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Messages - BigBeans

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1
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: April 14, 2024, 02:21:10 PM »
Oh yeah, I should probably rework Tungustans beam yeah.

It's hard to balance though, if I make the main beam too weak it makes the entire ship bad. But I'll have a look at it.

2
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: April 10, 2024, 02:59:56 PM »
I will think about adjusting Gallivanter a bit but I can't help it that Omen is so good (tho imo Omen isn't an explorer).

3
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 31, 2024, 05:02:21 PM »
I will think about more stat changes for it maybe.

4
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 31, 2024, 03:22:28 PM »
I found the dual mining turret once during my last play through, no idea how though.

Is there a reason the 14th maraka is worse than a 14th eagle thats 2 DP cheaper than it? I'm assuming its the built in speed but i finally found one so i was trying to build it out expecting a faster dom with maybe less hardpoints but it's seemingly worse in most stats compared to other ships near its DP cost(22). I'm about to finish the gate quest and start some serious exploring so i'll give it some battle testing but off the bat its giving me falcon vibes for far more DP spent.

Dunno how it would feel like a Falcon when it has a Large slot but it should probably be 20DP now. I forgot Eagle DP was changed.

5
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 30, 2024, 02:01:13 PM »
Just curious is there a purpose for the Dual Mining Laser that shows up in the codex? It doesn't seem to be carried by any of the factions so no sales, seemingly no blueprint for it, doesn't seem to be built into any ships. I guess you might find it during salvaging.

Oh yeah, I just forgot about it lol.

6
Here's a few more old or unused sprites I don't plan on using.


7
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 23, 2024, 04:37:52 PM »
But burn drive is also reasonable for pirates, if not maybe this ship.

And some pirate ships are missile focused.  That said, making it ballistic focused with burn drive, or some more ballistic focused ability would at least make it very different from base.

Oh yeah Burn drive is not bad, it was just the supposed justification I had for making the pirate version 12dp instead of 13.

8
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 23, 2024, 07:25:36 AM »

Is there a reason the pirate roamers are 12dp and the normal ones are 13? I think i remember seeing a post about it but with only 4 small missile slots i don't feel the fast missile racks are better than a burn drive especially when 2 of them are composites and can't be affected by missile auto loaders.

I think it was because it's system is slightly worse (burn drive vs fast missile racks) but maybe I'll need to rethink it a bit. Maybe pirate should be more ballistic focused.

9
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 22, 2024, 07:38:03 PM »
Harpoon Mrls when? Mwehhehehe

Hmmm, probably not, the Sabot is just left in for memes tbh.

Gotta say i love the roamer and lockout ships, they add such a unique flavor that almost all these other mods add. Early game where you're just grabbing whatever you can find and experimenting with whatever weapons you get is a great time to use ships you normally never use. I love the venture already and the adventurer is always in my end game fleets but i kinda wish there was an eagle type combat ship of the same heritage.

Has anyone every tried making a small pilum? I'm just sticking breaches into every small missile slot as its got good ammo reserves and does more than swarmers but i'd love an opener small slot that didn't require missile auto loaders.

Thanks for compliments but I don't think an Eagle-style ship would fit in with the low-end chunky nature of my civilian/venture style ships tbh.

Also I have seen a small pilum before but can't remember which mod.

10
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 15, 2024, 04:24:28 PM »
https://imgur.com/a/jjsLdmC (I dunno why it doesn't allow me to insert relevant screenshots/images into the thread, but here.)

Currently a literally unplayable typo (missing comma) for the Gallivanter, though I'll let you know if I find more stuff.

Good ship pack you got here though, they've got their worth for long-term exploration and other things too!

I can't remember if I fixed this or not. Thanks for the compliment though.

The Heavy Frigate is, I'm guessing, a trio of medium slots intended to be a chunky assault ship? I like the Accipiter resprite and the Maraka variant, definitely going to make use of both.

Sword is intended to be premium heavy frigate yeah.

11
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 13, 2024, 06:58:31 PM »
UPDATE!

Link: https://drive.google.com/file/d/12TSqmRCVT2lNawqsi3Tfe4aXNvzfA_zr/view?usp=drive_link



0.1.98.4 IS SAVE COMPATIBLE WITH 0.1.98.3 BUT NOT ANY VERSIONS BEFORE!

BSC 0.1.98.4

Added Maraka (XIV)
Added Sword-class heavy frigate.

Completely resprited Accipiter, gave it a more unique look rather than mini-eagle.
A couple of other smaller sprite updates.

Bitzer base speed slightly nerfed to 190 instead of 195 as I was finding them annoying to catch while playing.

12
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 04, 2024, 04:07:57 PM »

Weapon groups probably need to be assigned better by default, though this may be a Nex thing.

Just to address this. The old version of the ship editor only let you assign up to 5 weapon groups where as the new limit is 7.

This mod has been around for 3-ish years now and some ship variants were made ages ago so if you see messed up weapon groups it just means it was made before the 7 weapon group update.

I'll try and remember to update them.

13
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: February 23, 2024, 05:07:18 PM »
I dunno I just make what I feel like mostly. I don't want to lean into refits as they're sometimes kind of low-effort and lots of mods do them.

14
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: February 19, 2024, 03:47:57 PM »
Is it possible to add Stoner LC (Now known as Atticus) back to the pack?
Or at least provide a link to the previous version of a mod?
I remember using this ship and I quite enjoyed it.

No, I don't keep or maintain old versions and tbh I don't see the point. The old Stoner (LC) has a worse sprite by far (atticus has a much better sprite now). It also has the same stats as the regular stoner/atticus.

I'll link you the sprite but that's all I'll do.

15
Mods / Re: [0.97a] The Knights of Ludd
« on: February 16, 2024, 07:11:46 PM »
Can't believe you just hue shifted your iron shell sprites smh my head.  ;)

cool mod tho

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