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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)  (Read 109036 times)

Grizzwold

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #30 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?
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Wyvern

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #31 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.
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Wyvern is 100% correct about the math.

IonDragonX

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #32 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.

Tartiflette

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #33 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".
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Worstplayer007

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #34 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?
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IonDragonX

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #35 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?

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.

Worstplayer007

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #36 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?

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.
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akinata

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #37 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.
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Tartiflette

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #38 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.
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akinata

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #39 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.)
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Tartiflette

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #40 on: January 29, 2021, 08:37:03 AM »

For now it is a rare pirate ship.
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Chairman Suryasari

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #41 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.
« Last Edit: January 29, 2021, 11:35:15 AM by Chairman Suryasari »
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Tartiflette

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #42 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.
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Leftenant Goose

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #43 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
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Hiroyan495

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Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« Reply #44 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
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