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

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Author Topic: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)  (Read 349839 times)

Tartiflette

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #90 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.
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EadTaes

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #91 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.
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Tartiflette

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #92 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.
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EadTaes

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #93 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?
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Tartiflette

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #94 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.
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EadTaes

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #95 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.
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tanith

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #96 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.
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Tartiflette

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #97 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.
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Shuka

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #98 on: April 27, 2021, 08:11:30 AM »

This is pretty dope, thanks man.
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Flacman3000

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #99 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?
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Ryzen 7 2700x, 1080ti, 16GB DDR4 RAM and playing SS on a SSD - Always stay ahead because when you're ahead you're rear anatomy is open to interpretation.

Wyvern

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #100 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.
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Wyvern is 100% correct about the math.

Patrick Swayze

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #101 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.
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Tartiflette

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #102 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.
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HanPolo

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #103 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!
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Tartiflette

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Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« Reply #104 on: May 03, 2021, 05:30:23 AM »

They are in general a bit too good
??? Hand twitches toward the nerf bat.
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