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Author Topic: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)  (Read 384876 times)

FiCho

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #345 on: September 28, 2023, 12:24:13 PM »

Oh, okay. It works now, tho it's still the same with ships. Im guessing it may be some other mod or I should start and try a new game.
Idk, Im gonna play around with it a bit. Anyways, sorry for bothering you and thanks mate.

Btw, are Lion's Guard ships actually available at Sindria?
« Last Edit: September 28, 2023, 12:26:43 PM by FiCho »
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MnHebi

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #346 on: September 28, 2023, 01:39:13 PM »

Oh, okay. It works now, tho it's still the same with ships. Im guessing it may be some other mod or I should start and try a new game.
Idk, Im gonna play around with it a bit. Anyways, sorry for bothering you and thanks mate.

Btw, are Lion's Guard ships actually available at Sindria?
In all probability the hull chance percentages are probably read from files on save start then saved into the save file. As far as I understand Lion's Guard is actually a faction of its own, and does not sell its ships on any markets.
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Kadatherion

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #347 on: September 29, 2023, 12:39:50 AM »

In all probability the hull chance percentages are probably read from files on save start then saved into the save file.

HullFrequency is indeed written in the savefile, but it seems it *does* update: at the very least, I'm looking at it now after I updated Seeker to your version mid game the other day, and the values for the scavengers - as an example - are indeed the same as they are in your edited files. I believe it might just take a while before noticing, as fleets that were already spawned by the game aren't obviously gonna change, and you have to wait for new spawns slowly taking over.

EDIT: yeah, can confirm it. I took right now the chance to also update to your latest version with the frequency further toned down, and indeed all it took was a load and resave to get the new values written on the savefile, so it does definitely update mid game.
« Last Edit: September 29, 2023, 01:12:44 AM by Kadatherion »
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MnHebi

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #348 on: October 04, 2023, 11:19:06 PM »


https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

Updated to version 6m, fix Sindrian Diktat etc factions getting spammed with Seeker hulls despite the lowered chances. The files were defining ship hulls in "shipsWhenImporting" field when they were also defined in hull chance frequencies which caused the chances to get multiplied. Now Sindrian Diktat fleets do not consist of just Tumbleweeds.
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MnHebi

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #349 on: October 09, 2023, 10:29:03 AM »

Updated, same link and version number remains the same. Simply updated strings.json, added quotes around stringIDs as more recent versions of the Starsector API expect. The missing quotes resulted in stuff like the Demeter's fleet not having a name, the captain not having a name, instead all you saw was the stringID. Unfortunately, this fix will only take effect on new games in cases of fleet names, captain names for things spawned by this mod.

Thanks to ruddygreat and Wisp on Starsector Discord for helping solve this.
« Last Edit: October 09, 2023, 10:32:40 AM by MnHebi »
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jyjakafe

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #350 on: October 10, 2023, 01:09:00 PM »

I fixed it on linux. seeker.jar had to be renamed SEEKER.jar because of linux case sensitivity issues.  :D
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teot288

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #351 on: December 02, 2023, 01:06:57 AM »

does this work on 0.96a?
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A_Random_Dude

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #352 on: December 02, 2023, 03:22:00 AM »

Someone posted an unofficial update one page earlier. Use that and it'll work
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cake

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #353 on: December 18, 2023, 01:12:04 PM »

is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing
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Shogouki

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #354 on: December 18, 2023, 02:12:24 PM »

is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing

I know I've seen Cataclysm discussed on the Reddit Starsector and there were at least one or two people I saw respond that they had beaten it.  I don't know exactly how they did or if they did so without cheap tactics.  I honestly thought about settling the system to try and get a star fortress in range somehow to provide some heavy support but never did try it.
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SpaceDrake

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #355 on: December 18, 2023, 06:53:07 PM »

All the bosses in the current version of Seeker are beatable. How many losses you'll take doing it is a wholly different question.
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Death_Silence_66

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #356 on: December 19, 2023, 07:28:43 AM »

is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing
I've had a bug where the core module becomes invincible, seems like you ran into it as well
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Kriegmarine

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #357 on: December 25, 2023, 05:37:15 PM »

So, anyone know how to adjust the repair cost + time for ships? I usually make the boss ships in this mod recoverable for funsies but the latest game update(0.96a-RC10) has made them practically impossible to operate at this time.

Spoiler
[close]
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cake

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #358 on: December 26, 2023, 06:53:40 PM »

is
Spoiler
cataclysm
[close]
beatable? I wrecked all it's modules, hae been whaling on it for ages with a huge fleet, and still nothing. I've lost like 40 dorito's worth of ships to this thing
I've had a bug where the core module becomes invincible, seems like you ran into it as well
yep had to saveload several times. apperently it happens when the ship hits something when entering the battle-
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Killsode

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Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« Reply #359 on: December 27, 2023, 02:57:14 AM »

So, anyone know how to adjust the repair cost + time for ships? I usually make the boss ships in this mod recoverable for funsies but the latest game update(0.96a-RC10) has made them practically impossible to operate at this time.

Spoiler
[close]

locate its line the the relevant ship files and you can adjust the supply cost. if it has a hullmod that increases it by an absurd amount that will be a more fiddly change.
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