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Author Topic: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)  (Read 360262 times)

Kenalbus

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #300 on: January 29, 2023, 07:53:49 AM »

Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
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TimeDiver

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #301 on: January 29, 2023, 08:05:20 AM »

Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
1. Open up the mod_info.json file (in the \mods\SEEKER_UC folder) in Notepad++ or equivalent.

2. Find the section that reads as:

            "id": "MagicLib",
            "name": "MagicLib",
            "version": "0.42"

3. Insert a '#' in front of that last line, so it is now:
             #"version": "0.42"

4. Save and then re-load the Starsector executable.

Game should no longer auto-disable the mod upon load, but you'd need to manually re-enable it first.
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Kenalbus

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #302 on: January 29, 2023, 09:27:33 AM »

Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
1. Open up the mod_info.json file (in the \mods\SEEKER_UC folder) in Notepad++ or equivalent.

2. Find the section that reads as:

            "id": "MagicLib",
            "name": "MagicLib",
            "version": "0.42"

3. Insert a '#' in front of that last line, so it is now:
             #"version": "0.42"

4. Save and then re-load the Starsector executable.

Game should no longer auto-disable the mod upon load, but you'd need to manually re-enable it first.

It works! Thank you very much! \o/
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Dazs

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #303 on: January 30, 2023, 02:15:42 PM »

Hi Tartiflette,

Two things:
First the update to Magiclib has the same issue as last update where the version numbers in mod_info do not match which I was able to "fix" on my end.
Second now I get an failed calling method error when I try to load my save that SKR_kaleidoscope is not found. My guess is Magiclib changed some calling method and Seeker is two version of ML out of date and is not caught up.

Figured you would be better able to diagnose :)

Killsode

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #304 on: February 06, 2023, 10:51:20 PM »

i know this is unlikely to get an update, but man does the halligan just not have enough flux dissipation. even maxed out with 35 vents and FD, it cant support even a 150f/s medium in each slot, let alone anything higher and PD.
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc1 (2023/02/11)
« Reply #305 on: February 11, 2023, 10:08:40 AM »


This update technically does not provide much anything in term of new content but represents a major polish pass, notably on the end-game bosses. It should provide a much smoother experience, better rewards as well as a new ways to deal with those challenging opponents.

Changelog
0.52

BALANCING:
 - Minor and major tweaks to the Umpire Beam and Whiplash Blaster.
 - Augur-class EMP Discharge system cooldown halved down to 8s.
 - Hedone-class Time Splitter system CR cost doubled to 2% per use.

BUGFIXES/IMPROVEMENTS:
 - Fixed an issue with the Balisong system.
 - Fixed Tumbleweed's Drone system missing a description.
 - The Titanic wreck should spawn further away from blackholes.
 - BOSSES:
   . Clarified some special items descriptions,
   . Lots of improvements and fine-tuning,
   . Double wreck drops should hopefully no longer happen,
   . Added more ways to get pointed in the right directions,
   . Broke the monolithic fleets in multiple smaller ones,
   . Changed the final boss' ship system,
   . All bosses ships have exceedingly slow post battle repairs. Go at them a second time if the first assault failed without losing your "progress",
   . Boss bounties now have a 10 years deadline,
   . More goodies in salvage!
 - Plague-Bearer LCPs can no longer be mounted on non Plague-Bearer ships, removed the Quarantined Flight Deck hullmod.
 - Proofreading...
[close]

This update should be save compatible. However a lot of the refinements will only take effect on a new game.

Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib

To whomever it may interest:
As it has become pretty obvious, this past year I for the most part moved on from modding this game. While it may be disappointing to hear I cannot promise to ever returning to the debit of frequent updates I once held. I however do not want to let this mod die. Thus in the case I have yet to show up 3 months after the next major game release, anyone is free to update Seeker and/or change it however they want.

In the meantime, Seeker's code can freely be re-used by anyone and the sprites can freely be kitbashed from without asking with 3 conditions: It must be for a Starsector mod, that mod must have a similarly permissive license, and I am credited.
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Descending

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Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc1 (2023/02/11)
« Reply #306 on: February 13, 2023, 06:29:06 PM »

Hey, so I recently encountered one of the bosses (Ravager) and when I get into combat with it, it never appears. Any idea what's up with that?

[EDIT]
Update! I ran into the Safeguard boss and after beating it and claiming the loot, the game crashed to desktop with this error:
Code
719012 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: java.util.HashMap$KeySet cannot be cast to java.util.List
java.lang.ClassCastException: java.util.HashMap$KeySet cannot be cast to java.util.List
at data.campaign.bosses.SKR_safeguardLoot.reportBattleOccurred(SKR_safeguardLoot.java:78)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:792)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1612)
at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.dismiss(Unknown Source)
at com.fs.starfarer.coreui.O0O0.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(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)
« Last Edit: February 14, 2023, 07:51:02 PM by Descending »
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Crilltic

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Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc1 (2023/02/11)
« Reply #307 on: February 15, 2023, 06:50:01 AM »

The patch notes said the quarantined flight decks mod has been removed, but I am still seeing it drop after the update?
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« Reply #308 on: February 16, 2023, 01:11:20 AM »

"Hot"-fix is up!

[RC2]
 - Fixed crash related to the bosses' loot generation,
 - Fixed issue with Rampage not deploying,
 - Fixed issues related to the bosses' spawn locations,
 - Fixed issue with Plague-bearer wings not launching,
 - Fixed the Reality Drill script not being applied.
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snicka

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Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« Reply #309 on: February 23, 2023, 02:01:18 PM »

Okay, how in the flying duck are you even supposed to attempt the cataclysm with normal battle size without any kind of extreme modded cheese ships?

Ever since it stopped teleporting in between ships, and started popping somehow to the side, i feel as if the firepower combined with mobility as absolutely absurd, higher than even the literall cancer fleet capital.

What is the intended strategy here?
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« Reply #310 on: February 23, 2023, 11:51:07 PM »

It's not meant to be beaten in a single fight, let alone without massive losses. It repairs extremely slowly so you can attempt to fight it multiple times.
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bob888w

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Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« Reply #311 on: February 24, 2023, 03:06:47 AM »

Bit of a shame vanilla starsector doesn't allow ship recoveries with clean disengages, really disencentivzes players from taking on the same battle multiple times without save scumming. Especially hurts when you have unique modded ships in your fleet
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #312 on: February 27, 2023, 12:15:28 AM »


This update provides more fixes and improvements to the bosses. I tried to solve some odd deploying behaviors, added the missing limited descriptions when encountering them, repaired the bounties not showing up at all, as well as implementing a balance pass for their minions. I also added three new custom Nexerelin starts that hopefully will open new interesting opportunities for role-play and offer unique challenges. These are Mulligan!, Break-up Hanghover and A Knight's Tale.

Hopefully this mod will now be in a good-enough spot so that I can move my attention onto my others ones in dire need for an update!

Changelog
0.53

 - Added 3 new Nexerelin custom starts:
   . Mulligan!
   . Break-up Hanghover
   . A Knight's Tale

 - Fixed boss bounties not showing up
 - Fixed missing Siegfried description
 - Added missing limited descriptions for the bosses

 - Guru: 850 armor (+150), 7000 hull (-1000), 550 dissipation (+150)   
 - Devotee: 6 DP (+2)
 - Believer: Built-in ECCM and Expanded Missile Racks.
 - Cultist: Plasma Jets instead of Maneuvering Jets, 400 armor (+100)
 - Haymaker: hit feedback improved, 6 ammo (+2), 0 EMP (-400), 250 sustained DPS (+94)
 - Eager: hit feedback improved
[close]

This update should be save compatible.
Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib
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Agalyon

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #313 on: March 25, 2023, 04:38:56 PM »

Bug report with boss spoilers:
Spoiler
I'm stuck with an absolutely unkillable Cataclysm. It has no health and no modules but won't die no matter I do. I tried "nuke" and "endcombat" console commands to no avail either. I had a similar issue with Safeguard but after it retreated once it died instantly upon being deployed again but unfortunately this isn't working with Cataclysm. I had no issue with Nova or Rampage. Is there anything I can do here? Thanks.
[close]
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #314 on: March 26, 2023, 01:07:34 AM »

Yes this bug has been reported a few times. I have not a single hint of a clue why it is happening, and why it only seems to affect Cataclysm when the other bosses are mechanically identical. I don't know if it is some weird mod interaction of some odd convergence of issues.

If you see the ship having a big hole in its armor display as it jumps in, just reload the battle, there's no killing that ship.
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