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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)  (Read 206428 times)

JohnVicres

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #210 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?
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Cruis.In

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #211 on: January 27, 2022, 08:52:45 PM »

hi sir, can i add this mod to an existing save?
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #212 on: January 27, 2022, 11:24:47 PM »

To some extend yes. A few things will be missing though.
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Uhlang

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #213 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]
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Obsidian Actual

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #214 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.
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Allafif

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #215 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)).
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JohnVicres

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #216 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.
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Gorgonson

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #217 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!)
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LinWasTaken

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #218 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?

Mikomikomiko

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    • Kitbash album. Not a modder, just a bote maker :P
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #219 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
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Grizzlyadamz

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #220 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??
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #221 on: February 05, 2022, 03:48:14 PM »

The Cassowary is nothing special, I have no idea why you can't spawn the blueprint.
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Grizzlyadamz

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #222 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...
« Last Edit: February 14, 2022, 01:24:35 PM by Grizzlyadamz »
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Necrodamis

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #223 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
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #224 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.
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