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Modding / Re: [0.96a-RC10] Epsilon Pact 0.3.93-RC3
« on: September 10, 2024, 10:16:31 AM »
im glad to see you're still tinkering away at this occasionally, its a really neat mod!
Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
ngl I kinda liked it more when the vestige ships would occasionally pop up in remmie fleets. the system of their own makes sense but, even with the bar event, it's a little ... isolated.I can see why it'd be like that. Not sure how to give them more of a campaign presence. Maybe some Domain-Exploratorium Probe-like things you have to fight guarded by vestige or low / medium danger systems for them to spawn in.
If you want the vestige ships back you can go to EpitaphFrost\data\world\factions\remnants.faction and delete all the #s I put to comment the vestige out and that should probably get them to spawn in Remnant fleets.
Re: fixing procgen overwrite: Tried to fix it, solution didn't work, gonna need to put down some time to figure it 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...