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Author Topic: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)  (Read 350003 times)

Wyvern

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #270 on: October 05, 2022, 10:37:20 AM »

Hey, there seems to be some sort of issue with (probably!) the Balisong-class Cruiser; I was flying one, killed an enemy Tempest, and got a crash to desktop. See details here: https://fractalsoftworks.com/forum/index.php?topic=25437.0

Alex suggests that this might be due to mucking about with fighter weaponry. Does the Balisong's system mess around with what its fighters have?


Edit: Just got this crash again in a battle without the Balisong, so clearly there's something else going on here. Joy.
« Last Edit: October 06, 2022, 11:25:23 PM by Wyvern »
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Wyvern is 100% correct about the math.

Titann

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #271 on: October 09, 2022, 03:31:44 PM »

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Oni

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #272 on: October 10, 2022, 06:50:00 PM »

This guy standing at center of blackhole with %0 cr

https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
That Mad Lad, declaring that he can take you at 0% readiness. Such a Boss.  8)
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Titann

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #273 on: October 11, 2022, 09:18:07 AM »

This guy standing at center of blackhole with %0 cr

https://cdn.discordapp.com/attachments/512356777451323393/1028796285983129600/unknown.png
That Mad Lad, declaring that he can take you at 0% readiness. Such a Boss.  8)

He did take out my fleet with %0 readiness lol. Blackhole also removes your CR super fast, i didnt even realized that all of my ships reduced to 0 CR in 2 minute. Bad thing is Cataclysm can use all of his weapons/shields with %0 but not mobile because of %0 CR and my fleet cant do anything so he takes them out one by one. I need super alpha strike fleet to take out Catacylsm before my fleet hit to %0 CR so i have to prepare carefully
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Thorveim

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #274 on: October 18, 2022, 10:56:44 AM »

I wonder, as someone that modded the game heavily I will use adjusted sector to have a bigger sandbox... will it also give me more chances to meet boss encounters/spawn more of them, or will it be the same number and thus even harder to find?
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A_Random_Dude

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #275 on: October 18, 2022, 01:25:48 PM »

Adjusted Sector doesn't affect Plague Bearer fleet spawn or number. So yes, using a bigger map with more stars will make the task of finding one of them harder.

If you take too long to find and fight them however, a bounty will eventually appear to give you their location. So the problem isn't as big as you think it is.
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WeWickYou

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #276 on: November 05, 2022, 07:48:37 AM »

Hello, haven't play the game for some time but remember when you took back seeker from the tomb :).
To make the Nova spawn in remnant fleet what would be the file who need to be changed ? and what value or writing would be needed?

for now i thinked it would be in starsector\mods\SEEKER_UC\data\world\factions\remnant.faction
and adding the line for nova here:

"hullFrequency":{
        "hulls":{
            "SKR_fresnel":0.5,
         "SKR_nova":5.0,
        },

would it work? or does i need to change soemthing else? (i put 5.0 for testing purpose)
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Sigma Draconis

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #277 on: November 07, 2022, 11:29:13 AM »

Do fleets like the plague bearer fleets and the hydroponics paragon fleet spawn after you add the mod mid-save?
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Modo44

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #278 on: November 27, 2022, 12:20:03 PM »

Exotic tech is fun. Also, there seems to be nothing really exotic about it in terms of availability. Literally every other market has it. No need to explore, or pay out the a$$ at Prism. Why?
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Tyrgalon

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #279 on: December 05, 2022, 12:40:06 AM »

Any chance of the "lucky strike" start that gives you some plague bearer ships to unlock plague bearer blueprints etc at some point? from my understanding it just gives you 2 plague bearer ships and some weapons at the start atm.
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PatientAsian

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #280 on: December 07, 2022, 11:19:47 AM »

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 suppose
Spoiler
the other ship and the new survey option is pretty cool, but still, my point stands.
[close]
« Last Edit: December 07, 2022, 12:44:46 PM by PatientAsian »
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BreenBB

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #281 on: December 19, 2022, 01:16:22 PM »

I started to get crash like this at start of new game:

java.lang.NullPointerException
   at data.scripts.world.SKR_seekerGen.spawnWhiteDwarf(SKR_seekerGen.java:498)
   at data.scripts.world.SKR_seekerGen.addExplorationContent(SKR_seekerGen.java:78)
   at data.scripts.SKR_modPlugin.onNewGameAfterEconomyLoad(SKR_modPlugin.java:92)
   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.?00000(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 decided to have playtrough without HMI (I noticed what White Dwarf always spawns in Tabitha system from HMI, in every playtrough when I had both mods enabled), and I reduced reduced sector size and star constellation count, maybe this script needs failsafe if its unable to find fitting system for spawning boss? Its seems that generation wasn't able to generate needed systems.
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Stelarwand030

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #282 on: December 28, 2022, 05:31:48 PM »

The Targeting Supercomputer hullmod (https://starsector.fandom.com/wiki/Targeting_Supercomputer) causes the SKR Kaleidoscope (https://fractalsoftworks.com/forum/index.php?topic=19414.0) to fire in the opposite direction.

I know the hullmod is used only for stations but I never liked how short range all the weapons are. I would have liked to have them installed in all ships, even enemies, but I don't know how to do that. So I use them for my ships. Mostly for the luls.

I can use almost any weapon with the hullmod (as far as I know) but Kaleidoscope. Does any one know why?
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Killsode

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #283 on: December 28, 2022, 07:47:44 PM »

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 suppose
Spoiler
the other ship and the new survey option is pretty cool, but still, my point stands.
[close]

are you talking about the 'titantic' a civilian refit of an onslaught into a cruise liner? if so its just a neat salvage i'm not sure if its supposed to be fight reward at all.
If you're talking about the capital ships in all of the boss fleets, no you cant get them. They're just bosses.
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plumber_Man

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #284 on: December 29, 2022, 04:44:06 AM »

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?
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