update there will be even more goodies to pry off their corpses.
Something along those lines, that will allow me to dodge power-creep concerns.Maybe some way for us to embrace the plague?
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.
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.
I see two projectiles in your first screenshot, do you have two Trailblazers at once in the same battle?
Found an Endymion recently, tried it out and it feels like, well, a disappointment.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.
[...]
Do others feel differently about it?
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)
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.
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.
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)Spoiler70822 [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]
This update is not save compatible.
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, ThanksI 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.
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?
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.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.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.
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.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.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.
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.
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:It is HMI mod problem.
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)
Hi there,Same stuff happening here, it was some kind of wrap effect that doesn't seem supposed to be here.
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...
Hi there,Same stuff happening here, it was some kind of wrap effect that doesn't seem supposed to be here.
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...
You can edit your save to remove the hullmod id SKR_warpEffect, that should solve the issue.
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?
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.
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?
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?
I have no idea why you can't spawn the blueprint.:o well that's not good
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)
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
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.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.
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
"dependencies": [
{
"id": "lw_lazylib",
"name": "LazyLib",
#"version": "2.6"
},
{
"id": "MagicLib",
"name": "MagicLib",
"version": "0.42"
},
There is loot in the inventory of the "station". Took me a while to notice it since I never bother to look normally
Hello, any reason why the "Blitzkrieg" has Civilian hullmod built-in? Doesn't seem consistent lorewise with how it was converted from a Conquest
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.
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.
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.
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.
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
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)
This guy standing at center of blackhole with %0 crThat Mad Lad, declaring that he can take you at 0% readiness. Such a Boss. 8)
https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
This guy standing at center of blackhole with %0 crThat Mad Lad, declaring that he can take you at 0% readiness. Such a Boss. 8)
https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
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 supposeSpoilerthe other ship and the new survey option is pretty cool, but still, my point stands.[close]
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?
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.
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.
latest wersion 0.45 is not combatible with sekker 0.51 if want play i need play with older magic lib.
latest wersion 0.45 is not combatible with sekker 0.51 if want play i need play with older magic lib.
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? :oIf 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.
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? XD1. Open up the mod_info.json file (in the \mods\SEEKER_UC folder) in Notepad++ or equivalent.
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? XD1. 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.
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)
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 miss this mod, I hope it gets updated soon. :(
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!
Hey, thats a good news. Although, can Seeker be installed in ongoing save? Can't find info bout that in main post.
Any news on the update?
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.Oh wow, thanks.
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...
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...
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...
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...
Fatal: Error loading [data.scripts.SKR_modPlugin]
Cause: data_scripts.SKR_modPlugin
Check starsector.log for more info.
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
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
Updated to version 5m, link remains the same. Tweaked down the hull chances further.
Yes I updated it just after the release, there were a few , missing.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
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.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.
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.
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.
https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link
isbeatable? 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 thingSpoilercataclysm[close]
isI've had a bug where the core module becomes invincible, seems like you ran into it as wellbeatable? 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 thingSpoilercataclysm[close]
yep had to saveload several times. apperently it happens when the ship hits something when entering the battle-isI've had a bug where the core module becomes invincible, seems like you ran into it as wellbeatable? 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 thingSpoilercataclysm[close]
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]
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]