Fractal Softworks Forum

Starsector => Mods => Topic started by: BigBeans on April 27, 2021, 02:40:55 PM

Title: [0.97a] BigBeans Ship Compilation
Post by: BigBeans on April 27, 2021, 02:40:55 PM
BigBeans Ship Compilation - Main ship pack
DOWNLOAD: https://drive.google.com/file/d/12TSqmRCVT2lNawqsi3Tfe4aXNvzfA_zr/view?usp=drive_link (https://drive.google.com/file/d/12TSqmRCVT2lNawqsi3Tfe4aXNvzfA_zr/view?usp=drive_link)
Current Version: v0.1.98.4
0.1.98.4 IS SAVE COMPATIBLE WITH 0.1.98.3 BUT NOT ANY VERSIONS BEFORE

REQUIRES: LazyLib https://fractalsoftworks.com/forum/index.php?topic=5444.0 (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

A collection of various ships and skins created and edited by myself. Also includes a handful of free to use sprites that have been edited and brought up to standard by me and given a new home. My first mod so of questionable quality but definitely a work in progress and increasing in quality over time as I learn. I am willing to take suggestions for new ships and to listen to balance feedback and bug reports but this is very much a hobby project so don't expect constant updates.

Anyways, enough of that, onto the ships!

SHIPS:
Spoiler

(https://i.imgur.com/1LyldQn.png)
Terringzean, Large battleship with an imposing presence, primarily used by the Hegemony.

(https://i.imgur.com/ob34q6K.png)
Threave, A Low Tech battlecruiser used mostly by the Hegemony.

(https://i.imgur.com/DiltogX.png)
Nadir, A large donut shaped exploration capital cut from the same cloth as the smaller Apogee. (Thanks to Banano for 80% of this spritework)

(https://i.imgur.com/1iZF7Kf.png)
Brigand, a scrappy pirate raiding battlecruiser.

(https://i.imgur.com/W9eF7Gm.png)
Adventurer, A long range exploration leader designed to fight off pirates and discover new worlds!

(https://i.imgur.com/Q1huVxr.png)
Maraka, Fast low tech cruiser with a frontal Large Composite mount and good survivability. Stepping stone between Eradicator and Dominator.

(https://i.imgur.com/veEksqR.png)
Constable, A superheavy destroyer that's as old as the Vanguard, right click damper and all.

(https://i.imgur.com/s2aZGkD.png)
Chrysaor, Destroyer sized EMP emitter.

(https://i.imgur.com/AedTrrb.png)
Kingpin, a wide high tech destroyer with a similiar profile to an Enforcer.

(https://i.imgur.com/qWD1BQF.png)
Drudge, A bulbous cruiser with a focused energy armament.

(https://i.imgur.com/e76ePSB.png)
Carnyx, a wide set carrier just keep it away from direct combat.

(https://i.imgur.com/NUSJ2hH.png)
Bogle, a very light escort gunship.

(https://i.imgur.com/RWj1E5H.png)
Tungustan, A long ranged artillery cruiser with a potent energy beam but little else. (Thanks to Banano for 80% of this spritework)

(https://i.imgur.com/vZFxnZg.png)
Cassina, heavily armed destroyer leader.

(https://i.imgur.com/aqtxXjG.png)
Preybird, a light battlecarrier designed to assist the Falcon and Eagle.

(https://i.imgur.com/Een0Bdp.png)
Accipiter, a destroyer sized light battlecarrier.

(https://i.imgur.com/d7yRRL8.png)
Aghast, Interdictor cruiser, Phaseships begone!

(https://i.imgur.com/017smCF.png)
Sword, a premium heavy frigate with a lot of bite.

(https://i.imgur.com/exiDFYw.png)
Marauder, a pirate raiding destroyer.

(https://i.imgur.com/NcbVA8n.png)
Brigantine, A large pirate cruiser for scaring patrols. Its size belays its weaknesses.

(https://i.imgur.com/hC2l6wp.png)
Cumulus, a light support and exploration destroyer, very much a mini-apogee.

(https://i.imgur.com/cczcfxC.png)
Gallivanter, A high end explorer and support frigate.

(https://i.imgur.com/Q0ACT3r.png)
Roamer, A civilian grade light cruiser designed to protect trade ships and accompany mining and exploration fleets.

(https://i.imgur.com/Cbdwnz9.png)
Baldric, a medium sized cargo vessel utilizing cargo technology from the Atlas.

(https://i.imgur.com/gnIseUh.png)
Baldric MK.II, a combat conversion of the Baldric into an unshielded missile cruiser.

(https://i.imgur.com/0mc7NyP.png)
Atticus, A comprehensive refit of the Atlas into a light makeshift capital ship mostly used by Independents.

(https://i.imgur.com/Q8Lhvp4.png)
Lockout, A civilian grade escort destroyer desgined for convoy protection and anti-piracy duties.

(https://i.imgur.com/oxLdqdP.png)
Carnal, A heavy frigate with suprising bite and staying power. Has an XIV version.

(https://i.imgur.com/63RPxk2.png)
Coyote, An attempt to turn the Wolf into a far more survivable assault ship.

(https://i.imgur.com/GimI69A.png)
Killskipper, Be careful who you make a fool of at school.

(https://i.imgur.com/Nw7ASHd.png)
Buffalo MKIII, Fighter escort for you convoys.

(https://i.imgur.com/VHYyjKM.png)
Covetor, miner turned convoy escort.

(https://i.imgur.com/VRk3LjH.png)
Hartfell, A decent choice for a line frigate. Also comes in Pirate.

(https://i.imgur.com/9VCTDvT.png)
Brave, a jack-of-all-trades economy frigate.

(https://i.imgur.com/yFwih96.png)
Shalloch, a rare high tech advanced destroyer.

(https://i.imgur.com/4avE9gA.png)
Bitzer, a tiny patrol ship, more of an annoyance than a threat but cheap as chips. Has two little drones friends to help it in combat.

(https://i.imgur.com/oySJR33.png)
Tramp, the cheapest cargo container with an engine you can buy.

(https://i.imgur.com/0LUmbJB.png)
Tramp MK2, A Tramp turned into a "dangerous" warship.

[close]

On top of that there are also a number of ship skins for Pirates, Hegemony, Lions Guard and Luddic Church and Path to add variety to common enemy fleets.
Spoiler
(https://i.imgur.com/i1vRpBJ.png) (https://i.imgur.com/Aypi6gO.png) (https://i.imgur.com/SHQOZT5.png) (https://i.imgur.com/zAdG23K.png) (https://i.imgur.com/Nk2g2Wx.png) (https://i.imgur.com/Hu3fbat.png) (https://i.imgur.com/9Ctp4Lv.png) (https://i.imgur.com/8sGdngH.png) (https://i.imgur.com/NcTSVl8.png) (https://i.imgur.com/xvF8etc.png)

(https://i.imgur.com/RUjHuaf.png) (https://i.imgur.com/HxdRhkY.png) (https://i.imgur.com/FrhfW4l.png) (https://i.imgur.com/SukterC.png) (https://i.imgur.com/ZsCYVc2.png)(https://i.imgur.com/0cNX1kB.png) (https://i.imgur.com/HwWZ1Lz.png) (https://i.imgur.com/CX5YuZC.png) (https://i.imgur.com/nNrFJJz.png)


(https://i.imgur.com/IkadUXe.png) (https://i.imgur.com/vQt4tm9.png)(https://i.imgur.com/CHku2YQ.png) (https://i.imgur.com/sDkQwDu.png) (https://i.imgur.com/oCDCJUw.png)

(https://i.imgur.com/HK21go3.png) (https://i.imgur.com/6bLLI0z.png)
[close]
WEAPON:
Spoiler

(https://i.imgur.com/U3NOlLv.png)
Sabot MLMS, exactly what it sounds like.

[close]

Changelog:
Spoiler
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.

BSC 0.1.98.3

Updated for Starsector 0.97a

Fixed a rare CTD.

Added Accipiter destroyer battlecarrier.
Resprited Starliner MK.II and Nebula MK.II

Covetor buffed, speed to 120 and price to 9800.
Cumulus speed buffed, cargo buffed, decreased OP.
Gallivanter has had slight stat buff across the board to try and make it more useful.
Brigantine and Marauder PPT buffed.

Renamed Barquentine to Brigand.
Improved Hartfell (LG) Skin.
Minor Sprite changes/cleanup to a few ships.

BSC 0.1.98.2

New battlecruiser, Barquentine-class, a scrappy pirate capital.
Re-added Covetor with brand new sprite and (LP) and (P) skins.
New Superheavy Destroyer, Constable-class.
Added Cumulus-class light destroyer, mini-apogee explorer/support ship.
Added Preybird (LP) (Thanks to Noof/Pogre)
Added Roamer (LP) (Mostly thanks to Noof/Pogre)
Added Roamer (P) skin
Added Lockout (LP) skin
Added Carnal (XIV) skin
Added Cassina (LG) skin
Added Hartfell (LG) skin

Removed Brawler (P)
Removed Mosstrooper.
Removed Stern, didn't like it.

Nadir has double the PD drones and they have LRPD lasers now.
Several faction specific variants have been added for balance.
Carnal now has burndrive to make it more like the Enforcer.
Aghast has a different weapons layout.

Fixed a crash for Linux users.
Fixed spawning of Terringzean and Stoner in Luddic Church fleets, was overriding Invictus and Retribution.
Fixed Maraka (LP) not having ill-advised modifications.
Fixed Bitzer (P) variants.
Church no longer uses Stoner-class as I felt it didn't fit, Indie only now.

A whole bunch of small to medium sprite updates and fixes.

Probably new bugs I missed.

BSC 0.1.98.1a:

Fixed Terringzean having 9800 flux diss lmao.
Fixed PD Drones hull designation, which was causing issues.
Bitzer (H) now just has armoured weapon mounts to match Hound (H).

BSC 0.1.98.1:

Fixed potential crash related to another name issue.
Fixed Shalloch deco weps.

Added Carnal Heavy frigate, replacement for Ignis, re-uses old Carnal Light frigate name.
Added Lockout (P)
Added Maraka (LP)

Removed Annihilator MLRS (boring and other mods do it better)

Updated Hammerhead (LP) paintjob.
Updated Hammerhead (P) paintjob.
Updated Mudskipper MK.III paintjob.
Slightly changed Bitzer (P) and Bitzer (LP) Paintjob
Several other minor sprite changes or fixes.

Nadir now has PD drones as a system instead of active flares.
Preybird system changed to ammofeed as reserve deployment was busted. Hopefully this is more balanced.
Tungustan beam changed to Kinetic damage type since it's a gravity beam like graviton. Base range dropped to 1800. Lemme know if this ruins the ship or not lol.
Stern has had its mount layout adjusted to hopefully help the AI us it better.
Mosstrooper no longer known by Indies, only spawns in Merc and Scav fleets.
Fennec name changed to Coyote.

BSC 0.1.98:

Two potential crash fixes (Old ship names not matching variants) and prefix clean up.

Resprited lots of ships to match new update or to refresh old sprites. Only a couple of ships haven't received new sprites/sprite updates.

I've also taken the chance to remove alot of smaller ships I didn't like or felt were pointless.

Removed Herma and all variants (First ship I ever made so hard choice to make)
Removed Piranha (LC) and its Torpedo.
Removed Altia.
Removed Traveller.
Removed Carnal and Carnal (P)
Removed Robber
Removed Covetor and Covetor (P)
Removed Ignis and all variants

Preybird has had a weapons layout change to hopefully make it more useful in combat and make it more distinct from Heron. System is now Reserve Deployment. Has sprite update.
Terringzean buffed, now as quick as an Onslaught (though turns and stops slower) and dropped to 50DP. Is also a bit larger with new sprite.
Baldric + Mk2 burn increased. In exchange Baldric has slightly less cargo capacity. Both have a new sprite.
Adventurer DP has been changed back to 28, in exchange for slight hull and armour nerf 14000>13500, 1200>1150. Has a new sprite.
Roamers weapons loadout has been changed. Medium missile changed to medium ballistic. Two small ballistics changed to composite. Has a new sprite.
Stoner has been changed back to 27dp in exchange for slight total flux and flux diss nerf. Also loses its rear PD slot. Sprite has been updated.
Mosstrooper now spawns (hopefully rarely) in Independent, Merc and Scav fleets

BSC 0.1.97.6:

Added Carnal Light Frigate
Added Baldric Mk.II
Added Hammerhead (P)

Resprited Ignis and Skins
Resprited Baldric
Re-painted Hammerhead (LP) skin
Made some changes to Stern Sprite

Disabled Shepherd (P), Wayfarer (P), Robber and Slinger until they're either redone or removed.

Adjusted centres on all ships to remove blur from some sprites (Noob mistake)
Adjusted arcs on many ships. Most notably on Terringzean and Adventurer.

Threave buffed, Hull from 14000>16500, Armour from 1450>1600. Speed 40>55, DP dropped from 40 to 35, 2 mediums ballistics changed to 2 medium composite.
Adventurer front mediums can now fire forward, speed changed to 40 from 38 and ship DP points upped to 30dp.
Stoner upped to 28dp.
Gallivanter DP dropped to 6dp.
Stern now has M-Jets and a front medium hybrid mount.
Aghast, removed High Maintainence but upped DP to 16dp.
Bogle now has Plasma burst jets instead of active flares, should make it more fun to pilot.
Fixed Shalloch Bounds
Fixed typos in Carynx description
Un-nerfed Lockout speed, back to 70 from 64.

BSC 0.1.97.5:

Added Bogle-class light gunship.
Added [REDACTED]
Added Mosstrooper, non-pirate Marauder version, can only be found as Derelict ship or as rare bp.

Preybird has been resprited.
Bitzer Drone has a new sprite.
Marauder has been resprited.
Shalloch has been resprited.
Terringzean has had dark edge shading removed. Much brighter now.
Brigantine has had some minorish sprite changes.
Minor Sprite changes to Carynx
Minorish Sprite changes to Cassina

Removed Sorn, may return in the future.
Removed Mercer, has been replaced by Bogle-class.
Removed Condor (LC), was boring and had a crap sprite. Might replace with a Unique LC carrier later.


Renamed Dunsky to Tungustan
Fixed mistake that stopped Dunsky (Tungustan) from actually spawning.
Bitzer Drone Hull 150>160
Terringzean speed increased from 18>20 and acceleration increased from 10>12 as it still seems too slow to effectively engage other capitals.
Covetor Hitpoints from 4800(!!!) to 2400. Dunno why it had Destroyer-tier Hitpoints.
Lockout nerfed, hull 5500>4800, armour 750>650, flux cap 4500>3400, flux diss 220>190, Top Speed 70>64, Front smalls changed to hardpoints.
Stoner nerfed to match it's makeshift look, hull 10000>9500, Armour 850>800, Max Flux 9500>9000, Flux diss 400>380, speed 32.
Mudskip MkIII nerfed a bit, added Ill-Advised (Whoops) and Comp Storage, reduced base peak cr to 140 and fleet points changed to 4.
Maraka Missile hardpoint fixed.
Annihilator MLRS now has the same fire rate as medium Annihilator.

0.1.97, Added Nadir, an explorer capital. (Thanks to Banano who did most of the sprite)
Added Dunsky, an artillery cruiser with a gravity beam (WIP effect) (Also Thanks to Banano who did most of the sprite)

Completely resprited Terringzean, Bitzer and Chrysaor. Smallish sprite changes to various other ships

Brigantine Floaters cleaned up.

Terringzean has had its stats buffed (Hull 28000, Armour 1950, Flux 24500, Flux Diss 980 and Max Speed 18) to try and make it more competitive against Paragon which it usually struggles to defeat.
Gallivanter speed buff to 110
Traveller shield arc to 70
Threave OP dropped by 20
Drudge OP increased by 5 to 135 as it has an extra small turret now.

0.1.96, Added Chrysaor, an EMP destroyer. Resprited and changed the Traveller. Smallish sprite edits to Adventurer, Baldric Carnyx, Ignis and Fennec.

Bug Fixed, pirate Bitzer had a fighter bay, it doesn't anymore.

0.1.95b, fixed a crash caused by Fennec (P) variant.

0.1.95a, minor fixes to Maraka hardpoint and Terringzean spawn rate. Removed the drone submod from the main BSC zip and updated Fennec sprites a little bit.

0.1.95 Update:

Additions: Added Threave, new low tech Battlecruiser.
Re-added Gallivanter as a high end explorer/support ecm ship.
Lockout re-rolled from a gunship destroyer into an Escort destroyer and changed to a more appropriate escort Civ DD sprite to match.
Robber has been re-rolled into a pirate frigate. Its new Sprite is a modified and repainted sprite originally by Mr Kamiguru.
Terringzean (LC) added.
Added Brawler (P) Skin.
Added Fennec (P) Skin.

Removals: Removed Hound (HT), Kite (HT) and Gremlin (HT). All of these were kinda pointless imo and for a couple of them other mods do them better.
Removed Preybird (B), was pointless.
Removed Bay and Haven and the Pirate variants. They were both kinda underwhelming and pretty low effort being based on unused sprites. Could never figure out a defined role for them.
Removed Nit Drone wing. An extremely early sprite/fighter I made. Crap and pointless.
Removed RG Legion, Onslaught and Champion. Hard decision to make but it's because Vayra Sector is dead as far as I know.
Rodeo removed, wasn't happy with it.
Removed Aghast and Herma (LG) until the new update drops and I can redo the skin to match the new Vanilla Lions Guard ships.
Removed Mutt and all variants. Was the first ship I implemented and wasn't really much different from Hound or Cerberus. Might return in some form if I can come up with a new sprite.
Removed Venture (P) as it is being added to Vanilla soon.
Removed Sincerity (P) as it was an underwhelming light corvette and I didn't see the point in it with Bay (P) and Haven (P) removed.

Sprite Changes: Terringzean has had some minor changes to its front.
Lockout given a fresh sprite to match its new role better.
Adventurer sprite has been updated, should look better now.
Preybird  got some sprite changes to introduce more colour variation to the sprite.
Roamer has had some sprite updates.
Aghast has been repainted a bit, new bridge and the plating and hull should be more consistent now.
Brave Minor Sprite changes and Brave (P) new paintjob.
Bitzer (P) minor sprite change for new mount.
Shalloch and Sorn got new engines. Sorn has a new bridge (Modified Medusa bridge)

Balance Changes:
Stern armour nerf cause it was too high for a DD.
Carynx to 8 burn from 7.
Robber middle missile slot arcs reduced.
Terringzean had two of its small weapon slots arcs increased.
Brigantine cost increase to 65k. Fixed a turret slot floating in space.
Starliner (P) has had its two front medium arcs adjusted and its 4 small composities changed to ballistics to stop the ship over-performing.
Bitzer (P) and Bitzer (LP) have been changed a bit to differentiate them from regular Bitzers.

0.1.92 Update: New Content:
Carynx class carrier added.
Sorn class Defensive Destroyer added.

Sprite Changes:
Hammerhead (LP) sprite updated to match new Hammerhead sprite better.
Terringzean sprite changes again.
Stern completely resprited. No longer resembles a squashed Hammerhead.
Cassina has had its sprite changed a bit, more colour variation.

Balance Changes
Fixed Cassina Weapon arcs.
Terringzean now has Heavy Ballistic Integration. Slightly increased speed and slightly increased max flux, base dissipation and hull points. Should make it a more capable capital and easier to outfit. 56DP instead of 60DP now too.
Restitution Torp nerfed a bit, now does 1750 damage and has 210 speed, EMP damage 500 but its EMP effect now arcs.
Shalloch has been nerfed, was too powerful and came with too many free hull mods
Stern has one less small, actually helps manage its small flux pool.

0.1.9 update:
Almost all sprites have had some kind of tweaking or respriting done but some highlights/major changes are:
Completely Remade Cassina sprite, re-added Cassina
Marauder and Brigantine massively resprited.
Starliner (P) sprite updated (Partly thanks to Nes).
Kingpin updated, slightly different shape, different detailing.
Fennec updated to match new Wolf in style and colour.
Buffalo MKIII massively redone to be less basic looking.
Caracara completely remade and renamed to Preybird.
Aghast and Aghast (LG) has some noteable sprite changes.
Adventurer sprite has been updated a little tho will need a full repaint eventually.
Added Ignis (LP) and Slinger (LP)

Balance changes:
Piranha (LC) back to 2 bombers per wing.
Large Sabot now has 12sec cooldown.
Rodeo fuel per lightyear down from 5 to 1.
Haven and Haven (P) now have built in weaponry, a dual Mining laser and flak gun respectively.
Bitzer drone is now smol and therefore weaker.
Shalloch gets built in resistant flux conduits.
Maybe some other stuff I forgot.

0.1.8.5b update:
Thrasher removed
Coyote Removed
Doom (P) Removed
Cassina removed
Gallivanter removed, never liked it
Stoner(LC) removed, was pointless
Falcon (LG) removed.
Added Shalloch DD
Added Hartfell Frigate and (P) version.
Added Hound(HT)
Sabot MLMS added.
Ignis minor sprite updates (new front mounts and bridge adjusted)
Roamer and Lockout rarer, only for Indies, Church and Pirates now.
Herma and Mercer Hull and armour stat nerf to match base hulls as they are both converted frigates. Made both about 1k cheaper tho.
Sincerity (P) stats changed, less armour more hull.
Basic Mutt sprite updated to be clearer and match Hound more.
Terringzean has quite major sprite changes to make it a bit more detailed.
Maraka Sprite changes plus stats reworked to make it a step-gap between eradicator and dominator.
Ignis stats reworked to make it more inline with Vanguard frigate.
Tramp and Tramp Mk2 completely resprited from scratch.
Baldric sprite recoloured a bit, too much orange.
Kite (HT) burn speed changed from 9 to 10 as no longer civilian ship.
Accidentally painted over Shepherd(P) bridge windows, fixed that, can see them now
Mudskipper MK3 engines fixed.
Terringzean turret angle fixed
Baldric has Civ hull

0.1.8.1 update, Added Lockout Civ Escort DD, added Gremlin(HT) and Kite(HT). Removed Chrysaor as it was too memey. Removed TT Drones as I didn't like them. Removed Hemet as it has been replaced by Kite(HT). Reduced Roamer price to match Ventures. Adjusted Stern Sprite, now slightly more rounded and armoured looking.

0.1.8, 0.95.1a-RC3 update, Added Baldric Medium Freighter, Rodeo Pirate Ox conversion, Robber Pirate DD, Coyote Frigate, Fennec Assault Frigate, Roamer Civ DD explorer thingy, Stoner Atlas-Battlecruiser conversion and Buffalo MKIII(A). Paradigm removed, removed Wolf(LC), Removed Polis. Gallivanter Resprited to not look like a decapitated Apogee. Bitzer sprite updated, its now 2dp and has built in drones. Hemet sprite updated, now 2dp and has another small turret. Covetor and Covetor (P) Sprite updates. Tramp Sprite slight updated. Kingpin Sprite updated a bit again. Herma and all variants resprited to match new Hermes. Venture (P) resprited a bit and has had its stats adjusted to match new Venture stats. Adventurer PPT buffed. Mutt and Bitzer have rugged construction now. Wayfarer (P) given more OP to match new Wayfarer OP stat. Marauder weapon locations adjusted. Drudge DP now 25. Chrysaor nerfed, slower, more dp, less armour, less armour. Terringzean armour and hitpoints increased, minor sprite adjustment. Thrasher, Maraka and Terringzean now have regular Burndrive as the Burndrive changes make Pursuit drive more or less obsolete. Legion (RG), Onslaught (RG) and Champion (RG) added for Red Guard from Vayra Sector if you have it.

0.1.7a, fixed Scintilla(TT) not dying and spawning in Remnant fleets by Mistake. Should spawn in TT fleets as intended.
0.1.7, added Slinger Missile DD, Hemet Light Gunship, Terringzean Battleship/Dreadnought, Gallivanter Heavy Explorer and Sincerity(P) Light Corvette. Resprited Marauder, Brigantine Cassina and Drudge. Reworked Wayfarer(P) and Shepherd(P) to be more unique. Added Condor(LC), Falcon(LG), Aghast(LG) and Scintilla(TT) skins. Removed Macaw and Macaw(S). Bay(P) and Haven(P) have built in Sincerity(P) light corvettes. Nebula(P) and Adventurer removed fighters and built in drones respectively. Piranha(LC) now has 3 bombers instead of 2. Coveter mining stats have been fixed. A few other changes I've forgot.

0.1.6a, fixed some Capital ships not spawning.
0.1.6, Split Star wars ships into their own IP submod after a few requests. Removed Gull, Knuckleduster and Metalhead. Replaced Metalhead with new Stern DD. New battlecruiser, Chrysaor. New Herma Lionguard Skin and Hammerhead(LP) skin. Cassina and Polis sprite updates. Bitzer should spawn a bit less. Killskipper should spawn a bit more.

0.1.5.5a, removed code referencing currently unfinished fighter wing that was causing CTDs.

0.1.5.5, added Tector, Raider, Arquitens and Brave(P). Completely changed the Caracare into a unique ship and added a gunship version of it. Buffed Brigantine speed. Nerfed Adventurer. Did a bunch of smaller changes too but I've honestly forgotten them. Star Wars style ships might eventually get split into their own mod maybe.
NOT SAVE COMPATIBLE!

0.1.5.1, fixed various skins not having the proper tech tags. Fixed Thrasher(LP) not spawning.

0.1.5.0, Added Bitzer and Traveller. Did another spriting pass on Venator, Brigantine and Marauder sprites to varying results. Nerfed Marauder turn rate. Added Glimmer(TT), Mutt(H) and various bitzer variants. A bunch of little changes to stats here and there again. Last update before tournament. Save compatible with 0.1.4.5

0.1.4.5, Added Drudge, Kingpin and Killskipper. Nerfed Knuckleduster speed. Increased Brigantine DP as it's now a cruiser. Increased Tramp MK2 DP a bit as it has two medium missile mounts. Resprited Acclamator, it now no longer looks like a melted cheese wedge. A multitude of little minor changes to stats here and there I forgot. Save Compatible with 0.1.4

0.1.4, Finally fixed the Nit Wing bug that was causing crashes on raiding planets. Added Metalhead Heavy DD. Resprited the Marauder a bit and made both its mediums fire forward. Resprited the Brigantine a bit and rerolled it as a Light cruiser, increased its armament as well. Gave the Venture(P) 4 medium missile mounts because I'm evil. Renamed the Messer cruiser to the Maraka Cruiser as there was a name conflict. Added Thrasher(LP) for luddic path. Added Tramp MK2 for all you Tramp fans. NOT SAVE COMPATIBLE with old versions.

0.1.3.5, Added Paradigm battleship and Messer Cruiser. Added Annihilator MLRS. Added Piranha(LC) torpedo bomber. Thrasher now has a Pursuit Drive system. Aghast now has an even more powerful anti-phase ship system but can't use it on normal ships anymore. Regular Herma gunship has had a slight resprite to add midline style armour plates to hopefully make it more distinct from the regular Hermes. Hopefully should've fixed Nit Wing bug when raiding planets.

0.1.3, Added Ignis and Thrasher, two heavy frigates for Low Tech. Added Luddic Church variants of both and resprited the Brave frigate. Also added Nebula(P) and Starliner(P) for pirates.

0.1.2.5, Added Altia, Adventurer and Mutt(LP). Minor Sprite changes to Aghast, Venator, Brigantine, Cassina and Acclamator. Venator and Cassina have had their mounts changed to fit them more in line with Midline ships. Cassina has had its stats buffed to match its role more. Brigantine has been made faster, its armour level has been boosted a little and it has an extra small turret. Mutt and Herma booth recieved minor stat boosts, tho Herma now has Civilian Hull to match it being a conversion.

0.1.2, Added Acclamator, Mercer and Cassina. Nerfed Tramps speed and Burn rating as it was too fast for its price. Did a number of tiny sprite fixes as well.

0.1.1.5b, Fixed Covetor(P) turret bug, fixed Nit tags, fixed Wayfarer(P), Shepherd(P) and Venator sprite errors and hopefully should've fixed all ships not having goal variants. Talon(P) and Broadsword(LC) removed.

0.1.1.5, Very important bug fix that should correct the spawning of various ships.

0.1.1, New Capital ship, fixed LP Mudskipper weaponslot bug.

0.1, initial release.
[close]

Credits: Various authors from the Spiral Arms thread. Pyrophage for sprite changes/ideas Toopok for sprite changes/ideas. Selkie for sprite changes/ideas. Banano for 80% of the work on the Tungustan and Nadir sprites. Pogre/Noof for some help with skinning and sprite changes/ideas. Various other posters who've offered feedback/advice on the discord.

SUBMODS: I have dropped support for the old submods so there are currently none but maybe new ones in the future. Feel free to use/maintain the old ones.



Title: Re: [0.95a] BigBeans Ship Compilation
Post by: MrFluffster on April 27, 2021, 03:01:44 PM
Congrats on getting the mod out!

I'd recommend you
all the stuff inside the spoilers it's much easier to browse through it that way.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on April 27, 2021, 03:31:58 PM
Congrats on getting the mod out!

I'd recommend you
all the stuff inside the spoilers it's much easier to browse through it that way.
Thanks brother, and yeah I formatted it a bit better haha.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Shibdib on April 27, 2021, 03:40:06 PM
Look into making an actual download link and not a folder sharing one :)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on April 27, 2021, 03:53:58 PM
Look into making an actual download link and not a folder sharing one :)

Fixed, first time using google drive haha.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Deageon on April 28, 2021, 12:12:34 AM
can you tell us a little about the new ship skins? I don't recognize the two boxy carrier-sorta things, and also, new talon?
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on April 28, 2021, 07:06:55 AM
can you tell us a little about the new ship skins? I don't recognize the two boxy carrier-sorta things, and also, new talon?

The boxy carriers are fighter tenders, eventually I'll turn them into Repair ships with repair drones. They are unused sprites from the base game I reimplimented. The talon is a skin for pirates. Eventually there will be more changes done to the fighter variants to differentiate them more.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: mattroyal363 on April 28, 2021, 07:23:05 AM
Can the file be only extracted properly by winRAR? Getting an error message when extracting using 7zip
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on April 28, 2021, 07:35:58 AM
Hopefully should be fixed. As said sorry, first time using google drive.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on April 29, 2021, 08:29:34 AM
Update!
New Capital ship and a bug fix! Download in first post! Should be Save Compatible!

(https://i.imgur.com/VDCgCJV.png)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: connortron7 on April 29, 2021, 08:40:04 AM
Update!
New Capital ship and a bug fix! Download in first post!

(https://i.imgur.com/VDCgCJV.png)

Ayyy i see you vastly improved my old venator sprite in everyway, nicely done!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Shyguy on April 29, 2021, 11:47:22 AM
I presume the fixed bug was related to the Mudskippers hull not being found yes? I'll post the code just in case.
Code
5577974 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0001] not found on hull [BSC_Mudskipper3]
java.lang.RuntimeException: Slot id [WS0001] not found on hull [BSC_Mudskipper3]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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(Unknown Source)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on April 29, 2021, 02:26:28 PM
I presume the fixed bug was related to the Mudskippers hull not being found yes? I'll post the code just in case.
Code
5577974 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0001] not found on hull [BSC_Mudskipper3]
java.lang.RuntimeException: Slot id [WS0001] not found on hull [BSC_Mudskipper3]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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(Unknown Source)

Yes that was it, should be fixed. Let me know if it persists.

Update!
New Capital ship and a bug fix! Download in first post!

(https://i.imgur.com/VDCgCJV.png)

Ayyy i see you vastly improved my old venator sprite in everyway, nicely done!

Thanks, I ended up redoing most of it tbh haha but I kept the original tops of the command towers and the engines!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on April 29, 2021, 08:30:50 PM
Quick Update!

A very important fix has been done that should correct numerous ships not spawning correctly. It should be save compatible too! Download in first post.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Solarshade on May 01, 2021, 03:51:22 PM
Encountered a weird bug with the Coventor(P), its mining laser isn't built in, but if you remove it any weapon placed in its slot is seemingly just deleted.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 03, 2021, 08:59:20 AM
Encountered a weird bug with the Coventor(P), its mining laser isn't built in, but if you remove it any weapon placed in its slot is seemingly just deleted.

Hi, I will be back at my pc on Tuesday so should hopefully put out a patch then for this and a few other issues. Also maybe a new ship or two if I have time.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 04, 2021, 02:36:07 AM
UPDATE!

0.1.1.5b, Fixed Covetor(P) turret bug, fixed Nit drone tags, fixed Wayfarer(P), Shepherd(P) and Venator sprite errors and hopefully should've fixed all ships not having goal variants. Talon(P) and Broadsword(LC) removed.

Please holler if I missed anything.

Is not Save Compatible due to removing fighters!

https://drive.google.com/file/d/15Pvql8FIqTl4M62M2OWxe3rwr9F7wyLH/view?usp=sharing (https://drive.google.com/file/d/15Pvql8FIqTl4M62M2OWxe3rwr9F7wyLH/view?usp=sharing)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Shyguy on May 04, 2021, 02:45:42 AM
Out of curiosity why did the Talon and Broadsword get removed?
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 04, 2021, 03:25:06 AM
Out of curiosity why did the Talon and Broadsword get removed?

They were just quite messed up and I didn't want to fix them. I'll add something else in their place eventually.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Killian on May 04, 2021, 02:44:26 PM
One of your hulls/variants with the Unstable Injector is causing CTDs under certain circumstances. I couldn't tell you which exactly, but I made a thread (https://fractalsoftworks.com/forum/index.php?topic=21494.0) whilst attempting to figure it out.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 04, 2021, 05:09:41 PM
One of your hulls/variants with the Unstable Injector is causing CTDs under certain circumstances. I couldn't tell you which exactly, but I made a thread (https://fractalsoftworks.com/forum/index.php?topic=21494.0) whilst attempting to figure it out.

Have you downloaded the latest version? If not, please try the latest update, it was most likely the Talon(P) as it had unstable injector which didn't work with fighter hulls.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Killian on May 05, 2021, 01:08:57 AM
As far as I can see the version I have doesn't have the Talon(P) but I'll update anyway and keep my eyes peeled I guess.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Phearlock on May 05, 2021, 01:35:20 PM
Tramp seems significantly too fast for its price (faster than the hound by quite a bit due to burn drive). Suggest dropping speed to a more reasonable 100 (for a bargain bin freighter that probably doesn't have much of a powerplant), or 120-130 and getting rid of burn drive for flares or similar.

As well as probably dropping burn to 9, where militarized subsystems is required to get it up to burn 10, like other civilian frigates.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 05, 2021, 04:59:13 PM
Update!

v0.1.2, Added Acclamator, Mercer and Cassina. Nerfed Tramps speed and Burn rating as it was too fast for its price. Did a number of tiny sprite fixes as well.

(https://i.imgur.com/nZdgDbY.png)  (https://i.imgur.com/y5aIWtp.png)  (https://i.imgur.com/31mjtzM.png)

Should be save compatible from v0.1.1.5b due to just adding ships and making stat changes.

Download: https://drive.google.com/file/d/1VvhKErUvZIyjkHzxra41g6-P1pUTwNwg/view?usp=sharing (https://drive.google.com/file/d/1VvhKErUvZIyjkHzxra41g6-P1pUTwNwg/view?usp=sharing)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: dostillevi on May 05, 2021, 05:25:18 PM
I've been following your progress on discord and this is absolutely on my radar for a future playthrough. The spriting is already good and getting better and better (keep taking passes at the existing ships!). How are these in terms of balance vs standard faction ships, and how are they distributed across markets?
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 05, 2021, 05:36:26 PM
I've been following your progress on discord and this is absolutely on my radar for a future playthrough. The spriting is already good and getting better and better (keep taking passes at the existing ships!). How are these in terms of balance vs standard faction ships, and how are they distributed across markets?
Thank you! Everything is aimed to be balanced around vanilla, nothing should be massively OP. And in terms of distribution it should match how they look, so I've given the Low Tech ships either to the Base_bp or to Hegemoney and Luddic Church, midline ships mostly to Indies, Perseans and Sindies (with a couple exceptions), I've given the Interdictor to most factions that oppose Tri-Tach and the Skins are all given to their respective factions.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: dostillevi on May 06, 2021, 11:29:45 AM
Awesome! I'll add them to my next game for sure.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Inhilicon on May 06, 2021, 01:24:09 PM
I wanted to ask, is the Brigantine inspired from a ship with the same name in X3? Or is it simply a coincidence? Great choice of a name for a pirate vessel, in any case.

Brigantines, carracks and galleons, oh my!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 06, 2021, 07:04:04 PM
I wanted to ask, is the Brigantine inspired from a ship with the same name in X3? Or is it simply a coincidence? Great choice of a name for a pirate vessel, in any case.

Brigantines, carracks and galleons, oh my!

I have played X3 but it was just a coincidence.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Arcagnello on May 07, 2021, 03:46:09 PM
And into my next modded campaign you go! I love this!

Only nitpick I have in the Entire mod would be the Acclamator not having enough detail to cover for its...illuminati-worthy shape standing out too much, but then again I have not seen it in-game either so it might just be an unnecessary criticism of mine!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 08, 2021, 05:08:33 AM
And into my next modded campaign you go! I love this!

Only nitpick I have in the Entire mod would be the Acclamator not having enough detail to cover for its...illuminati-worthy shape standing out too much, but then again I have not seen it in-game either so it might just be an unnecessary criticism of mine!

Do you have any particular details or areas on it that need attention? I know it has quite a stark shape compared to other ships haha.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Arcagnello on May 08, 2021, 07:14:49 AM
I premise that I drew this with my fat fingers on a phone touchscreen while outdoors and sunbathing. Had to turn the pic negative to see what I was doing.

I think the main issue with the ship aesthetically is the bottom left and right so I did some doodling there:

1) I'd split part of the central engine onto the corners to break the illuminati shape a bit.
2)I would also make the edges of that transition from vertical to angled, leading to the nose a bit smoother
3)I added some small turrets with horribly drawn weapon arcs in the back. Those green dots are where I'd put more small turrets
4)I split the nose into two not-so-thick prongs, removed the nose weapon and added another two turrets on the sides.






[attachment deleted by admin]
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Killian on May 08, 2021, 07:30:30 AM
The most jarring thing about it (and the Venator, tbh) to me is the Starsector Beige/Khaki colouration, as opposed to the canon/conventional Imperial Grey.

As far as blank spots go the only one that really stands out is that trapezoid spot right on the nose of the Venator. If faction variants were ever made, that'd be where I'd slap a flag/emblem.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 08, 2021, 08:11:16 AM
I premise that I drew this with my fat fingers on a phone touchscreen while outdoors and sunbathing. Had to turn the pic negative to see what I was doing.

I think the main issue with the ship aesthetically is the bottom left and right so I did some doodling there:

1) I'd split part of the central engine onto the corners to break the illuminati shape a bit.
2)I would also make the edges of that transition from vertical to angled, leading to the nose a bit smoother
3)I added some small turrets with horribly drawn weapon arcs in the back. Those green dots are where I'd put more small turrets
4)I split the nose into two not-so-thick prongs, removed the nose weapon and added another two turrets on the sides.

Engines and transition edges and maybe turrets are something I can think about. I don’t wanna meds with the shape tho since the whole point is it looks like an acclamator from above that’s been starsectorified but thank you for the feedback!

The most jarring thing about it (and the Venator, tbh) to me is the Starsector Beige/Khaki colouration, as opposed to the canon/conventional Imperial Grey.

As far as blank spots go the only one that really stands out is that trapezoid spot right on the nose of the Venator. If faction variants were ever made, that'd be where I'd slap a flag/emblem.

Aye but both have been starsectorified haha, I figured midline looked the best for them. I could make grey variants but grey ships always look kinda meh in starsector no matter how good the spriter is and I am very much a meh spriter haha.

And the Venator will get that gap filled with something maybe a turret or a sensor array or something. Atmit’s just good enough at the moment but I am defo no happy with it.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: mkire on May 17, 2021, 07:47:29 AM
this mod looks pretty good, my only concern is that one of the mods i use already has a buffalo mkIII (the mod Missing Ships) and two ships named the same thing is confusing, and i'm not a modder but wouldn't having the same name for something twice cause code problems?
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 17, 2021, 01:08:52 PM
this mod looks pretty good, my only concern is that one of the mods i use already has a buffalo mkIII (the mod Missing Ships) and two ships named the same thing is confusing, and i'm not a modder but wouldn't having the same name for something twice cause code problems?

The ships will have different IDs so it should be fine.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 21, 2021, 06:16:15 AM
Update!

0.1.2.5, Added Altia, Adventurer and Mutt(LP). Minor Sprite changes to Aghast, Venator, Brigantine, Cassina and Acclamator. Venator and Cassina have had their mounts changed to fit them more in line with Midline ships. Cassina has had its stats buffed to match its role more. Brigantine has been made faster, its armour level has been boosted a little and it has an extra small turret. Mutt and Herma booth recieved minor stat boosts, tho Herma now has Civilian Hull to match it being a conversion.

Should be save compatible as nothing was removed!

(https://i.imgur.com/6Lf9kwy.png) (https://i.imgur.com/8Rdxn07.png)  (https://i.imgur.com/66mv1Al.png)

DOWNLOAD: https://drive.google.com/file/d/1mmRaNMafsnhldpsaQLRyjj2Md0mGJodz/view?usp=sharing

Title: Re: [0.95a] BigBeans Ship Compilation
Post by: SiegeLion on May 21, 2021, 09:58:34 AM
When raiding for blueprints I'm getting a crash "Fatal: Ship hull spec [BSC_Nit_Wing] not found", happened on both 0.1.2 and the 0.1.2.5 update, Starsector 0.95a-RC15.

Edit: Unrelated but I just noticed the forward small ballistic and energy weapon mounts on the Venator are misaligned.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on May 21, 2021, 02:14:17 PM
When raiding for blueprints I'm getting a crash "Fatal: Ship hull spec [BSC_Nit_Wing] not found", happened on both 0.1.2 and the 0.1.2.5 update, Starsector 0.95a-RC15.

Edit: Unrelated but I just noticed the forward small ballistic and energy weapon mounts on the Venator are misaligned.

Thanks for the bug reports. I’m away from my pc until Sunday night but I’ll look into and fix those then.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on June 01, 2021, 03:12:51 PM
Update!

0.1.3, Added Ignis and Thrasher, two heavy frigates for Low Tech. Added Luddic Church variants of both and resprited the Brave frigate so it looks less like half a Sunder. Also added the Nebula(P) and Starliner(P) for the Pirates.

(https://i.imgur.com/okXyptu.png) (https://i.imgur.com/TyB1lPu.png) (https://i.imgur.com/ja5GkBc.png) (https://i.imgur.com/aYsK1vG.png) (https://i.imgur.com/jQVpJSv.png) (https://i.imgur.com/ypBl7s4.png) (https://i.imgur.com/0anqrbT.png)

Should be save compatible.

Download: https://drive.google.com/file/d/1ounnVcdvAvu6VYXGFq01k2TX82edmlnc/view?usp=sharing (https://drive.google.com/file/d/1ounnVcdvAvu6VYXGFq01k2TX82edmlnc/view?usp=sharing)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Arcagnello on June 01, 2021, 04:50:10 PM
Those low tech heavy frigates look juicy and really get my Luddic Church themed campaign itch going! You've really done a good job here!

Looking forward to updating the mod and searching for them tomorrow, altough it might take a while for me to.provide any significant amount of feedback on them tough.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on June 02, 2021, 07:14:05 PM
Those low tech heavy frigates look juicy and really get my Luddic Church themed campaign itch going! You've really done a good job here!

Looking forward to updating the mod and searching for them tomorrow, altough it might take a while for me to.provide any significant amount of feedback on them tough.

Thanks man! Hope you enjoy using them!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: err0r on June 05, 2021, 01:58:51 AM
When raiding for blueprints I'm getting a crash "Fatal: Ship hull spec [BSC_Nit_Wing] not found", happened on both 0.1.2 and the 0.1.2.5 update, Starsector 0.95a-RC15.

Edit: Unrelated but I just noticed the forward small ballistic and energy weapon mounts on the Venator are misaligned.
I have the same bug with the latest game and mod version.
There's the log: https://pastebin.com/AURYsv6z (https://pastebin.com/AURYsv6z)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on June 06, 2021, 05:36:14 AM
When raiding for blueprints I'm getting a crash "Fatal: Ship hull spec [BSC_Nit_Wing] not found", happened on both 0.1.2 and the 0.1.2.5 update, Starsector 0.95a-RC15.

Edit: Unrelated but I just noticed the forward small ballistic and energy weapon mounts on the Venator are misaligned.
I have the same bug with the latest game and mod version.
There's the log: https://pastebin.com/AURYsv6z (https://pastebin.com/AURYsv6z)

Thanks for the crash log, I should hopefully be able to fix this for next update.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on June 07, 2021, 08:03:39 AM
UPDATE!

(https://i.imgur.com/QoYB3nm.png) (https://i.imgur.com/dK4thnW.png) (https://i.imgur.com/xPLlDVI.png)

v0.1.3.5, Added Paradigm battleship and Messer Cruiser. Added Annihilator MLRS. Added Piranha(LC) torpedo bomber. Thrasher now has a Pursuit Drive system. Aghast now has an even more powerful anti-phase ship system but can't use it on normal ships anymore. Regular Herma gunship has had a slight resprite to add midline style armour plates to hopefully make it more distinct from the regular Hermes. Hopefully should've fixed Nit Wing bug when raiding planets.

Should be Save Compatible as nothing was removed just additions and hopefully a bug fix.

LINK: https://drive.google.com/file/d/1YFGfyz6Ga6AcgRaSCA9z2eZRlw8Rze7H/view?usp=sharing (https://drive.google.com/file/d/1YFGfyz6Ga6AcgRaSCA9z2eZRlw8Rze7H/view?usp=sharing)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: err0r on June 07, 2021, 10:47:37 AM
UPDATE!Hopefully should've fixed Nit Wing bug when raiding planets.
Should be Save Compatible as nothing was removed just additions and hopefully a bug fix.
Sadly the bug does not fixed. Although i does not started a new game but instead tried to load a save
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on June 08, 2021, 03:15:38 PM
UPDATE!Hopefully should've fixed Nit Wing bug when raiding planets.
Should be Save Compatible as nothing was removed just additions and hopefully a bug fix.
Sadly the bug does not fixed. Although i does not started a new game but instead tried to load a save

Please try a new game. If the bug persists send me the log. Same goes for anyone else that had the same bug, please share the crash log.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on June 18, 2021, 06:55:55 AM
Update!

(https://i.imgur.com/r4JWRJZ.png) (https://i.imgur.com/YvVu75e.png) (https://i.imgur.com/SOiEdEO.png)

v0.1.4, Finally fixed the Nit Wing bug that was causing crashes on raiding planets. Added Metalhead Heavy DD. Resprited the Marauder a bit and made both its mediums fire forward. Resprited the Brigantine a bit and rerolled it as a Light cruiser, increased its armament as well. Gave the Venture(P) 4 medium missile mounts because I'm evil. Renamed the Messer cruiser to the Maraka Cruiser as there was a name conflict. Added Thrasher(LP) for luddic path. Added Tramp MK2 for all you Tramp fans.

NOT SAVE COMPATIBLE!

Suggestions and feedback very much encouraged!

Download: https://drive.google.com/file/d/1yn4iVnRKj67powzqOBWhHvLWLdevZY3n/view?usp=sharing (https://drive.google.com/file/d/1yn4iVnRKj67powzqOBWhHvLWLdevZY3n/view?usp=sharing)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: shoi on June 26, 2021, 02:47:45 AM
Looks fun, gonna give this a shot!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: dcong89 on June 26, 2021, 05:55:24 AM
Look Fun ! and i dont mind re-start new game everytime you guys update your mods , good job
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Killian on June 27, 2021, 06:02:55 AM
Wide Hammerhead looks... interesting. Will have to see how it handles once I start my next campaign.

Marauder and Brigantine seem like they'd make good neutral ships, looking at the designs some more. The old front-and-back Marauder turret config could even be reused for the neutral model; fluff it up as a convoy escort that the pirates have re-engineered into a convoy raider, perhaps.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on July 06, 2021, 04:38:36 PM
UPDATE!

(https://i.imgur.com/wZz2Vb6.png) (https://i.imgur.com/4unefxv.png) (https://i.imgur.com/R5QdkR4.png) (https://i.imgur.com/NgkCOIw.png)

0.1.4.5, Added Drudge, Kingpin and Killskipper. Nerfed Knuckleduster speed. Increased Brigantine DP as it's now a cruiser. Increased Tramp MK2 DP a bit as it has two medium missile mounts. Resprited Acclamator, it now no longer looks like a melted cheese wedge. A multitude of little minor changes to stats here and there I forgot.

Save Compatible with 0.1.4

As per usual be sure to tell me of any issues or bugs or suggestions.

DOWNLOAD: https://drive.google.com/file/d/1NiXuP9OdAF1F1kdr137y3J4g1Yk9Gk9t/view?usp=sharing (https://drive.google.com/file/d/1NiXuP9OdAF1F1kdr137y3J4g1Yk9Gk9t/view?usp=sharing)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on July 19, 2021, 04:30:01 PM
Update!

(https://i.imgur.com/DJHeVB0.png) (https://i.imgur.com/Ja2kSKY.png) (https://i.imgur.com/gOQL6vg.png) (https://i.imgur.com/5Z2urmS.png) (https://i.imgur.com/hT8pFPO.png) (https://i.imgur.com/GEHvnA8.png) (https://i.imgur.com/yZv50s5.png) (https://i.imgur.com/TM5kqz6.png) (https://i.imgur.com/qym6uoN.png)

0.1.5.1, fixed various skins not having correct tech tags.

0.1.5.0, Added Bitzer and Traveller. Did another spriting pass on Venator, Brigantine and Marauder sprites to varying results. Nerfed Marauder turn rate. Added Glimmer(TT), Mutt(H) and various bitzer variants. A bunch of little changes to stats here and there again. Fixed Thrasher (LP) not spawning. Last update before tournament.

Save Compatible with 0.1.4.5

DOWNLOAD: https://drive.google.com/file/d/1TXaPFU1r7bGhMzaN2HJxA1ZerpYAEm8S/view?usp=sharing

As always feedback and suggestions very much encouraged!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: SLFC on July 19, 2021, 05:51:11 PM
says the file is in the trash, and can't be downloaded
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on July 19, 2021, 05:56:03 PM
says the file is in the trash, and can't be downloaded

Yeah, was uploading a hotfix. Try again.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: ArchdukeValeCortez on August 09, 2021, 06:33:25 AM
Cool ship pack. I am especially fond of two, rather familiar looking ships. I'm planning a playthrough using just those 2 exclusively as soon as I am able.

Any chance for more familiar looking ships? Perhaps to help Trek across the stars?
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on August 12, 2021, 06:42:21 PM
Cool ship pack. I am especially fond of two, rather familiar looking ships. I'm planning a playthrough using just those 2 exclusively as soon as I am able.

Any chance for more familiar looking ships? Perhaps to help Trek across the stars?

I’m unsure currently. There’s a couple incoming familiar ships including a big one but I might potentially end up splitting them into their own mod once they get a full roster. We’ll see what happens.

Also I’m not familiar with the second one I’m afraid. So most likely not.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: ArchdukeValeCortez on August 16, 2021, 08:07:02 AM
Big is good. I like big. Supercaps are my favorite.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on August 16, 2021, 05:49:08 PM
Big is good. I like big. Supercaps are my favorite.

Not quite a supercap but will be the biggest capital in the mod when its done.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: travhill20 on August 16, 2021, 08:31:21 PM
These are dope man. I like the mix of common and unique designs. I'm a bit fan of midline ships so I'll give this a try.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Troika on August 19, 2021, 10:58:26 PM
I kind of think the Brigantine should be faster than it is. It's much smaller than the Falcon which has a speed of 75.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on August 22, 2021, 01:04:03 PM
I kind of think the Brigantine should be faster than it is. It's much smaller than the Falcon which has a speed of 75.

It is longer than a Falcon but yes I have buffed its speed a bit as it was slow for its class.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Vinya on August 22, 2021, 05:21:33 PM
Love what you did with the Silverfish and Morningstar sprites! Good to see them getting use years after I made them ;-;
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on August 22, 2021, 08:20:24 PM
Love what you did with the Silverfish and Morningstar sprites! Good to see them getting use years after I made them ;-;

Thanks! I always liked the shape of them. They just needed a bit of modernisation and a paintjob!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Zalpha on August 30, 2021, 01:02:39 AM
I was using Hazard Mining Incorporated and the Junk ship from it in Nexerelin starting Large Trader selection was being overridden by this mods Adventurer ship. So I have disabled this mod in order to be able to select the Junk ship from the starting option.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on August 30, 2021, 09:48:33 AM
I was using Hazard Mining Incorporated and the Junk ship from it in Nexerelin starting Large Trader selection was being overridden by this mods Adventurer ship. So I have disabled this mod in order to be able to select the Junk ship from the starting option.

There are currently no nexerelin starts or settings in this mod so that is just nexerelin choosing a different ship it thinks is a better fit as far as I’m aware. As this is just a ship pack you can disable the mod, choose the junk, start your campaign then save, exit and reenable this mod on that save as it just adds ships.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: Pep on August 31, 2021, 08:31:49 AM
I love this mod. Thanks!!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on August 31, 2021, 04:15:51 PM
I love this mod. Thanks!!

Thanks! Appreciate it  :)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on September 02, 2021, 04:59:48 PM
UPDATE!

(https://i.imgur.com/REgNiy1.png) (https://i.imgur.com/Cz3irkb.png) (https://i.imgur.com/URmdqmJ.png) (https://i.imgur.com/mKpUuN4.png) (https://i.imgur.com/FQYSkcF.png)

v0.1.5.5, added Tector, Raider, Arquitens and Brave(P). Completely changed the Caracara into a unique ship and added a gunship version of it. Buffed Brigantine speed. Nerfed Adventurer. Did a bunch of smaller changes too but I've honestly forgotten them.

Star Wars style ships might eventually get split into their own mod maybe.

NOT SAVE COMPATIBLE!


DOWNLOAD: https://drive.google.com/file/d/1U1ySNoizbkA8rZErEr6eie3tAaLxg7N8/view?usp=sharing
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: shovelmonkey on September 03, 2021, 12:24:46 PM
Getting a crash wish this latest version.

starsector.log is here : https://drive.google.com/file/d/1uv5NfdQtHAbXyTYqFZtQfps1YVZcftwq/view?usp=sharing

The error seems to occur around line 171314, didn't redact the file to demonstrate the game working before I updated to the latest version of your mod and after disabling it.

If I am mistaken please let me know, I'm not a programmer, just a player... 8)

FYI love the ships!
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BadAtDriving on September 03, 2021, 12:49:28 PM
Right after going into hyperspace the game crashed with this error

7345852 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [BSC_Sincerity(P)_wing] is not a valid fighter wing id
java.lang.RuntimeException: [BSC_Sincerity(P)_wing] is not a valid fighter wing id
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on September 03, 2021, 01:05:56 PM
Ok I am aware of the issues I think I uploaded a version where I didn’t fix these little problems which are causing ctds. My mistake. I cannot fix until Monday night tho as I am busy until then.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: parsanage on September 03, 2021, 04:29:20 PM
Hey BBSC

Sorry to tell you but I got an error

Fatal: [BSC_Sincerity(P)_wing] is not a valid fighter wing id
Check starsector.log for more info.

if you want the log let me know and I can send it to you. ( I don't know how to add an attachment to this info box)

GL on fix
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on September 03, 2021, 05:39:36 PM
Hey yeah it will be fixed when I am next at my pc. I rushed the update as I am on holiday over the weekend but I’ve *** it up. It will be fixed when I am back.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: parsanage on September 03, 2021, 08:28:04 PM
No worries mate enjoy your time off
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on September 05, 2021, 10:27:25 AM
UPDATE!

v0.1.5.5a, removed references to currently unfinished fighter wing that was causing CTDs. Should fix the issues.

Might be save compatible. Might not be.

Sorry for rushing out update before my weekend away and leaving that code in.

Link: https://drive.google.com/file/d/1Jt_n_V9dL8oCvowsdZiAZ-gJzVufAfPf/view?usp=sharing (https://drive.google.com/file/d/1Jt_n_V9dL8oCvowsdZiAZ-gJzVufAfPf/view?usp=sharing)
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: DemonicButtPlug on September 06, 2021, 02:27:36 PM
UPDATE!

v0.1.5.5a, removed references to currently unfinished fighter wing that was causing CTDs. Should fix the issues.

Might be save compatible. Might not be.

Sorry for rushing out update before my weekend away and leaving that code in.

Link: https://drive.google.com/file/d/1Jt_n_V9dL8oCvowsdZiAZ-gJzVufAfPf/view?usp=sharing (https://drive.google.com/file/d/1Jt_n_V9dL8oCvowsdZiAZ-gJzVufAfPf/view?usp=sharing)

Yay! Now the game is pretty stable and memory leaks are gone (for now, at least). Also for me it is save compatible - updated right after I couldn't raid a base for ship equipment (some red error text after "Launch raid" clicked). After the update all works just fine.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: EadTaes on September 11, 2021, 04:46:52 AM
I love the style of your original ships and would love to add your mod to my mod list. However the starwars ships are a deal breaker for me. Could you make a stand alone pact that has only your original without any other content that comes from proprieties outside of Starsector? That would be very cool thanks.
Title: Re: [0.95a] BigBeans Ship Compilation
Post by: BigBeans on September 11, 2021, 07:43:02 AM
I love the style of your original ships and would love to add your mod to my mod list. However the starwars ships are a deal breaker for me. Could you make a stand alone pact that has only your original without any other content that comes from proprieties outside of Starsector? That would be very cool thanks.

Yeah I was considering doing this anyhow. They'll be split into a seperate mod next update.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on September 21, 2021, 07:00:09 AM
UPDATE!

Version 0.1.6
Download: https://drive.google.com/file/d/1hvjk2DuTDU-o5wdQCVs8k6pvh_diBejS/view?usp=sharing (https://drive.google.com/file/d/1hvjk2DuTDU-o5wdQCVs8k6pvh_diBejS/view?usp=sharing)
Submod Download: https://drive.google.com/file/d/1oycvjYlpSQZNdTAkDXw8bauSg0Tb1j8m/view?usp=sharing (https://drive.google.com/file/d/1oycvjYlpSQZNdTAkDXw8bauSg0Tb1j8m/view?usp=sharing)

Changelog: 0.1.6, Split Star wars ships into their own IP submod after a few requests. Removed Gull, Knuckleduster and Metalhead. Replaced Metalhead with new Stern DD. New battlecruiser, Chrysaor. New Herma Lionguard Skin and Hammerhead(LP) skin. Cassina and Polis sprite updates. Bitzer should spawn a bit less. Killskipper should spawn a bit more.

NOT SAVE COMPATIBLE!

(https://i.imgur.com/VLu1yfC.png) (https://i.imgur.com/A5Tu7iC.png) (https://i.imgur.com/JoPpS5m.png) (https://i.imgur.com/lFkHxcR.png) (https://i.imgur.com/IXn0weE.png) (https://i.imgur.com/RCmTF0f.png)
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: 5ColouredWalker on September 26, 2021, 03:36:43 AM
*Comes Back*
Adventurer Nerf is sad, I really liked my Gauss Cannon Adventurer. Removing the Gull makes sense, a Pirate Gull has 90 OP and a large hull point, which while shorter range than most L armed ships is rather powerful when as massed frigates.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on September 26, 2021, 07:41:25 AM
*Comes Back*
Adventurer Nerf is sad, I really liked my Gauss Cannon Adventurer. Removing the Gull makes sense, a Pirate Gull has 90 OP and a large hull point, which while shorter range than most L armed ships is rather powerful when as massed frigates.

The adventurer can still mount gauss. It’s just a little more DP and doesn’t have a 360 front turret now. Gull is completely removed including the pirate one. I’ll replace them with something else eventually.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Dazs on September 27, 2021, 04:37:35 AM
BigBeans, I have a question regarding the Coventor(P) (Same may go for the stock version but I haven't come across one yet). When I list the ships that can mine, it has a mining strength of only the weapons I have installed. I had assumed it would have an innate mining bonus like the other ships that are flagged as mining vessels and was wondering if this was by design, thank you.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on September 27, 2021, 05:19:20 AM
BigBeans, I have a question regarding the Coventor(P) (Same may go for the stock version but I haven't come across one yet). When I list the ships that can mine, it has a mining strength of only the weapons I have installed. I had assumed it would have an innate mining bonus like the other ships that are flagged as mining vessels and was wondering if this was by design, thank you.

Ah, no thats a mistake I think I forgot to give it mining stats. I'll fix it next update.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Dazs on September 27, 2021, 07:52:34 AM
Thanks. I enjoy the mining mini game in Nex and am always looking for the most efficient mining ships weapons and drones.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Dazs on September 27, 2021, 09:54:19 AM
I've been digging around various mods to see how the interact with Nex's mining mini game and I note they all have a config folder in the data folder "\data\config\exerelin" which has two files 1 for mining weapons and one for mining ships. I notice your mod lacks those files and I guess that is the difference. Sorry if I am being a busy body but I am trying to understand how mining from various mods interact with Nex.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Helldiver on September 27, 2021, 10:19:46 AM
I've been digging around various mods to see how the interact with Nex's mining mini game and I note they all have a config folder in the data folder "\data\config\exerelin" which has two files 1 for mining weapons and one for mining ships. I notice your mod lacks those files and I guess that is the difference. Sorry if I am being a busy body but I am trying to understand how mining from various mods interact with Nex.

On top of the mining_ships.csv and mining_weapons.csv files that you've described, mining values can also be set in modSettings.json (found in \data\config) under the lines "mining_ship_strengths" and "mining_weapon_strengths". This is how Nexerelin does it in its own folders for vanilla stuff and how some mods like Scy do it.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Dazs on September 27, 2021, 01:24:52 PM
I had noticed that in Nex but those files just say "#deprecated; use modSettings.json instead,," but the 3 mods I checked used the mining_ships.csv and mining_weapons.csv files. I hadn't looked at scy and how it is handled there. The is becoming a deeper rabbit hole than I had expected lol. Thank you so much for the tip Helldiver.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on September 27, 2021, 01:41:46 PM
I won’t lie I honestly forgot I had to do configes to get the mining ship to have mining strength lol
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Dazs on September 27, 2021, 07:13:54 PM
Lol nice and here I was worried you would be upset that I've spammed your mod's page with mining talk :)
Title: Re: Bay fatal error
Post by: Gewehrmann144 on September 28, 2021, 01:29:22 PM
I encountered this error saying the hull spec wasn't found, but I have both the graphics for the hull and the file specs. Could you help? I love this mod.

[attachment deleted by admin]
Title: Re: Bay fatal error
Post by: BigBeans on September 28, 2021, 07:31:06 PM
I encountered this error saying the hull spec wasn't found, but I have both the graphics for the hull and the file specs. Could you help? I love this mod.

I can't recreate this crash. I dunno what's causing it.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Oxer555 on October 15, 2021, 11:47:03 AM
I have a problem with the BSC submod. I was trying to make tector battleship from blueprint production and it kept taking credits for it but the ship wasnt delivered to my station and it stayed in the construction list same thing happens when i try to make venator.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Oxer555 on October 17, 2021, 04:37:26 AM
Ok I fixed it by adding into a world folder a factions folder and puting every .faction and .json file into it.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on October 17, 2021, 11:46:10 AM
Ok I fixed it by adding into a world folder a factions folder and puting every .faction and .json file into it.

Yeah I missed a folder while creating the submod. Will be fixed next update.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on October 27, 2021, 03:03:34 PM
Update!
Download:https://drive.google.com/file/d/1lVTmwdSekInMJUIqmE3VLSxDhEQ-cw4L/view?usp=sharing (https://drive.google.com/file/d/1lVTmwdSekInMJUIqmE3VLSxDhEQ-cw4L/view?usp=sharing)

(https://i.imgur.com/O5cqVRs.png) (https://i.imgur.com/dw5Q7vB.png) (https://i.imgur.com/5HoypkV.png) (https://i.imgur.com/KrVhCSR.png) (https://i.imgur.com/uTMI5CA.png)

0.1.7a, fixed Scintilla(TT)
0.1.7, added Slinger Missile DD, Hemet Light Gunship, Terringzean Battleship/Dreadnought, Gallivanter Heavy Explorer and Sincerity(P) Light Corvette. Resprited Marauder, Brigantine Cassina and Drudge. Reworked Wayfarer(P) and Shepherd(P) to be more unique. Added Condor(LC), Falcon(LG), Aghast(LG) and Scintilla(TT) skins. Removed Macaw and Macaw(S). Bay(P) and Haven(P) have built in Sincerity(P) light corvettes. Nebula(P) and Adventurer removed fighters and built in drones respectively. Piranha(LC) now has 3 bombers instead of 2. Coveter mining stats have been fixed. A few other changes I've forgot.

NOT SAVE COMPATIBLE!

Submod Download:https://drive.google.com/file/d/1owbIxn7nfTvX8DgiL1T2B4gPcDp2ChQV/view?usp=sharing (https://drive.google.com/file/d/1owbIxn7nfTvX8DgiL1T2B4gPcDp2ChQV/view?usp=sharing)

v0.1b, fixed mistake with folder structure preventing ships from being built. Fixed Acclamator turret locations.

NOT SAVE COMPATIBLE!
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: PreConceptor on November 02, 2021, 02:02:25 PM
so I've been thinking about the Drudge. I don't think the name really fits for a high tech ship, alongside the 'Aurora' and 'Fury', or just in general. Sounds a bit like a junker or pirate name. If you aren't too attached to the name, how about Meridian, Extant, or Secretary?
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on November 03, 2021, 03:39:25 PM
so I've been thinking about the Drudge. I don't think the name really fits for a high tech ship, alongside the 'Aurora' and 'Fury', or just in general. Sounds a bit like a junker or pirate name. If you aren't too attached to the name, how about Meridian, Extant, or Secretary?

Maybe. You kinda have a point but I do quite like Drudge.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: xenoscepter on November 08, 2021, 11:39:11 PM
 --- Please, for the love of Ludd, add the Macaw and the Macaw(S) back in... they were among my favorites. :'(

 --- If nothing else, can I have a tiny sub-mod with just those in it...
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Oxer555 on November 10, 2021, 03:26:52 AM
I have been playing with the submod and I really like how the ships look and play especially the venator but I have a problem with the tector. When it fights another capital ship it needs to get really close to it beacuse ballistic slots are in the middle of the ship and unless I equip gauss cannons the enemy capital will just back out and poke it from the distance and then the enemy will overwhelm it which is pretty bad for a ship with 70 deployment cost so I think it is better for it to have advanced targeting core build in in exchange for less OP(from 400 to maybe 380 or 370) and lower its speed to 20.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on November 14, 2021, 08:15:28 PM
--- Please, for the love of Ludd, add the Macaw and the Macaw(S) back in... they were among my favorites. :'(

 --- If nothing else, can I have a tiny sub-mod with just those in it...

Probably not sorry. There is new logistic ships coming tho.

I have been playing with the submod and I really like how the ships look and play especially the venator but I have a problem with the tector. When it fights another capital ship it needs to get really close to it beacuse ballistic slots are in the middle of the ship and unless I equip gauss cannons the enemy capital will just back out and poke it from the distance and then the enemy will overwhelm it which is pretty bad for a ship with 70 deployment cost so I think it is better for it to have advanced targeting core build in in exchange for less OP(from 400 to maybe 380 or 370) and lower its speed to 20.

I might drop it’s dp. Built in range boost is really strong. I dunno I’ve kinda lost interest in the Star Wars ships currently but I’ll keep your suggestion in mind if I look back over the tectors stats.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: PasDeBras on November 26, 2021, 08:54:57 AM
Hey there, i'm usually a lurker on this forum, but i'll make my first post a whiny one lol
I love your mod, makes my game look way more diverse, AND i can sorta complete my apogee fleet with your Gallivanter ship.

Issue is, one of the turrets axis is off (at least i believe it is), i fixed it in my game, and frankly i wouldn't had bothered reporting it, but here i am with the file, line and fix in hand so i'm thinking why not make the author's life a little bit easier for his next update :
File's the gallivanter obv, line 61 -
Should be 270(°) instead of 141.5.

Thanks again for your pack mate

[attachment deleted by admin]
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on November 28, 2021, 02:24:53 PM
Hey there, i'm usually a lurker on this forum, but i'll make my first post a whiny one lol
I love your mod, makes my game look way more diverse, AND i can sorta complete my apogee fleet with your Gallivanter ship.

Issue is, one of the turrets axis is off (at least i believe it is), i fixed it in my game, and frankly i wouldn't had bothered reporting it, but here i am with the file, line and fix in hand so i'm thinking why not make the author's life a little bit easier for his next update :
File's the gallivanter obv, line 61 -
Should be 270(°) instead of 141.5.

Thanks again for your pack mate

Hi thanks for report but it is fixed don't worry.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: xenoscepter on December 04, 2021, 09:56:36 PM
--- Please, for the love of Ludd, add the Macaw and the Macaw(S) back in... they were among my favorites. :'(

 --- If nothing else, can I have a tiny sub-mod with just those in it...

Probably not sorry. There is new logistic ships coming tho.

 --- Might I get an old version to extract and put it back in myself? I wouldn't mind the work... :)
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on December 05, 2021, 12:39:45 PM
--- Please, for the love of Ludd, add the Macaw and the Macaw(S) back in... they were among my favorites. :'(

 --- If nothing else, can I have a tiny sub-mod with just those in it...

Probably not sorry. There is new logistic ships coming tho.

 --- Might I get an old version to extract and put it back in myself? I wouldn't mind the work... :)

You can have the sprites but I didn't keep any of the old versions soz.

(https://i.imgur.com/oLiE6SW.png) (https://i.imgur.com/zHiI1n4.png)
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on December 11, 2021, 11:10:55 AM
Update!
Download: https://drive.google.com/file/d/1zfWQJVmJgPlv7XA_wf2XtFboIoXiP3j3/view?usp=sharing (https://drive.google.com/file/d/1zfWQJVmJgPlv7XA_wf2XtFboIoXiP3j3/view?usp=sharing)

(https://i.imgur.com/bu13yjX.png) (https://i.imgur.com/QaHFJb9.png) (https://i.imgur.com/k0uyd4n.png) (https://i.imgur.com/AQBEGDn.png) (https://i.imgur.com/hAiKSL8.png) (https://i.imgur.com/AMX8rCb.png) (https://i.imgur.com/1qoAROy.png) (https://i.imgur.com/2GetYGn.png) (https://i.imgur.com/cfC8TAL.png) (https://i.imgur.com/TZaHgKE.png) (https://i.imgur.com/wyzPX2d.png)

NOT SAVE COMPATIBLE AT ALL!

0.1.8, 0.95.1a-RC3 update, Added Baldric Medium Freighter, Rodeo Pirate Ox conversion, Robber Pirate DD, Coyote Frigate, Fennec Assault Frigate, Roamer Civ DD explorer thingy, Stoner Atlas-Battlecruiser conversion and Buffalo MKIII(A). Paradigm removed, removed Wolf(LC), Removed Polis. Gallivanter Resprited to not look like a decapitated Apogee. Bitzer sprite updated, its now 2dp and has built in drones. Hemet sprite updated, now 2dp and has another small turret. Covetor and Covetor (P) Sprite updates. Tramp Sprite slight updated. Kingpin Sprite updated a bit again. Herma and all variants resprited to match new Hermes. Venture (P) resprited a bit and has had its stats adjusted to match new Venture stats. Adventurer PPT buffed. Mutt and Bitzer have rugged construction now. Wayfarer (P) given more OP to match new Wayfarer OP stat. Marauder weapon locations adjusted. Drudge DP now 25. Chrysaor nerfed, slower, more dp, less armour, less armour. Terringzean armour and hitpoints increased, minor sprite adjustment. Thrasher, Maraka and Terringzean now have regular Burndrive as the Burndrive changes make Pursuit drive more or less obsolete. Legion (RG), Onslaught (RG) and Champion (RG) added for Red Guard from Vayra Sector if you have it.

Submod Download: https://drive.google.com/file/d/1zThlNeWd5KOfwIyWtPvdB2vv79Nnt_0w/view?usp=sharing (https://drive.google.com/file/d/1zThlNeWd5KOfwIyWtPvdB2vv79Nnt_0w/view?usp=sharing)
v0.1c Basic 0.95.1a-RC3 update
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on December 22, 2021, 06:03:17 AM
UPDATE!
Link:https://drive.google.com/file/d/1kXlDP2dhnk9qYGJhioIuEe_6qzvizkQa/view?usp=sharing (https://drive.google.com/file/d/1kXlDP2dhnk9qYGJhioIuEe_6qzvizkQa/view?usp=sharing)

(https://i.imgur.com/1dnMu4G.png) (https://i.imgur.com/AWcxLd3.png) (https://i.imgur.com/WZVswSv.png)

0.1.8.1 update, Added Lockout Civ Escort DD, added Gremlin(HT) and Kite(HT). Removed Chrysaor as it was too memey. Removed TT Drones as I didn't like them. Removed Hemet as it has been replaced by Kite(HT). Reduced Roamer price to match Ventures. Adjusted Stern Sprite, now slightly more rounded and armoured looking.

No update to submod.

NOT SAVE COMPATIBLE AS REMOVES SHIPS!
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Meowwtoo on December 24, 2021, 12:37:00 PM
Hey, I think the Baldric-class freighter should probably have the Civilian-grade Hull hullmod. It seems kinda broken to be able to put Expanded Cargo Holds on it without the penalty.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on December 24, 2021, 02:49:39 PM
Hey, I think the Baldric-class freighter should probably have the Civilian-grade Hull hullmod. It seems kinda broken to be able to put Expanded Cargo Holds on it without the penalty.

Oh, it should have that already must've just forgot I'll do it for next.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Iviphanibal on December 29, 2021, 10:40:53 PM
Hey! I does have dowload your mod (the one on the lastest post) since i found it amazing!

But i get a
Fatal: Hullmod id [rugged] not found.
Check starstector.log for more info.

I assume the check log is normal, but how can i fix the id not found prob?
Don't know anything about mod or the coding of those .-.
And Merry chrismas btw ! :D
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Obsidian Actual on December 29, 2021, 10:56:10 PM
Hey! I does have dowload your mod (the one on the lastest post) since i found it amazing!

But i get a
Fatal: Hullmod id [rugged] not found.
Check starstector.log for more info.

I assume the check log is normal, but how can i fix the id not found prob?
Don't know anything about mod or the coding of those .-.
And Merry chrismas btw ! :D

The [rugged] hullmod id refers to Rugged Construction, which only exists in StarSector 0.95.1.a.

In other words, your StarSector version is out of date for this particular version of BigBeans Ship Compilation.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on January 09, 2022, 01:29:33 PM
UPDATE!
v0.1.8.5b: https://drive.google.com/file/d/1Wn1jyV-sa0rVZaT9_Y5hNxZSG1gx8Rwc/view?usp=sharing (https://drive.google.com/file/d/1Wn1jyV-sa0rVZaT9_Y5hNxZSG1gx8Rwc/view?usp=sharing)

(https://i.imgur.com/LGEsEbK.png) (https://i.imgur.com/Pdzz5zC.png) (https://i.imgur.com/0etB7h4.png) (https://i.imgur.com/ukODgoE.png) (https://i.imgur.com/bXGBphy.png) (https://i.imgur.com/GdTH2z5.png)

Changelog v0.1.8.5b:
Thrasher removed
Coyote Removed
Doom (P) Removed
Gallivanter removed, never liked it
Stoner(LC) removed, was pointless
Cassina removed
Falcon (LG) removed
Added Shalloch DD
Added Hound(HT)
Added Hartfell Frigate and (P) version.
Sabot MLMS added.
Ignis minor sprite updates (new front mounts and bridge adjusted)
Roamer and Lockout rarer, only for Indies, Church and Pirates now.
Herma and Mercer Hull and armour stat nerf to match base hulls as they are both converted frigates. Made both about 1k cheaper tho.
Sincerity (P) stats changed, less armour more hull.
Basic Mutt sprite updated to be clearer and match Hound more.
Terringzean has quite major sprite changes to make it a bit more detailed.
Maraka Sprite changes plus stats reworked to make it a step-gap between eradicator and dominator.
Ignis stats reworked to make it more inline with Vanguard frigate.
Tramp and Tramp Mk2 completely resprited from scratch.
Baldric sprite recoloured a bit, too much orange.
Kite (HT) burn speed changed from 9 to 10 as no longer civilian ship.
Accidentally painted over Shepherd(P) bridge windows, fixed that, can see them now
Mudskipper MK3 engines fixed.
Terringzean turret angle fixed
Baldric has Civ hull

No Updates to Submod

NOT SAVE COMPATIBLE AT ALL, SHIPS REMOVED!
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: AppleMarineXX on January 09, 2022, 06:46:28 PM
With all the ships that have been removed in the past (many of which I found interesting), is it possible for a third Submod to be added, where it contains these past reject ships in all their bizarre and perhaps unbalanced glory?
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on January 09, 2022, 06:50:58 PM
With all the ships that have been removed in the past (many of which I found interesting), is it possible for a third Submod to be added, where it contains these past reject ships in all their bizarre and perhaps unbalanced glory?

It depends what ships you’re talking about. Some are gone for good some are only temporarily gone.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Oni on January 10, 2022, 01:14:44 AM
... is it still not save compatible if you're only going from v0.1.8.5a to v0.1.8.5b?  ???
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on January 10, 2022, 02:38:43 AM
... is it still not save compatible if you're only going from v0.1.8.5a to v0.1.8.5b?  ???

No, ship was removed. Sorry, been doing some restructuring.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Vensalir on January 10, 2022, 08:49:34 AM
Very sad to see the Gallivanter go, she was just perfect for my playstyle.

On the upside, the Shalloch looks amazing, looking forward to trying it out.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: PreConceptor on January 12, 2022, 09:42:23 PM
The Hartfell might be very slightly overtuned. Specifically the speed, which in combination with jets and ability to mount a medium ballistic on decent midline frigate stats makes it potentially rather effective and survivable for just 5 DP
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on January 27, 2022, 03:30:17 PM
The Hartfell might be very slightly overtuned. Specifically the speed, which in combination with jets and ability to mount a medium ballistic on decent midline frigate stats makes it potentially rather effective and survivable for just 5 DP

Might just make it slightly slower base speed then.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: Fulgrim2010 on February 09, 2022, 08:19:43 AM
"Rodeo, Pirate conversion of the OX tug, turning it into a suprisingly decent frigate."

Was browsing throug index and find that Rodeo burns 5 Fuel/year, isn it bit TOO much? does it really need that much fuel burn without Drive Field Stabilazer? In terms of immersion. Yes, its the same OX. But thats too much if you even consider fleet of those.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on February 10, 2022, 05:36:03 PM
"Rodeo, Pirate conversion of the OX tug, turning it into a suprisingly decent frigate."

Was browsing throug index and find that Rodeo burns 5 Fuel/year, isn it bit TOO much? does it really need that much fuel burn without Drive Field Stabilazer? In terms of immersion. Yes, its the same OX. But thats too much if you even consider fleet of those.

Fair point I'll drop it a bit.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: TehGanker on February 15, 2022, 05:00:59 AM
Is there a chance that Scinitlla will return? It took pride of place in my fleet of destroyers-aircraft carriers, sadly, leaving it without an fine bomber-box. Crewless variant so heretic...
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on February 15, 2022, 08:09:13 AM
Is there a chance that Scinitlla will return? It took pride of place in my fleet of destroyers-aircraft carriers, sadly, leaving it without an fine bomber-box. Crewless variant so heretic...

I could bring em back in a sub mod if enough people were interested. I took them out to debloat the mod a bit.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on February 20, 2022, 09:29:50 AM
Update!
0.1.9

Save compatible with 0.1.8.5b

(https://i.imgur.com/FKFjTBI.png) (https://i.imgur.com/0hN4H6x.png) (https://i.imgur.com/9wUW3mB.png) (https://i.imgur.com/VTdlE2p.png) (https://i.imgur.com/0Q93xPh.png) (https://i.imgur.com/1AadecZ.png) (https://i.imgur.com/X3NHa15.png) (https://i.imgur.com/XDXZvuj.png) (https://i.imgur.com/8yLjzoO.png)

Download:https://drive.google.com/file/d/1t1L7H8kxQiW5D0T-LcIvGgnN1gcheyoE/view?usp=sharing (https://drive.google.com/file/d/1t1L7H8kxQiW5D0T-LcIvGgnN1gcheyoE/view?usp=sharing)

Changelog 0.1.9:Almost all sprites have had some kind of tweaking or respriting done but some highlights/major changes are:
Completely Remade Cassina sprite, re-added Cassina
Marauder and Brigantine massively resprited.
Starliner (P) sprite updated (Partly thanks to Nes).
Kingpin updated, slightly different shape, different detailing.
Fennec updated to match new Wolf in style and colour.
Buffalo MKIII massively redone to be less basic looking.
Caracara completely remade and renamed to Preybird.
Aghast and Aghast (LG) has some noteable sprite changes.
Adventurer sprite has been updated a little tho will need a full repaint eventually.
Added Ignis (LP) and Slinger (LP)

Balance changes:
Piranha (LC) back to 2 bombers per wing.
Large Sabot now has 12sec cooldown.
Rodeo fuel per lightyear down from 5 to 1.
Haven and Haven (P) now have built in weaponry, a dual Mining laser and flak gun respectively.
Bitzer drone is now smol and therefore weaker.
Shalloch gets built in resistant flux conduits.
Maybe some other stuff I forgot.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: IGdood on February 20, 2022, 11:05:49 AM
I downloaded this and deleted my old 1.7, only to realize it wasn't game save compatible due to the Polis being removed.

Is there a way to redownload an old version or to fix my game save so that I can still use it?

Thanks
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on February 20, 2022, 11:12:14 AM
I downloaded this and deleted my old 1.7, only to realize it wasn't game save compatible due to the Polis being removed.

Is there a way to redownload an old version or to fix my game save so that I can still use it?

Thanks

No sorry, I haven't got a copy of that particular version still.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: IGdood on February 20, 2022, 12:31:24 PM
I downloaded this and deleted my old 1.7, only to realize it wasn't game save compatible due to the Polis being removed.

Is there a way to redownload an old version or to fix my game save so that I can still use it?

Thanks

No sorry, I haven't got a copy of that particular version still.

No worries, I'll start a new game then.
Unless I can remove all instance of a Polis from the previous save
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submod
Post by: BigBeans on February 20, 2022, 06:06:07 PM
Is there a chance that Scinitlla will return? It took pride of place in my fleet of destroyers-aircraft carriers, sadly, leaving it without an fine bomber-box. Crewless variant so heretic...

After giving it some thought and having a couple other people mention them in PMs, I've made a crewed remnant ship submod for those old ships. May add others in the future.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on March 16, 2022, 06:16:07 AM
UPDATE!

(https://i.imgur.com/HAZmnB2.png) (https://i.imgur.com/FeBEYVS.png) (https://i.imgur.com/JwAELOX.png)

Changelog:
BSC:

New Content:
Carynx class carrier added.
Sorn class Defensive Destroyer added. (Thanks to Coherrent Watermelon for the base sprite)

Sprite Changes:
Hammerhead (LP) sprite updated to match new Hammerhead sprite better.
Terringzean sprite changes again.
Stern completely resprited. No longer resembles a squashed Hammerhead. (Thanks to Passwalker for some sprite ideas)
Cassina has had its sprite changed a bit, more colour variation.

Balance Changes
Fixed Cassina Weapon arcs.
Terringzean now has Heavy Ballistic Integration. Slightly increased speed and slightly increased max flux, base dissipation and hull points. Should make it a more capable capital and easier to outfit. 56DP instead of 60DP now too.
Restitution Torp nerfed a bit, now does 1750 damage and has 210 speed, EMP damage 500 but its EMP effect now arcs.
Shalloch has been nerfed, was too powerful and came with too many free hull mods
Stern has one less small, actually helps manage its small flux pool.

BSC Drone Submod: removed white stripes from drones, making them pure blue to better match other high tech ships. Added Merlon (LC)

Save compatible with 0.1.9 and 0.1.8.5b previous versions!

Download BSC: https://drive.google.com/file/d/1asq8VveyY9vTMslEK9YllFA_KPnpy0sc/view?usp=sharing (https://drive.google.com/file/d/1asq8VveyY9vTMslEK9YllFA_KPnpy0sc/view?usp=sharing)
Download Drone Submod: https://drive.google.com/file/d/1O0MLCKtSA4BSWjM0Di1kP_FrRBfZHYgw/view?usp=sharing
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: Dazs on March 16, 2022, 02:07:18 PM
Hey there just an FYI. You state on discord that this is save game compatible but I get a crash when loading a save:

Spoiler
192585 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [BSC_Falcon(LG)] not found!
java.lang.RuntimeException: Ship hull spec [BSC_Falcon(LG)] not found!

   at java.lang.Thread.run(Thread.java:748)
[close]
Not a big deal for me as I am starting a new game to test Hiver Swarm changes but I thought you would like to know.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on March 16, 2022, 05:27:01 PM
Hey there just an FYI. You state on discord that this is save game compatible but I get a crash when loading a save:

Spoiler
192585 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [BSC_Falcon(LG)] not found!
java.lang.RuntimeException: Ship hull spec [BSC_Falcon(LG)] not found!

   at java.lang.Thread.run(Thread.java:748)
[close]
Not a big deal for me as I am starting a new game to test Hiver Swarm changes but I thought you would like to know.

Sorry, I meant with the previous two updates, you're updating from a much older version by the looks of it.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: Dazs on March 16, 2022, 08:16:25 PM
Ah well then sorry about that I thought I was up to date but I guess I missed it. Anyway, big fan keep up the good work!
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on March 21, 2022, 09:24:37 PM
Ah well then sorry about that I thought I was up to date but I guess I missed it. Anyway, big fan keep up the good work!

It’s my fault I should’ve clarified exactly what versions it was compatible with. Thank you for the kind words tho.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on June 01, 2022, 06:42:20 PM
Update!

(https://i.imgur.com/OuzJw3s.png) (https://i.imgur.com/VZXZ5yI.png) (https://i.imgur.com/4VVv5YE.png) (https://i.imgur.com/ABr13aV.png) (https://i.imgur.com/RJYF2ii.png)

Changelog:
BSC 0.1.95:

Additions: Added Threave, new low tech Battlecruiser.
Re-added Gallivanter as a high end explorer/support ecm ship.
Lockout re-rolled from a gunship destroyer into an Escort destroyer and changed to a more appropriate escort Civ DD sprite to match.
Robber has been re-rolled into a pirate frigate. Its new Sprite is a modified and repainted sprite originally by Mr Kamiguru.
Terringzean (LC) added.
Added Brawler (P) Skin.
Added Fennec (P) Skin.

Removals: Removed Hound (HT), Kite (HT) and Gremlin (HT). All of these were kinda pointless imo and for a couple of them other mods do them better.
Removed Preybird (B), was pointless.
Removed Bay and Haven and the Pirate variants. They were both kinda underwhelming and pretty low effort being based on unused sprites. Could never figure out a defined role for them.
Removed Nit Drone wing. An extremely early sprite/fighter I made. Crap and pointless.
Removed RG Legion, Onslaught and Champion. Hard decision to make but it's because Vayra Sector is dead as far as I know.
Rodeo removed, wasn't happy with it.
Removed Aghast and Herma (LG) until the new update drops and I can redo the skin to match the new Vanilla Lions Guard ships.
Removed Mutt and all variants. Was the first ship I implemented and wasn't really much different from Hound or Cerberus. Might return in some form if I can come up with a new sprite.
Removed Venture (P) as it is being added to Vanilla soon.
Removed Sincerity (P) as it was an underwhelming light corvette and I didn't see the point in it with Bay (P) and Haven (P) removed.

Sprite Changes: Terringzean has had some minor changes to its front.
Lockout given a fresh sprite to match its new role better.
Adventurer sprite has been updated, should look better now.
Preybird  got some sprite changes to introduce more colour variation to the sprite.
Roamer has had some sprite updates.
Aghast has been repainted a bit, new bridge and the plating and hull should be more consistent now.
Brave Minor Sprite changes and Brave (P) new paintjob.
Bitzer (P) minor sprite change for new mount.
Shalloch and Sorn got new engines. Sorn has a new bridge (Modified Medusa bridge)

Balance Changes:
Stern armour nerf cause it was too high for a DD.
Carynx to 8 burn from 7.
Robber middle missile slot arcs reduced.
Terringzean had two of its small weapon slots arcs increased.
Brigantine cost increase to 65k. Fixed a turret slot floating in space.
Starliner (P) has had its two front medium arcs adjusted and its 4 small composities changed to ballistics to stop the ship over-performing.
Bitzer (P) and Bitzer (LP) have been changed a bit to differentiate them from regular Bitzers.

BSC Drone Submod: Merlon sprite changed a little bit and should spawn less now.

BSC 0.1.95 is NOT compatible with any previous versions! Many ships were removed.

The Drone submod is compatible with previous versions of itself.

Download BSC: https://drive.google.com/file/d/1lf_MCmFQWC_kjYeDvFjhaqxMY76cc3BI/view?usp=sharing (https://drive.google.com/file/d/1lf_MCmFQWC_kjYeDvFjhaqxMY76cc3BI/view?usp=sharing)
Download Drone Submod: https://drive.google.com/file/d/1VxlUzoX9scaim8OpVhduxmlz3NKLOgqc/view?usp=sharing (https://drive.google.com/file/d/1VxlUzoX9scaim8OpVhduxmlz3NKLOgqc/view?usp=sharing)
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Dwarden on June 01, 2022, 07:39:30 PM
q1,
will you add any of the removed ones into BSC Standalone IP Mod Submod ?

like RG Legion, Onslaught and Champion and Sincerity etc. ?

q2,
there is "BSC - Drone Refits 0.3" inside "BSC 0.1.95.zip" which has 2 different files from "BSC 0.1.95.zip" downloaded from google drive

which one is the intended correct one?
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on June 01, 2022, 08:17:23 PM
q1,
will you add any of the removed ones into BSC Standalone IP Mod Submod ?

like RG Legion, Onslaught and Champion and Sincerity etc. ?

q2,
there is "BSC - Drone Refits 0.3" inside "BSC 0.1.95.zip" which has 2 different files from "BSC 0.1.95.zip" downloaded from google drive

which one is the intended correct one?

Q1, probably not. Some removed ships might return in future. Sincerity might after a rework. RG ships will not due to Vayra Sector being basically abandoned so I don’t wanna maintain them.

Q2, either should work. I must’ve accidentally packaged them into the same zip. I’ll fix it tomorrow.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Proxima Centauri on June 01, 2022, 08:38:28 PM
Hey, great mod, random question..

Any chance you could make a version without the pirate/luddic church skins? Just because I have plenty of other mods that add similar skins, and didn't want to bloat the game with copies.
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: AppleMarineXX on June 01, 2022, 11:37:04 PM
Spoiler
Update!

(https://i.imgur.com/OuzJw3s.png) (https://i.imgur.com/VZXZ5yI.png) (https://i.imgur.com/4VVv5YE.png) (https://i.imgur.com/ABr13aV.png) (https://i.imgur.com/RJYF2ii.png)

Changelog:
BSC 0.1.95:

Additions: Added Threave, new low tech Battlecruiser.
Re-added Gallivanter as a high end explorer/support ecm ship.
Lockout re-rolled from a gunship destroyer into an Escort destroyer and changed to a more appropriate escort Civ DD sprite to match.
Robber has been re-rolled into a pirate frigate. Its new Sprite is a modified and repainted sprite originally by Mr Kamiguru.
Terringzean (LC) added.
Added Brawler (P) Skin.
Added Fennec (P) Skin.

Removals: Removed Hound (HT), Kite (HT) and Gremlin (HT). All of these were kinda pointless imo and for a couple of them other mods do them better.
Removed Preybird (B), was pointless.
Removed Bay and Haven and the Pirate variants. They were both kinda underwhelming and pretty low effort being based on unused sprites. Could never figure out a defined role for them.
Removed Nit Drone wing. An extremely early sprite/fighter I made. Crap and pointless.
Removed RG Legion, Onslaught and Champion. Hard decision to make but it's because Vayra Sector is dead as far as I know.
Rodeo removed, wasn't happy with it.
Removed Aghast and Herma (LG) until the new update drops and I can redo the skin to match the new Vanilla Lions Guard ships.
Removed Mutt and all variants. Was the first ship I implemented and wasn't really much different from Hound or Cerberus. Might return in some form if I can come up with a new sprite.
Removed Venture (P) as it is being added to Vanilla soon.
Removed Sincerity (P) as it was an underwhelming light corvette and I didn't see the point in it with Bay (P) and Haven (P) removed.

Sprite Changes: Terringzean has had some minor changes to its front.
Lockout given a fresh sprite to match its new role better.
Adventurer sprite has been updated, should look better now.
Preybird  got some sprite changes to introduce more colour variation to the sprite.
Roamer has had some sprite updates.
Aghast has been repainted a bit, new bridge and the plating and hull should be more consistent now.
Brave Minor Sprite changes and Brave (P) new paintjob.
Bitzer (P) minor sprite change for new mount.
Shalloch and Sorn got new engines. Sorn has a new bridge (Modified Medusa bridge)

Balance Changes:
Stern armour nerf cause it was too high for a DD.
Carynx to 8 burn from 7.
Robber middle missile slot arcs reduced.
Terringzean had two of its small weapon slots arcs increased.
Brigantine cost increase to 65k. Fixed a turret slot floating in space.
Starliner (P) has had its two front medium arcs adjusted and its 4 small composities changed to ballistics to stop the ship over-performing.
Bitzer (P) and Bitzer (LP) have been changed a bit to differentiate them from regular Bitzers.

BSC Drone Submod: Merlon sprite changed a little bit and should spawn less now.

BSC 0.1.95 is NOT compatible with any previous versions! Many ships were removed.

The Drone submod is compatible with previous versions of itself.

Download BSC: https://drive.google.com/file/d/1lf_MCmFQWC_kjYeDvFjhaqxMY76cc3BI/view?usp=sharing (https://drive.google.com/file/d/1lf_MCmFQWC_kjYeDvFjhaqxMY76cc3BI/view?usp=sharing)
Download Drone Submod: https://drive.google.com/file/d/1VxlUzoX9scaim8OpVhduxmlz3NKLOgqc/view?usp=sharing (https://drive.google.com/file/d/1VxlUzoX9scaim8OpVhduxmlz3NKLOgqc/view?usp=sharing)
[close]

OH GOOOOOD NOT THE BAY AND HAVEN, THEY WERE MY FAVORITE CARRIERS IN MY SALVAGE-ONLY RUNS. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Title: Re: [0.95a] BigBeans Ship Compilation + Optional Submods
Post by: Dwarden on June 02, 2022, 02:39:16 AM
OH GOOOOOD NOT THE BAY AND HAVEN, THEY WERE MY FAVORITE CARRIERS IN MY SALVAGE-ONLY RUNS. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
x2 just realized that too ... another candidates for the submod ...
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Drazan on June 02, 2022, 04:53:25 AM
Terringzean seems to be a bit too common. Is it a mistake or it is intentional?
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: PreConceptor on June 02, 2022, 07:20:37 AM
Some of the removals seem unnecessary. Mainly taking out the LG and RG variants, don't really have an issue with any others.

The LG variants still match the current 'unofficial' LG style such as how its done in SWP, and taking them out now because the style is going to change at some point maybe months in the future from a vanilla update doesn't make much sense, unless there's something behind the scenes I'm not aware of.

For the RG variants, if mainline VS is dead (and thus not being updated in any way except for Dragn's unofficial version which also seems to be not receiving any updates beyond its existing barebones compatibility), then just leaving the RG ships as they are in the files doesn't seem like it will require any maintenance, again unless I'm unaware of behind the scenes stuff. Lots of people still use VS via Dragn's update, which works fine as far as I've experienced.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: RedBaronFlyer on June 02, 2022, 10:22:22 AM
Some of the removals seem unnecessary. Mainly taking out the LG and RG variants, don't really have an issue with any others.

The LG variants still match the current 'unofficial' LG style such as how its done in SWP, and taking them out now because the style is going to change at some point maybe months in the future from a vanilla update doesn't make much sense, unless there's something behind the scenes I'm not aware of.

For the RG variants, if mainline VS is dead (and thus not being updated in any way except for Dragn's unofficial version which also seems to be not receiving any updates beyond its existing barebones compatibility), then just leaving the RG ships as they are in the files doesn't seem like it will require any maintenance, again unless I'm unaware of behind the scenes stuff. Lots of people still use VS via Dragn's update, which works fine as far as I've experienced.

I'd love just having a "BSC Legacy Pack" that contains everything that has been removed from the main mod and isn't maintained. I'm not the most experienced in modding stuff for Starsector but I don't imagine that any of the removed things would be made unusable by new updates unless Alex changes a lot of stuff.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Dwarden on June 02, 2022, 11:17:13 AM
i fully second that idea, i assumed the
"BSC Standalone IP Mod Submod" was for that purpose
but maybe i was wrong and more designs, hull variants and subvariants, weapon types and whole ships are lost to time ?

i mean, outdated and obsolete and abandoned designs got theirs own 'use'

  8)
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: PreConceptor on June 02, 2022, 11:30:51 AM
i fully second that idea, i assumed the
"BSC Standalone IP Mod Submod" was for that purpose
but maybe i was wrong and more designs, hull variants and subvariants, weapon types and whole ships are lost to time ?

i mean, outdated and obsolete and abandoned designs got theirs own 'use'

  8)

The purpose of the IP Submod is to include ships based on other IP that might seem out of place, not to be a 'dumping ground'.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on June 02, 2022, 12:11:29 PM
Small Update on the main page, fixes a ctd and some small issues, please redownload to 0.1.95b

Some of the removals seem unnecessary. Mainly taking out the LG and RG variants, don't really have an issue with any others.

The LG variants still match the current 'unofficial' LG style such as how its done in SWP, and taking them out now because the style is going to change at some point maybe months in the future from a vanilla update doesn't make much sense, unless there's something behind the scenes I'm not aware of.

For the RG variants, if mainline VS is dead (and thus not being updated in any way except for Dragn's unofficial version which also seems to be not receiving any updates beyond its existing barebones compatibility), then just leaving the RG ships as they are in the files doesn't seem like it will require any maintenance, again unless I'm unaware of behind the scenes stuff. Lots of people still use VS via Dragn's update, which works fine as far as I've experienced.

I dislike the RG skins now and I've stopped using Vayra Sector so maintaining skins for a mod I don't use seems pointless to me. Plus I very much doubt Vayra Sector will be maintained beyond this current version of Star Sector. I would offer the skins for someone else to make a mod out of but they're not mine to give away.

I'll re-add LG Aghast when the new update drops. I quite heavily redrew the regular Aghast compared to last version and don't see the point in redoing the LG skin for the new sprite when a new LG paint style is going to drop soon-ish (tm).

Hey, great mod, random question..

Any chance you could make a version without the pirate/luddic church skins? Just because I have plenty of other mods that add similar skins, and didn't want to bloat the game with copies.

No. Plus I am pretty sure there are no skin overlaps. Most of the skins in this mod are reskins of my own ships.

I'd love just having a "BSC Legacy Pack" that contains everything that has been removed from the main mod and isn't maintained. I'm not the most experienced in modding stuff for Starsector but I don't imagine that any of the removed things would be made unusable by new updates unless Alex changes a lot of stuff.

The problem with doing this is that its yet another submod I need to look after and it'll be filled with ships I don't personally like or use or have been removed for one reason or another (The most common reason is that they don't offer anything really unique, see Bay and Haven). I already don't particularly care for the IP ship submod and have lost enthusaism for it, hence why it hasn't been updated with new or redone sprites in like a year and has fallen behind the main mod in quality.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: SturmPionier on June 03, 2022, 02:52:02 AM
Small thing the fennec (P) Currently only costs 1000 credits to build.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on June 03, 2022, 03:58:50 AM
Noted, I'll fix it next update. Must've slipped a decimal.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: UnluckyPilot on June 03, 2022, 01:14:24 PM
Noted, I'll fix it next update. Must've slipped a decimal.
Hello BigBeans, i think price is not the only problem with BSC_Fennec(P) as i have started a new game with a bunch of mods included yours. And now all of sudden after several months in game i get a sudden CTD while in hyperspace due to said ship.

This is the crash log:
Spoiler
194500 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0006] not found on hull [BSC_Fennec(P)]
java.lang.RuntimeException: Slot id [WS0006] not found on hull [BSC_Fennec(P)]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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(Unknown Source)
[close]

Do you know how i can fix this error?
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on June 03, 2022, 01:25:02 PM
Hello BigBeans, i think price is not the only problem with BSC_Fennec(P) as i have started a new game with a bunch of mods included yours. And now all of sudden after several months in game i get a sudden CTD while in hyperspace due to said ship.

This is the crash log:
Spoiler
194500 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0006] not found on hull [BSC_Fennec(P)]
java.lang.RuntimeException: Slot id [WS0006] not found on hull [BSC_Fennec(P)]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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(Unknown Source)
[close]

Do you know how i can fix this error?

Redownload the mod, its been fixed.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: UnluckyPilot on June 03, 2022, 01:37:14 PM
Redownload the mod, its been fixed.

Oh thank you! I didn't noticed that you already updated the mod. Now i feel awkward for posting about an already fixed issue XD
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on July 03, 2022, 05:29:39 PM
Update!
Version 0.1.96

DOWNLOAD BSC: https://drive.google.com/file/d/1b2ZeHqWxqrJ-WqxO8u_BqYwErIdUuqcr/view?usp=sharing (https://drive.google.com/file/d/1b2ZeHqWxqrJ-WqxO8u_BqYwErIdUuqcr/view?usp=sharing)

Save Compatible with v0.1.95, v0.1.95a and v0.1.95b

(https://i.imgur.com/WlHabt9.png) (https://i.imgur.com/96ZAdLk.png)

Changelog: 0.1.96, Added Chrysaor, an EMP destroyer. Resprited and changed the Traveller. Smallish sprite edits to Adventurer, Baldric Carnyx, Ignis and Fennec.

Bug Fixed, pirate Bitzer had a fighter bay, it doesn't anymore.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: NoTalkofLowTech on July 18, 2022, 05:50:00 AM
Love this mod, it’s compact and efficient without adding neither too much nor too little. I love the Drudge for its several medium and single large slot. It nicely replaced my appogee as my flagship, having a more combat oriented armament, focusing fire in the forward arc, and the large turret made it a premier combat cruiser, combined with its way higher speed makes it an awesome flagship.

I have a request, if it wouldn’t pose an imposition or bother. Could you add a capital class Midline and capital High Tech ship?
 I feel they would help round out the capital class ships, give the midline a frontal attack capital ship. The conquest is fine but I think the broadside nature hinders it’s overall ability, and the high tech could similarly benefit from a forward-focused combat platform. Perhaps a Battlecruiser to compliment the other high tech ships, and not make the Paragon or Odyssey redundant, being focused on firepower instead of defense and maneuverable broadsides respectively.

Sorry if I’m being a bother, your mod is really fun and I don’t want to impose, just give an idea. Thank you for reading my spiel, have a great day!
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on July 19, 2022, 03:30:46 PM
I will probably do a midline capital and high tech capital (as capital ships are download getters) but I can’t promise they will be like what you suggest especially as there are ships added by other mods that fit what you want but I’ll try to keep the ideas in mind. No promises though.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: NoTalkofLowTech on July 19, 2022, 07:24:50 PM
I understand, I’m in no position to make demands as it is, just hearing you want to do more capital ships is enough for me! I appreciate the consideration, your ships look great and fill niches in the existing roles really well!
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on July 20, 2022, 02:37:51 AM
Most likely there will be an apogee style capital next update. Probably an artillery heavy cruiser too.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on September 19, 2022, 12:39:29 PM
Update!
Version 0.1.97

DOWNLOAD BSC: https://drive.google.com/file/d/1cZ1bj1A2RoMIkiwHN8AgyvBz5PUuDJXZ/view?usp=sharing (https://drive.google.com/file/d/1cZ1bj1A2RoMIkiwHN8AgyvBz5PUuDJXZ/view?usp=sharing)

Should be Save Compatible with v0.1.96

(https://i.imgur.com/QEp79VK.png) (https://i.imgur.com/DiltogX.png) (https://i.imgur.com/RWj1E5H.png) (https://i.imgur.com/s2aZGkD.png) (https://i.imgur.com/4avE9gA.png)

Changelog:
0.1.97, Added Nadir, an explorer capital. (Thanks to Banano who did most of the sprite)
Added Dunsky, an artillery cruiser with a gravity beam (WIP effect) (Also Thanks to Banano who did most of the sprite)

Completely resprited Terringzean, Bitzer and Chrysaor. Smallish sprite changes to various other ships

Brigantine Floaters cleaned up.

Terringzean has had its stats buffed (Hull 28000, Armour 1950, Flux 24500, Flux Diss 980 and Max Speed 18) to try and make it more competitive against Paragon which it usually struggles to defeat.
Gallivanter speed buff to 110
Traveller shield arc to 70
Threave OP dropped by 20
Drudge OP increased by 5 to 135 as it has an extra small turret now.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Dazs on September 19, 2022, 01:20:46 PM
The Nadir and Dunsky are sleek and so well done, I love them already!
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on September 21, 2022, 04:32:40 PM
The Nadir and Dunsky are sleek and so well done, I love them already!

I'm glad you like them. They were gifts from Passwalker (Banano), he did like 70% of the work and I completed them.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Marcoda on September 21, 2022, 11:47:01 PM
I feel silly for asking this but how do I find my error log? I recently tried to update this mod to 1.97 and when trying to load the game it kept crashing.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: A_Random_Dude on September 22, 2022, 05:49:43 AM
Simple. Go into your game folder, then into "starsector-core". Then, look for "starsector.log". Not "starsector.log.1" or anything like that.
Once you've located that, open it with a text edditor (not the notepad that comes pre-installed with windows, something better like notepad++ or VS Code) and go to the bottom of the file. The crash log should be around there. Just need to copy and paste that part of the log here and all done!
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on October 25, 2022, 03:28:51 PM
I feel silly for asking this but how do I find my error log? I recently tried to update this mod to 1.97 and when trying to load the game it kept crashing.

Did you solve this issue?
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Marcoda on October 26, 2022, 09:39:20 PM
I kinda forgot about the issue so no I didn't, I'll try to update the mod again to get the error log.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on November 18, 2022, 06:52:02 AM
Update!
Download BSC 0.1.97.5: https://drive.google.com/file/d/1vtHUfDHrYToaiVBQ497XyT7D47YlUftN/view?usp=share_link (https://drive.google.com/file/d/1vtHUfDHrYToaiVBQ497XyT7D47YlUftN/view?usp=share_link)
NOT SAVE COMPATIBLE WITH PREVIOUS VERSIONS!

(https://i.imgur.com/0Tbcl9I.png) (https://i.imgur.com/ppB4SWj.png) (https://i.imgur.com/BCaDZEj.png) (https://i.imgur.com/iuQpCYK.png)

Changelog: BSC 0.1.97.5:

Added Bogle-class light gunship.
Added [REDACTED]
Added Mosstrooper, non-pirate Marauder version, can only be found as Derelict ship or as rare bp.

Preybird has been resprited.
Bitzer Drone has a new sprite.
Marauder has been resprited.
Shalloch has been resprited.
Terringzean has had dark edge shading removed. Much brighter now.
Brigantine has had some minorish sprite changes.
Minor Sprite changes to Carynx
Minorish Sprite changes to Cassina

Removed Sorn, may return in the future.
Removed Mercer, has been replaced by Bogle-class.
Removed Condor (LC), was boring and had a crap sprite. Might replace with a Unique LC carrier later.


Renamed Dunsky to Tungustan
Fixed mistake that stopped Dunsky (Tungustan) from actually spawning.
Bitzer Drone Hull 150>160
Terringzean speed increased from 18>20 and acceleration increased from 10>12 as it still seems too slow to effectively engage other capitals.
Covetor Hitpoints from 4800(!!!) to 2400. Dunno why it had Destroyer-tier Hitpoints.
Lockout nerfed, hull 5500>4800, armour 750>650, flux cap 4500>3400, flux diss 220>190, Top Speed 70>64, Front smalls changed to hardpoints.
Stoner nerfed to match it's makeshift look, hull 10000>9500, Armour 850>800, Max Flux 9500>9000, Flux diss 400>380, speed 32.
Mudskip MkIII nerfed a bit, added Ill-Advised (Whoops) and Comp Storage, reduced base peak cr to 140 and fleet points changed to 4.
Maraka Missile hardpoint fixed.
Annihilator MLRS now has the same fire rate as medium Annihilator.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Vundaex on November 24, 2022, 10:38:53 AM
Quick feedback:
The Carnyx has a typo in its description ("unwhelming").
Could even say that "compared to comparable carriers" is a repetition.

Fun mod other than that!
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on December 19, 2022, 11:10:06 AM
Quick feedback:
The Carnyx has a typo in its description ("unwhelming").
Could even say that "compared to comparable carriers" is a repetition.

Fun mod other than that!

Ok I have corrected those.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on December 25, 2022, 01:55:59 PM
UPDATE!
Download BSC:0.1.97.6: https://drive.google.com/file/d/1Mtqf-4p-TBUAyPw7YTwxP-ntJM_pXqAF/view?usp=share_link (https://drive.google.com/file/d/1Mtqf-4p-TBUAyPw7YTwxP-ntJM_pXqAF/view?usp=share_link)

SHOULD BE SAVE COMPATIBLE WITH 0.1.97.5


(https://i.imgur.com/AFginpz.png) (https://i.imgur.com/uFSBJGN.png) (https://i.imgur.com/oKghtrI.png) (https://i.imgur.com/PuwFGHv.png) (https://i.imgur.com/DmibFcP.png) (https://i.imgur.com/eVNHqtk.png)

Changelog:BSC 0.1.97.6:

Added Carnal Light Frigate
Added Baldric Mk.II
Added Hammerhead (P)

Resprited Ignis and Skins
Resprited Baldric
Re-painted Hammerhead (LP) skin
Made some changes to Stern Sprite

Disabled Shepherd (P), Wayfarer (P), Robber and Slinger until they're either redone or removed.

Adjusted centres on all ships to remove blur from some sprites (Noob mistake)
Adjusted arcs on many ships. Most notably on Terringzean and Adventurer.

Threave buffed, Hull from 14000>16500, Armour from 1450>1600. Speed 40>55, DP dropped from 40 to 35, 2 mediums ballistics changed to 2 medium composite.
Adventurer front mediums can now fire forward, speed changed to 40 from 38 and ship DP points upped to 30dp.
Stoner upped to 28dp.
Gallivanter DP dropped to 6dp.
Stern now has M-Jets and a front medium hybrid mount.
Aghast, removed High Maintainence but upped DP to 16dp.
Bogle now has Plasma burst jets instead of active flares, should make it more fun to pilot.
Fixed Shalloch Bounds
Fixed typos in Carynx description
Un-nerfed Lockout speed, back to 70 from 64.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Cyjonek on January 18, 2023, 06:32:55 AM
Hey, is there any specific way to update the mod? I've noticed that I've been running 0.1.92 instead of the newest version. I really like the new sprites and wanted to update the mod via the usual "delete the old version, put in the new one" way, but this gives me an error while trying to load the game. I'm running quite a few mods, so maybe it's a conflict or dependecy on something else? I've got no clue, honestly. Anyway, thank you for this great mod!

I can't attach the error log here as it is too big :(

Edit: I went back through the posts and saw that one of the previous updates was not save compatible, so I guess I won't be enjoying the new sprites this playthrough
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on January 19, 2023, 08:08:24 AM
Yeah, updating from such an old version is not save compatible.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Foraven on May 08, 2023, 02:41:20 PM
I really like that ship compilation. Is there any plans to update it to 0.96a?
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on May 08, 2023, 02:56:39 PM
I really like that ship compilation. Is there any plans to update it to 0.96a?

Yeah, I am working on it
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Foraven on May 08, 2023, 06:37:26 PM
Nice :).
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Guardsmen83 on May 08, 2023, 07:15:23 PM
big love your ships the starwars ones are so cool might be able to convince my roomate too stop useing  that real old mod that just clashes with the game art style
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on May 16, 2023, 03:19:13 PM
It'll take me a little longer as I am pretty much giving all sprites a once over.

Warning for next update, quite a few ships have been cut as I couldn't find roles for them in the new update or I didn't like them.

Also, Star Wars Submod and Drone Submods won't be getting updated as I don't like them. However people can feel free to update themselves.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: KarlPh1sher on May 17, 2023, 06:24:06 AM
Can't wait :)
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Ragnarok101 on May 23, 2023, 09:28:10 AM
It'll take me a little longer as I am pretty much giving all sprites a once over.

Warning for next update, quite a few ships have been cut as I couldn't find roles for them in the new update or I didn't like them.

Also, Star Wars Submod and Drone Submods won't be getting updated as I don't like them. However people can feel free to update themselves.

This looks like an interesting, lore-friendly ship-pack. I hope to see an update soon.

One question - does everything have a description?
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on May 24, 2023, 03:32:51 PM

This looks like an interesting, lore-friendly ship-pack. I hope to see an update soon.

One question - does everything have a description?

Yeah everything should have a description.
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Foraven on June 03, 2023, 12:59:21 PM
How is the new update going?
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: BigBeans on June 03, 2023, 05:44:03 PM
How is the new update going?

Soon (TM)
Title: Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
Post by: Hexallium on June 04, 2023, 12:01:42 AM
How is the new update going?

Soon (TM)
Can't wait to get my butt kicked by these nasty pirate ships.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on June 04, 2023, 11:49:04 AM
UPDATE!

https://drive.google.com/file/d/13DMBNj_7cr_Nx9iFGLX25w84oVzd_Erb/view?usp=sharing (https://drive.google.com/file/d/13DMBNj_7cr_Nx9iFGLX25w84oVzd_Erb/view?usp=sharing)

This update should've been done months ago but alot of things happened in my personal life around Xmas time (work and relationship stuff) that left me with less time and motivation than I'd like. After the new Starsector update dropped I spent all this time respriting many ships so sorry for the delay.

BSC 0.1.98:

NOT SAVE COMPATIBLE WITH PREVIOUS VERSIONS

Two potential crash fixes (Old ship names not matching variants) and prefix clean up.

Resprited lots of ships to match new update or to refresh old sprites. Only a couple of ships haven't received new sprites/sprite updates.

I've also taken the chance to remove alot of smaller ships I didn't like or felt were pointless. There are less ships now but what is left should be higher quality.

Removed Herma and all variants (First ship I ever made so hard choice to make)
Removed Piranha (LC) and its Torpedo.
Removed Altia.
Removed Traveller.
Removed Carnal and Carnal (P)
Removed Robber
Removed Covetor and Covetor (P)
Removed Ignis and all variants

What ships are used by each faction has been updated to match the new Starsector Update.
Preybird has had a weapons layout change to hopefully make it more useful in combat and make it more distinct from Heron. System is now Reserve Deployment. Has sprite update.
Terringzean buffed, now as quick as an Onslaught (though turns and stops slower) and dropped to 50DP. Is also a bit larger with new sprite.
Baldric + Mk2 burn increased. In exchange Baldric has slightly less cargo capacity. Both have a new sprite.
Adventurer DP has been changed back to 28, in exchange for slight hull and armour nerf 14000>13500, 1200>1150. Has a new sprite.
Roamers weapons loadout has been changed. Medium missile changed to medium ballistic. Two small ballistics changed to composite. Has a new sprite.
Stoner has been changed back to 27dp in exchange for slight total flux and flux diss nerf. Also loses its rear PD slot. Sprite has been updated.
Mosstrooper now spawns (hopefully rarely) in Independent, Merc and Scav fleets
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Dadada on June 04, 2023, 02:08:33 PM
:D Thank you for the update!
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: PreConceptor on June 04, 2023, 02:50:30 PM
Altia noooooooo  :'(

At least I still got the Fennec

Thanks for the update! The hole in my modlist has been spackled.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Siffrin on June 04, 2023, 03:50:40 PM
RIP Carnal, I never used you before but you looked way better than the Fennec.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on June 05, 2023, 10:17:55 AM
RIP Carnal, I never used you before but you looked way better than the Fennec.

Fennec is safe due to author bias.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Dazs on June 05, 2023, 05:49:10 PM
Thank you for the update and I understand removing ships that do not seem to have a purpose but I though the Coveter was a great early mining ship that I used in my wolfpack fleet. I always looked for a (p) version to salvage when I tackled smaller pirate fleets at the start. I respect your bias and author vision and look forward to whatever you decide to release in the future.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on June 05, 2023, 06:45:30 PM
Thank you for the update and I understand removing ships that do not seem to have a purpose but I though the Coveter was a great early mining ship that I used in my wolfpack fleet. I always looked for a (p) version to salvage when I tackled smaller pirate fleets at the start. I respect your bias and author vision and look forward to whatever you decide to release in the future.

I disliked the Covetors sprite and role. But I might add in a frigate in the style of my other civilian ships that could fill that early game miner role potentially.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Marcoda on June 05, 2023, 10:36:28 PM
Awww I liked the Ignis.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on June 06, 2023, 02:11:33 PM
Awww I liked the Ignis.

I plan to replace it with something similiar eventually.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: witchking321 on June 08, 2023, 08:24:57 PM
Came back with the new update to the base game and i must say this is probably my favourite Ship pack mod

Currently doing a Midline themed save because of the Pegasus (Never liked the Conquest) and my fleet is a combination of vanilla, Tahlan and your mod ships

Especially the Hartfell, Preybird and Tungustan are awesome
Wanted to try the Stern too but between ai quirkiness (I put a mauler at the front and 2 hvd at the sides and the aggressive ai would rather fire from the mauler than the hvd most of the time) and the Sunder just being ridiculous, i kinda skipped on them

But i love all the ships when i face them or fight alongside as allies
Especially the Terringzean is a nice middle ground between Onslaught and Invictus while Threave fulfills the role of Low Wech Battlecruiser better than the Retribution, caught my eye since i am commissioned with the Persean League and spend a lot of time fighting with the Hegemony

Also some feedback, but i think the Preybird is a bit too good right now
With 16 dp is a bit more expensive than Drover and Reserve Deployment is very strong right now and kinda balanced around the Gemini

The official patch notes even say the following:
Gemini:

    Is now the only ship with Reserve Deployment
    Reserve Deployment changes:
        Does not reduce fighter replacement rate
        Doubles wing size
        30 second fighter duration (up from 15)
        Cooldown and flux cost remain the same
        (Mod note: will be very much imbalanced for ships with more fighter bays)

So my suggestion is to keep Reserve Deployment but maybe up the DP to 18?
Honestly, i am not sure since the Heron is a thing too so maybe others should give feedback too
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on June 09, 2023, 07:39:45 AM

So my suggestion is to keep Reserve Deployment but maybe up the DP to 18?
Honestly, i am not sure since the Heron is a thing too so maybe others should give feedback too

Thanks for kind words and feedback. I noticed Preybird might be slightly OP. I buffed it perhaps too much as before it used to be kinda useless.

Might change it to 18-19DP.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 11, 2023, 07:58:18 AM
So I've finally gotten to use this, and I have to wonder - is it making the pirates dumber?

Because usually, once you get a single capship, pirate fleets don't try and mess with you and your fleets unless they seriously outnumber and outgun you.

Currently, running a fleet that's like half the stuff from this ship pack (Hubship, a Maraka, a Kingpin, and a pair of Fennecs, plus a mix of vanilla destroyers and frigates), pirate fleets seem to think that just because they have a couple converted cruisers or missile support they can take on what's a fairly sizeable fleet for early to mid game. Is this just a general shift in AI aggressiveness in 0.96 or is there some variable for the ships that says 'this is X class, don't approach unless you reach Y value in firepower' that isn't present for the ships in this mod? Because you'd think they'd not want to fight the Hubship that can melt their flagship from across the map.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 11, 2023, 06:26:04 PM
So I've finally gotten to use this, and I have to wonder - is it making the pirates dumber?

Because usually, once you get a single capship, pirate fleets don't try and mess with you and your fleets unless they seriously outnumber and outgun you.

Currently, running a fleet that's like half the stuff from this ship pack (Hubship, a Maraka, a Kingpin, and a pair of Fennecs, plus a mix of vanilla destroyers and frigates), pirate fleets seem to think that just because they have a couple converted cruisers or missile support they can take on what's a fairly sizeable fleet for early to mid game. Is this just a general shift in AI aggressiveness in 0.96 or is there some variable for the ships that says 'this is X class, don't approach unless you reach Y value in firepower' that isn't present for the ships in this mod? Because you'd think they'd not want to fight the Hubship that can melt their flagship from across the map.

The only thing in my mod that might affect something like that is Fleet Points but my ships fleet points are roughly in line with vanillas and you can check them if you don't believe me. Other than that, theres nothing that can cause that behaviour, this is just a ship pack theres nothing that alters the AI.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 12, 2023, 06:05:21 AM
So I've finally gotten to use this, and I have to wonder - is it making the pirates dumber?

Because usually, once you get a single capship, pirate fleets don't try and mess with you and your fleets unless they seriously outnumber and outgun you.

Currently, running a fleet that's like half the stuff from this ship pack (Hubship, a Maraka, a Kingpin, and a pair of Fennecs, plus a mix of vanilla destroyers and frigates), pirate fleets seem to think that just because they have a couple converted cruisers or missile support they can take on what's a fairly sizeable fleet for early to mid game. Is this just a general shift in AI aggressiveness in 0.96 or is there some variable for the ships that says 'this is X class, don't approach unless you reach Y value in firepower' that isn't present for the ships in this mod? Because you'd think they'd not want to fight the Hubship that can melt their flagship from across the map.

The only thing in my mod that might affect something like that is Fleet Points but my ships fleet points are roughly in line with vanillas and you can check them if you don't believe me. Other than that, theres nothing that can cause that behaviour, this is just a ship pack theres nothing that alters the AI.

Oh, if it's fleet points, that makes much more sense. The attacking fleets have a ton of shieldless chaff that dies early on, but those probably add up to enough to equal my own fleet.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 15, 2023, 07:37:42 PM
Update!
NOT SAVE COMPATIBLE DUE TO A CRASH FIX

BSC 0.1.98.1
https://drive.google.com/file/d/1p7eErJ7OgfABMYwNk8YHjlzOpVXsuYVN/view?usp=sharing (https://drive.google.com/file/d/1p7eErJ7OgfABMYwNk8YHjlzOpVXsuYVN/view?usp=sharing)

(https://i.imgur.com/7ngzHuj.png) (https://i.imgur.com/Hu3fbat.png) (https://i.imgur.com/CX5YuZC.png) (https://i.imgur.com/9Ctp4Lv.png) (https://i.imgur.com/0cNX1kB.png)

Changelog:
Fixed potential crash related to another name issue.
Fixed Shalloch deco weps.

Added Carnal Heavy frigate, replacement for Ignis, re-uses old Carnal Light frigate name.
Added Lockout (P)
Added Maraka (LP)

Removed Annihilator MLRS (boring and other mods do it better)

Updated Hammerhead (LP) paintjob.
Updated Hammerhead (P) paintjob.
Updated Mudskipper MK.III paintjob.
Slightly changed Bitzer (P) and Bitzer (LP) Paintjob
Several other minor sprite changes or fixes.

Nadir now has PD drones as a system instead of active flares.
Preybird system changed to ammofeed as reserve deployment was busted. Hopefully this is more balanced.
Tungustan beam changed to Kinetic damage type since it's a gravity beam like graviton. Base range dropped to 1800. Lemme know if this ruins the ship or not lol.
Stern has had its mount layout adjusted to hopefully help the AI us it better.
Mosstrooper no longer known by Indies, only spawns in Merc and Scav fleets.
Fennec name changed to Coyote.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: jvaler on July 17, 2023, 06:29:00 PM
The Nadir is hands down my favorite ship of any mod, it's beautiful and creative with an actual spinning hab ring.

My feedback though is that both Nadir variants have 6 unallocated ordinance points, and the combat variant has the frontal shield conversion hullmod despite already having a 360 frontal shield.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 17, 2023, 06:52:50 PM
The Nadir is hands down my favorite ship of any mod, it's beautiful and creative with an actual spinning hab ring.

My feedback though is that both Nadir variants have 6 unallocated ordinance points, and the combat variant has the frontal shield conversion hullmod despite already having a 360 frontal shield.

Thanks for feedback, I noticed that myself, it's already fixed.

Nadir is not 100% all my work, Banano did most of the spritework.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 17, 2023, 07:59:38 PM
The Nadir is hands down my favorite ship of any mod, it's beautiful and creative with an actual spinning hab ring.

My feedback though is that both Nadir variants have 6 unallocated ordinance points, and the combat variant has the frontal shield conversion hullmod despite already having a 360 frontal shield.

Join the club! Nadir is both pretty and very,  very, very deadly. Slap Advanced Turret Gyros and Advanced Optics on it and your choice of ECCM missiles and tac lasers with Integrated PDAI and you have a very nasty little monster that can reach out and torch pirate fleets like a discount Paragon while still having enough space left over for plenty of fuel and cargo. Take some Atlases and a Salvage Rig around and you can go on a shopping trip of every system for goodies to bring back home while not really sacrificing the ability to fight like you end up doing with an Apogee.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 18, 2023, 11:30:36 AM
I caught a minor incompatibility with the Combat Chatter mod. To sum up, the Nadir's new PD drones count as new ships - and since they die in droves, it clogs the entire feed of alerts.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: jatzi on July 18, 2023, 12:32:52 PM
Will you update the submods that you had for this?
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 18, 2023, 05:12:22 PM
I caught a minor incompatibility with the Combat Chatter mod. To sum up, the Nadir's new PD drones count as new ships - and since they die in droves, it clogs the entire feed of alerts.

Ah I see, I think I've found a fix for that though.

Will you update the submods that you had for this?

Probably not but people have my permission to do it themselves.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 18, 2023, 05:17:10 PM
Ah *** I see, I'll try and find a way to fix that. Might need to ask for help tho.

Considering the CC mod doesn't have an equivalent problem for strike craft, you may just need to change how the PD drones are classified? IDK.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 18, 2023, 06:18:30 PM
Ah *** I see, I'll try and find a way to fix that. Might need to ask for help tho.

Considering the CC mod doesn't have an equivalent problem for strike craft, you may just need to change how the PD drones are classified? IDK.

Yeah that was exactly what the issue was, I had accidentally classed the PD drone as a frigate instead of fighter. Turned out to be easy fix.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 19, 2023, 04:57:21 PM
Ah *** I see, I'll try and find a way to fix that. Might need to ask for help tho.

Considering the CC mod doesn't have an equivalent problem for strike craft, you may just need to change how the PD drones are classified? IDK.

Yeah that was exactly what the issue was, I had accidentally classed the PD drone as a frigate instead of fighter. Turned out to be easy fix.

I have found a new bug.

Using the PD drones (unless you've updated them just now) makes the Nadir not fire Tachyon Lances. I think it may be some weird flux-rate coding? Either way, I have to turn them off to get my main guns to fire.

It may be simpler to turn them into a built-in fighter bay and have the ship system be some form of overcharge/reserve deployment instead, similar to the Tempest/Gemini respectively.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Klize1917 on July 20, 2023, 12:04:30 AM
Is there an extra zero in Terringzean's flux dissipation? 9800 is just too high.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 20, 2023, 07:57:13 AM
Ah *** I see, I'll try and find a way to fix that. Might need to ask for help tho.

Considering the CC mod doesn't have an equivalent problem for strike craft, you may just need to change how the PD drones are classified? IDK.

Yeah that was exactly what the issue was, I had accidentally classed the PD drone as a frigate instead of fighter. Turned out to be easy fix.

I have found a new bug.

Using the PD drones (unless you've updated them just now) makes the Nadir not fire Tachyon Lances. I think it may be some weird flux-rate coding? Either way, I have to turn them off to get my main guns to fire.

It may be simpler to turn them into a built-in fighter bay and have the ship system be some form of overcharge/reserve deployment instead, similar to the Tempest/Gemini respectively.

I can't recreate that issue but I'll look into it more.

Is there an extra zero in Terringzean's flux dissipation? 9800 is just too high.

Lmao yeah there's an extra zero, it's meant to be 980. I'll upload a fix later.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 20, 2023, 11:15:50 AM

I can't recreate that issue but I'll look into it more.

For fine details:

Testing this in Sim.

Currently have four built-ins (via the Nadir's fixed mods): Surveying Equipment, HR Sensors, Integrated PD AI, and Integrated Targeting Unit.

Bug persists with or without additional modifications being added or not.

All large slots are filled with Tachyon Lances. All small energy slots are filled with tactical lasers. All the Medium Missiles have Pilums, and I've added a Locust Missile launcher for the large missile slot.

If PD drones are deployed, whether in 'standby' or 'free roam', the tachyon lances, when left on autofire, will track a target, but will not fire. I did not have this issue with High Intensity Lasers in the large slots. The drones have to be fully recalled into the ship for the lances to fire.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 20, 2023, 03:51:18 PM

I can't recreate that issue but I'll look into it more.

For fine details:

Testing this in Sim.

Currently have four built-ins (via the Nadir's fixed mods): Surveying Equipment, HR Sensors, Integrated PD AI, and Integrated Targeting Unit.

Bug persists with or without additional modifications being added or not.

All large slots are filled with Tachyon Lances. All small energy slots are filled with tactical lasers. All the Medium Missiles have Pilums, and I've added a Locust Missile launcher for the large missile slot.

If PD drones are deployed, whether in 'standby' or 'free roam', the tachyon lances, when left on autofire, will track a target, but will not fire. I did not have this issue with High Intensity Lasers in the large slots. The drones have to be fully recalled into the ship for the lances to fire.

Ok, I dunno what's up with it in your game, I cannot recreate your bug. I tried it with your build on autopilot in simulation and it fires it's tachyons.

(https://i.imgur.com/COR9XG1.png)
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 20, 2023, 03:53:27 PM

I can't recreate that issue but I'll look into it more.

For fine details:

Testing this in Sim.

Currently have four built-ins (via the Nadir's fixed mods): Surveying Equipment, HR Sensors, Integrated PD AI, and Integrated Targeting Unit.

Bug persists with or without additional modifications being added or not.

All large slots are filled with Tachyon Lances. All small energy slots are filled with tactical lasers. All the Medium Missiles have Pilums, and I've added a Locust Missile launcher for the large missile slot.

If PD drones are deployed, whether in 'standby' or 'free roam', the tachyon lances, when left on autofire, will track a target, but will not fire. I did not have this issue with High Intensity Lasers in the large slots. The drones have to be fully recalled into the ship for the lances to fire.

Ok, I dunno what's up with it in your game, I cannot recreate your bug. I tried it with your build on autopilot in simulation and it fires it's tachyons.

Odd. I'm assuming this is with your updated version of your own mod? Fixing the PD drones might have fixed it for you.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 20, 2023, 03:57:54 PM

I can't recreate that issue but I'll look into it more.

For fine details:

Testing this in Sim.

Currently have four built-ins (via the Nadir's fixed mods): Surveying Equipment, HR Sensors, Integrated PD AI, and Integrated Targeting Unit.

Bug persists with or without additional modifications being added or not.

All large slots are filled with Tachyon Lances. All small energy slots are filled with tactical lasers. All the Medium Missiles have Pilums, and I've added a Locust Missile launcher for the large missile slot.

If PD drones are deployed, whether in 'standby' or 'free roam', the tachyon lances, when left on autofire, will track a target, but will not fire. I did not have this issue with High Intensity Lasers in the large slots. The drones have to be fully recalled into the ship for the lances to fire.

Ok, I dunno what's up with it in your game, I cannot recreate your bug. I tried it with your build on autopilot in simulation and it fires it's tachyons.

Odd. I'm assuming this is with your updated version of your own mod? Fixing the PD drones might have fixed it for you.

Yes, it is. So maybe that will fix it for you. But tbh I don't get how this would be a bug in the first place, nothing in the PD drone system that should interfere with weapons firing.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 20, 2023, 04:00:59 PM

I can't recreate that issue but I'll look into it more.

For fine details:

Testing this in Sim.

Currently have four built-ins (via the Nadir's fixed mods): Surveying Equipment, HR Sensors, Integrated PD AI, and Integrated Targeting Unit.

Bug persists with or without additional modifications being added or not.

All large slots are filled with Tachyon Lances. All small energy slots are filled with tactical lasers. All the Medium Missiles have Pilums, and I've added a Locust Missile launcher for the large missile slot.

If PD drones are deployed, whether in 'standby' or 'free roam', the tachyon lances, when left on autofire, will track a target, but will not fire. I did not have this issue with High Intensity Lasers in the large slots. The drones have to be fully recalled into the ship for the lances to fire.

Ok, I dunno what's up with it in your game, I cannot recreate your bug. I tried it with your build on autopilot in simulation and it fires it's tachyons.

Odd. I'm assuming this is with your updated version of your own mod? Fixing the PD drones might have fixed it for you.

Yes, it is. So maybe that will fix it for you. But tbh I don't get how this would be a bug in the first place, nothing in the PD drone system that should interfere with weapons firing.

My guess would be the game assuming that there's supposed to be a flux cost or something to the 'frigates' or just generally throwing a fit about their existence and stalling out 'flux-intensive' weapons use. I've also noticed that the AI for the Nadir acts like it's about to be overloaded, retreating as quickly as possible from engagements. It's probably an AI glitch.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 20, 2023, 04:02:31 PM

I can't recreate that issue but I'll look into it more.

For fine details:

Testing this in Sim.

Currently have four built-ins (via the Nadir's fixed mods): Surveying Equipment, HR Sensors, Integrated PD AI, and Integrated Targeting Unit.

Bug persists with or without additional modifications being added or not.

All large slots are filled with Tachyon Lances. All small energy slots are filled with tactical lasers. All the Medium Missiles have Pilums, and I've added a Locust Missile launcher for the large missile slot.

If PD drones are deployed, whether in 'standby' or 'free roam', the tachyon lances, when left on autofire, will track a target, but will not fire. I did not have this issue with High Intensity Lasers in the large slots. The drones have to be fully recalled into the ship for the lances to fire.

Ok, I dunno what's up with it in your game, I cannot recreate your bug. I tried it with your build on autopilot in simulation and it fires it's tachyons.

Odd. I'm assuming this is with your updated version of your own mod? Fixing the PD drones might have fixed it for you.

Yes, it is. So maybe that will fix it for you. But tbh I don't get how this would be a bug in the first place, nothing in the PD drone system that should interfere with weapons firing.

My guess would be the game assuming that there's supposed to be a flux cost or something to the 'frigates' or just generally throwing a fit about their existence and stalling out 'flux-intensive' weapons use. I've also noticed that the AI for the Nadir acts like it's about to be overloaded, retreating as quickly as possible from engagements. It's probably an AI glitch.

Maybe, I'll be uploading a hotfix later so hopefully that's the end of it.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 20, 2023, 07:38:53 PM
UPDATE!

https://drive.google.com/file/d/11KaAH2Y44jtr0O9zh2JpnaSxdBTXD3hm/view?usp=drive_link (https://drive.google.com/file/d/11KaAH2Y44jtr0O9zh2JpnaSxdBTXD3hm/view?usp=drive_link)

Just a couple fixes for some small issues, save compatible with 0.1.98.1 but not versions before that.

BSC 0.1.98.1a:

Fixed Terringzean having 9800 flux diss lmao.
Fixed PD Drones hull designation, which was causing issues.
Bitzer (H) now just has armoured weapon mounts to match Hound (H).
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 21, 2023, 09:27:18 PM
The update solved the Tach Lance bug so it was definitely something about the drones being misclassed. Thanks for handling it so quickly!
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Akekho on July 30, 2023, 01:49:59 PM
Hello, i really like your mod. It looks great and its one of the few mods (in my opinion) that really fells and looks like it could perfectly fit into vanilla. my only complaints are about balance of a few ships.
Generaly speaking ships feel well balanced, exeptions being:
-Tungstan fells OP. its beam fells way too strong, the push back makes it nearly impossible to get to even for fast ships (maybe managable for a player but ai just sits there and dies) and fighters/bombers get punted the moment they get into contact with it. also it hits like a truck, while it doesnt use much flux.  I think it should have either higher flux cost, or not push back as hard soo it needs some escort, or maybe make the ship less manuverable soo ots acualy possible to stay out of its fireling arc.
-Cassina and stern could use small buff to flux. preferably little higher base vents, i know they arent suposed to have good flux pools but currently it fells dificuilt to use them since they get overloaded in combat really quickly, even with maxed out vents and compacitors.
-Roamer and lockout feel painfully slow in combat, this may be intended but my god, it hurts to pilot them.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 31, 2023, 08:32:34 AM
So, I've had my setup pretty much locked in, here's my opinion on the various ships I've used so far:

Terringzean: Absurdly, comically OP in the player's hands with the right skillset, 4 Reapers directly into any enemy melts anything smaller than a capital and can insta-flux most of the capitals you'll be fighting, allowing center/forward mounted heavy weapons to pummel the target to death in seconds. Picked one up nearly by accident from a Luddic attack fleet and was struck by how ridiculous it was. This one may need a nerf to 60 DP, it's less impressive in AI hands but not by a lot. I would also consider renaming it given that it doesn't gel with the other Low-tech names.

Nadir: Excellent exploration vessel, 3 large energy mounts to cover multiple angles means derelicts and most pirate ships are screwed, and it carries its own fuel and supplies while also having room for colonists. I run this one with Nexerelin all the time.

Roamer and Lockout: Solid and dependable early game ships, basically the same thought process as the Venture. Not as ridiculously tough but they're easy to acquire and fairly cheap escorts against derelicts.

Baldric: Early game cargo hauler for me, I love these guys.

Tungustuan: The 0-flux energy beam is one heck of a danger, but the AI is questionable and tends towards over-exposing the ship due to treating it like a regular cruiser rather than a gun in space. Phased these guys out.

Maraka: Extremely strong when mounting a Reaper launcher in the large slot, capable of bursting down shields and then exploiting with a torpedo barrage. One of my favorites for bounty hunting runs.

Aghast: A little over-specialized, has a bit of a problem with weird gun mountings, would recommend making those small mounts omnidirectional to emphasize its use as a support ship.

Carnyx: I'm a sucker for pure carriers and the power of interceptor swarms or just hurling 3 salvos of sabots cannot be denied.

Drudge: I hate the asymmetry of vanilla high tech cruisers so this guy ends up being my Remnant tech testbed/Sindrian Diktat stolen tech applier. I bring one along all the time, they're solid and dependable, more offense than defense though and has some weird turret angles. You could also remove those back mounts/reduce to a single medium, they're not doing a lot as is.

Shalloch: Solid, no real complaints. It's a fast, chunky destroyer that has the flux for me to mount the heavyweight stuff.

Buff Mk3: Literally just a cargo container with hangars. I use them in the early game for the absurdly long range heavy interceptors.

Gallivanter: Eh. Not really a great fit. The weapons layout essentially means you're going to either have a ship with very limited staying power or one that's perpetually overfluxed. Really meant more as a support ship in vein with the Vigilance ig.

Coyote: Lovely. Wonderful. Spam these guys and never look back. Being able to mix Sabot pods and torps means I can have a heck of a lot of missiles ready and they're cheap as dirt.

Tramp: meme ship. Kinda made redundant by the Hound existing tbh.

Blitzer: Fits a neat little lore niche, but essentially useless in combat, I have a couple dozen I put in 'patrol fleets' but otherwise don't bother.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on July 31, 2023, 11:25:49 AM
Hello, i really like your mod. It looks great and its one of the few mods (in my opinion) that really fells and looks like it could perfectly fit into vanilla. my only complaints are about balance of a few ships.
Generaly speaking ships feel well balanced, exeptions being:
-Tungstan fells OP. its beam fells way too strong, the push back makes it nearly impossible to get to even for fast ships (maybe managable for a player but ai just sits there and dies) and fighters/bombers get punted the moment they get into contact with it. also it hits like a truck, while it doesnt use much flux.  I think it should have either higher flux cost, or not push back as hard soo it needs some escort, or maybe make the ship less manuverable soo ots acualy possible to stay out of its fireling arc.

Tungustan is hard to balance as it only really has it's main beam as a weapon. If the beam is weak the whole ship is weak. Plus it can only really fight one ship at a time, if it faces more than one opponent (or fighters) it just dies. Might make it slightly less maneuverable maybe.

Cassina needs to be weaker than Falcon or else it negates the purpose of the Falcon, so I can't really give it much more flux. I felt it was in a good spot. Stern on the other hand, maybe it needs slightly more flux but yet again I don't want to make it better than the Hammerhead.

So, I've had my setup pretty much locked in, here's my opinion on the various ships I've used so far:

Terringzean: Absurdly, comically OP in the player's hands with the right skillset, 4 Reapers directly into any enemy melts anything smaller than a capital and can insta-flux most of the capitals you'll be fighting, allowing center/forward mounted heavy weapons to pummel the target to death in seconds. Picked one up nearly by accident from a Luddic attack fleet and was struck by how ridiculous it was. This one may need a nerf to 60 DP, it's less impressive in AI hands but not by a lot. I would also consider renaming it given that it doesn't gel with the other Low-tech names.

Everything about Terringzean falls flat when you remember that Invictus is better in every way except shields. Invictus absolutely bodies Terringzean 1v1. Might, might increase it to 55DP but tbh imo it's in a good spot, it's stronger than Onslaught but worse than Invictus (except that it has shields). If it goes to 60DP no one will choose it over Invictus which is also 60DP.


Roamer and Lockout: Solid and dependable early game ships, basically the same thought process as the Venture. Not as ridiculously tough but they're easy to acquire and fairly cheap escorts against derelicts.

Tungustuan: The 0-flux energy beam is one heck of a danger, but the AI is questionable and tends towards over-exposing the ship due to treating it like a regular cruiser rather than a gun in space. Phased these guys out.

Just highlighting these because they're both the opposite of the post before yours lmao.


Aghast: A little over-specialized, has a bit of a problem with weird gun mountings, would recommend making those small mounts omnidirectional to emphasize its use as a support ship.

Gallivanter: Eh. Not really a great fit. The weapons layout essentially means you're going to either have a ship with very limited staying power or one that's perpetually overfluxed. Really meant more as a support ship in vein with the Vigilance ig.

Tramp: meme ship. Kinda made redundant by the Hound existing tbh.

Blitzer: Fits a neat little lore niche, but essentially useless in combat, I have a couple dozen I put in 'patrol fleets' but otherwise don't bother.

Aghasts entire purpose is anti-phase, it is over-specialised into its role. Maybe mounts can be changed a little but I'll see how I feel.

Gallivanter is a support ship first, combat vessel second. Yet again I'll see how I feel and might mess with stats.

Tramp and Bitzer are memey. Bitzer is under-rated in combat though. It's very good distraction ship that can tie down small enemy ships for a while.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on July 31, 2023, 11:41:32 AM
general ship discussion

My opinion may be slightly biased by sim results but Terring definitely has advantages over Invictus (a non-insane crew count and supply consumption for one, being able to mount a much more flexible armament for another) that I don't really see it getting bodied. This may be due to only encountering D-modded ones 'in the wild' due to the Nex run being a mess and eating the LC's only heavy industry planets, but I haven't had too much trouble fighting them 1v1. The Invictus hits hard but Reapers and Mjolnirs hit harder.

I get the Aghast is anti-phase, but barring specific missions or enemies it's not like you're gonna bring one along, it's a cruiser-sized ship after all. Hence me pointing it towards PD - then you can feel alright bringing one along even if you're not gonna be using it for its primary function sometimes, since it'll still work as area denial.

Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: DraMaFlo on August 07, 2023, 08:34:28 PM
I'm getting this error when running this mod.
(https://i.imgur.com/9orgXxR.png)

The file is there so I'm not sure what the problem is. I'm playing on Linux

EDIT: so i found the problem. In ship_systems.csv the address for the icon is has the folder named as shipsystems instead of Shipsystems
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on August 08, 2023, 04:33:54 PM
I'm getting this error when running this mod.
(https://i.imgur.com/9orgXxR.png)

The file is there so I'm not sure what the problem is. I'm playing on Linux

EDIT: so i found the problem. In ship_systems.csv the address for the icon is has the folder named as shipsystems instead of Shipsystems

Linux users causing me stress  :'(

I will fix it for next update.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ruin21 on September 08, 2023, 06:34:40 AM
Hey, i'm not sure why, but the Bitzer (P) doesn't have any autofit goal variants. I looked through the variant files and they do exist. I don't see anything obviously wrong with them either, so I have no idea why they aren't showing up. But having autofit variants would be appreciated if you can fix them.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on September 09, 2023, 06:45:25 AM
Hey, i'm not sure why, but the Bitzer (P) doesn't have any autofit goal variants. I looked through the variant files and they do exist. I don't see anything obviously wrong with them either, so I have no idea why they aren't showing up. But having autofit variants would be appreciated if you can fix them.

Understood, I'll fix it for next update.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: PentiumF0ur on September 10, 2023, 05:09:26 PM
I haven't tried this out yet. But looks cool. Thanks for the handwork maintaining the mod, I hope to use it soon.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Nick9 on September 10, 2023, 09:07:43 PM
Banano-collabed ships are damn awesome!
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: TheSAguy on September 18, 2023, 01:42:52 PM
Great Mod!
Please make this mod compatible with the Version checker that built into Nexerelin.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BonelessSpacer on October 18, 2023, 10:55:49 AM
Created an account specifically for this purpose, ive been using this mod for a while and absolutely love it, my two favorite ships are the Terringzean and Stoner, and this post ironically concerns both. Its not so much a bug report as it is a suggestion: I dont think the luddic church should have the Stoner blueprint. It makes terringzeans appear far more rarely in their fleet, they just spam the Stoner all the time. And as a result they never use other vanilla capital ship options like the retribution, much less other modded options. If you disagree with me, I would at least like this to be easier to change as it cripples the luddic church in my experience.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on October 18, 2023, 05:06:51 PM
Created an account specifically for this purpose, ive been using this mod for a while and absolutely love it, my two favorite ships are the Terringzean and Stoner, and this post ironically concerns both. Its not so much a bug report as it is a suggestion: I dont think the luddic church should have the Stoner blueprint. It makes terringzeans appear far more rarely in their fleet, they just spam the Stoner all the time. And as a result they never use other vanilla capital ship options like the retribution, much less other modded options. If you disagree with me, I would at least like this to be easier to change as it cripples the luddic church in my experience.

It's been reported. There is old spawn code I accidentally left in the Church faction file from Starsector 0.95 when I updated for 0.96a.

It is fixed in next mod update, whenever that is. Church spawns will be fixed and Stoner will be removed from their fleets as it no longer fits their theme imo.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BonelessSpacer on October 18, 2023, 08:34:25 PM
Ah, good to know. Thank you! Best of luck in getting the update out.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Lessyloo on November 04, 2023, 10:13:19 AM
I've loved this mod for ages now, but I have to point out a rather severe nerf to one of my favorite early game ships; The Nadir Class. It used to have Fast Missile Racks but as of (I'm assuming the 96a) update it had that system replaced with a custom PD drones system, which I'm not sure what they even do as it doesn't have a description... yet, and in all the battles I've been in with it since it's always my chosen starting flagship, they haven't done anything at all. I deploy them and I've yet to see them shoot once.

The ability to deploy replacements from a magazine system is neat, but on top of being seemingly useless they are never destroyed... ever. My suggestion would be either to finish the drone system and make it more interesting, or and this is my favorite of the two, replace it with the old Fast Missile Racks system and find another way to balance the ship, I notice it's flux dissipation is awfully high, and while yes it has three large energy hard points I doubt you'll see the latter two used for anything but Paladin PD or some other large energy PD weapon.

Just my two credits, love the mod like I said, refuse to play without it!  8)
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on November 07, 2023, 06:47:46 PM
I've loved this mod for ages now, but I have to point out a rather severe nerf to one of my favorite early game ships; The Nadir Class. It used to have Fast Missile Racks but as of (I'm assuming the 96a) update it had that system replaced with a custom PD drones system, which I'm not sure what they even do as it doesn't have a description... yet, and in all the battles I've been in with it since it's always my chosen starting flagship, they haven't done anything at all. I deploy them and I've yet to see them shoot once.

The ability to deploy replacements from a magazine system is neat, but on top of being seemingly useless they are never destroyed... ever. My suggestion would be either to finish the drone system and make it more interesting, or and this is my favorite of the two, replace it with the old Fast Missile Racks system and find another way to balance the ship, I notice it's flux dissipation is awfully high, and while yes it has three large energy hard points I doubt you'll see the latter two used for anything but Paladin PD or some other large energy PD weapon.

Just my two credits, love the mod like I said, refuse to play without it!  8)

I can't recreate the bug you said about the PD Drones, they work fine when I playtest. I might increase the number of them deployed at a time or give them LRPD tho.

It got nerfed because Adventurer has Fast Missile racks (Since Adventurer is basically a Venture scaled up) so it was to prevent overlap as that would be two exploration focused capitals with FMR.
Nadir is an explorer, it isn't meant to be amazing as a combat ship.

I will think about it but no promises for change.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Ragnarok101 on November 28, 2023, 11:56:29 AM
I've loved this mod for ages now, but I have to point out a rather severe nerf to one of my favorite early game ships; The Nadir Class. It used to have Fast Missile Racks but as of (I'm assuming the 96a) update it had that system replaced with a custom PD drones system, which I'm not sure what they even do as it doesn't have a description... yet, and in all the battles I've been in with it since it's always my chosen starting flagship, they haven't done anything at all. I deploy them and I've yet to see them shoot once.

The ability to deploy replacements from a magazine system is neat, but on top of being seemingly useless they are never destroyed... ever. My suggestion would be either to finish the drone system and make it more interesting, or and this is my favorite of the two, replace it with the old Fast Missile Racks system and find another way to balance the ship, I notice it's flux dissipation is awfully high, and while yes it has three large energy hard points I doubt you'll see the latter two used for anything but Paladin PD or some other large energy PD weapon.

Just my two credits, love the mod like I said, refuse to play without it!  8)

I can't recreate the bug you said about the PD Drones, they work fine when I playtest. I might increase the number of them deployed at a time or give them LRPD tho.

It got nerfed because Adventurer has Fast Missile racks (Since Adventurer is basically a Venture scaled up) so it was to prevent overlap as that would be two exploration focused capitals with FMR.
Nadir is an explorer, it isn't meant to be amazing as a combat ship.

I will think about it but no promises for change.

Honestly just go all the way and give them Burst PD. It'll make it feel more impactful overall.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Gewehrmann144 on December 02, 2023, 02:02:56 AM
Is the Venator still in the mod? I can't find it anywhere.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on December 02, 2023, 07:45:12 AM
Is the Venator still in the mod? I can't find it anywhere.

Hasn't been in the mod for almost a year.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Gewehrmann144 on December 04, 2023, 05:39:35 AM
Is the Venator still in the mod? I can't find it anywhere.

Hasn't been in the mod for almost 2 years.

Why was it removed?
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on December 04, 2023, 05:47:36 PM

Why was it removed?

It'll take me a little longer as I am pretty much giving all sprites a once over.

Warning for next update, quite a few ships have been cut as I couldn't find roles for them in the new update or I didn't like them.

Also, Star Wars Submod and Drone Submods won't be getting updated as I don't like them. However people can feel free to update themselves.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on December 30, 2023, 07:52:17 PM
UPDATE!

Sorry for the delay, should've fired out a bug fix months ago, lost motivation for a while due to life stuff. However this update has become massively bloated, almost 3/4 the ships have had some sort of change done to them.

https://drive.google.com/file/d/1pgUs3Pe1xcZt9JZ0-swseNZnuyy3fdwK/view?usp=drive_link (https://drive.google.com/file/d/1pgUs3Pe1xcZt9JZ0-swseNZnuyy3fdwK/view?usp=drive_link)

NOT SAVE COMPATIBLE WITH PREVIOUS VERSIONS!

(Alot of other sprites are changed, this is just the brand new ships)
(https://i.imgur.com/VHYyjKM.png) (https://i.imgur.com/hC2l6wp.png) (https://i.imgur.com/veEksqR.png) (https://i.imgur.com/F4VBm5h.png)

BSC 0.1.98.2

New battlecruiser, Barquentine-class, a scrappy pirate capital.
Re-added Covetor with brand new sprite and (LP) and (P) skins.
New Superheavy Destroyer, Constable-class.
Added Cumulus-class light destroyer, mini-apogee explorer/support ship.
Added Preybird (LP) (Thanks to Noof/Pogre)
Added Roamer (LP) (Mostly thanks to Noof/Pogre)
Added Roamer (P) skin
Added Lockout (LP) skin
Added Carnal (XIV) skin
Added Cassina (LG) skin
Added Hartfell (LG) skin

Removed Brawler (P)
Removed Mosstrooper.
Removed Stern, didn't like it.

Nadir has double the PD drones and they have LRPD lasers now.
Several faction specific variants have been added for balance.
Carnal now has burndrive to make it more like the Enforcer.
Aghast has a different weapons layout.

Fixed a crash for Linux users.
Fixed spawning of Terringzean and Stoner in Luddic Church fleets, was overriding Invictus and Retribution.
Fixed Maraka (LP) not having ill-advised modifications.
Fixed Bitzer (P) variants.
Church no longer uses Stoner-class as I felt it didn't fit, Indie only now.

A whole bunch of small to medium sprite updates and fixes.

Probably new bugs I missed.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: shoi on December 30, 2023, 07:57:38 PM
i love it already
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on December 30, 2023, 08:05:21 PM
i love it already

Thanks, love your mod too
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Dazs on December 31, 2023, 04:22:29 AM
Thank you for deciding to add the Covetor line of ships back into the mod, I missed the little guy. They fit a hole for an early game fighting mining frigate that can be salvaged from pirate fleets.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Akekho on December 31, 2023, 07:53:32 AM
My 4 double (S) mods Sterns after this update
(https://media.tenor.com/izTNkY2BgkAAAAAM/fade-away-oooooooooooo.gif)
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on December 31, 2023, 11:25:17 AM
My 4 double (S) mods Sterns after this update
(https://media.tenor.com/izTNkY2BgkAAAAAM/fade-away-oooooooooooo.gif)

The 1 Stern user, I'm sorry little one.
  :'(
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Arghy on January 20, 2024, 09:51:40 PM
This mod is wonderful for early game esp when coupled with more combat oriented ship mods. Fleets have so much variety and there's always these weird cludges of ships that i never recognize instead of the vanilla, 'everything is a buffalo II'. I can't wait to build my exploration fleet since i actually have ships to aim for instead of just 5 apogees haha. I love the slim pirate ships. amongst all the ovoid and round ships they appear menacing.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on January 21, 2024, 06:37:52 AM
Thanks, glad to hear you like it.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: ArbuzBudesh on January 22, 2024, 04:49:50 AM
Brigantine having 300 peak perfromance time feels a bit punitive for cruiser, given it already has plenty of weaknesses player has to work around so it still feels "pirate engineered". Other than that its still one of my fav ones to include in midgame due how many loadout options it has while having to balance OP.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Arghy on January 22, 2024, 12:57:03 PM
I swear the games *** with me, i really want a nadir and an adventurer to start exploring and right off the bat they offered me a nadir blue print location when i couldn't afford it and i saw both capitals spawn in the markets before i could afford them. This mod with ships and weapons has made the variety super nice, it's very rare to see the same hulls in every market beyond the really low grade ones. The sprites are well done too as they blend almost seamlessly with vanilla ships.

Any plans for cruiser and capital grade support ships? I'd love some all in one capital/cruiser ships as the single multi purpose phase hauler feels pretty lonely. A big fleet running multiple destroyer salvage rigs feels odd where 2 cruiser fleet support vessels or 1 big rear line capital ship would be very thematic.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on January 22, 2024, 05:49:51 PM
Brigantine having 300 peak perfromance time feels a bit punitive for cruiser, given it already has plenty of weaknesses player has to work around so it still feels "pirate engineered". Other than that its still one of my fav ones to include in midgame due how many loadout options it has while having to balance OP.

Oh yeah I can maybe change that.

I swear the games *** with me, i really want a nadir and an adventurer to start exploring and right off the bat they offered me a nadir blue print location when i couldn't afford it and i saw both capitals spawn in the markets before i could afford them. This mod with ships and weapons has made the variety super nice, it's very rare to see the same hulls in every market beyond the really low grade ones. The sprites are well done too as they blend almost seamlessly with vanilla ships.

Any plans for cruiser and capital grade support ships? I'd love some all in one capital/cruiser ships as the single multi purpose phase hauler feels pretty lonely. A big fleet running multiple destroyer salvage rigs feels odd where 2 cruiser fleet support vessels or 1 big rear line capital ship would be very thematic.

Thanks for kind words.

As for plans, I dunno, I kinda just make what I feel like at the time. I'll try and keep suggestions in mind.

The most immediate addition to the roster is probably a Midline Destroyer Battlecarrier and a skin or two.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Pixel on January 22, 2024, 06:24:05 PM
What ever happened to the Traveller?

I remember using this mod before and being able to start out with a courier ship called a Traveller but I can't find it anywhere
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on January 22, 2024, 06:33:26 PM
What ever happened to the Traveller?

I remember using this mod before and being able to start out with a courier ship called a Traveller but I can't find it anywhere

I do post changelogs.

Quote
BSC 0.1.98:

Two potential crash fixes (Old ship names not matching variants) and prefix clean up.

Resprited lots of ships to match new update or to refresh old sprites. Only a couple of ships haven't received new sprites/sprite updates.

I've also taken the chance to remove alot of smaller ships I didn't like or felt were pointless.

Removed Herma and all variants (First ship I ever made so hard choice to make)
Removed Piranha (LC) and its Torpedo.
Removed Altia.
Removed Traveller.
Removed Carnal and Carnal (P)
Removed Robber
Removed Covetor and Covetor (P)
Removed Ignis and all variants

Preybird has had a weapons layout change to hopefully make it more useful in combat and make it more distinct from Heron. System is now Reserve Deployment. Has sprite update.
Terringzean buffed, now as quick as an Onslaught (though turns and stops slower) and dropped to 50DP. Is also a bit larger with new sprite.
Baldric + Mk2 burn increased. In exchange Baldric has slightly less cargo capacity. Both have a new sprite.
Adventurer DP has been changed back to 28, in exchange for slight hull and armour nerf 14000>13500, 1200>1150. Has a new sprite.
Roamers weapons loadout has been changed. Medium missile changed to medium ballistic. Two small ballistics changed to composite. Has a new sprite.
Stoner has been changed back to 27dp in exchange for slight total flux and flux diss nerf. Also loses its rear PD slot. Sprite has been updated.
Mosstrooper now spawns (hopefully rarely) in Independent, Merc and Scav fleets

Though Covetor has since been readded and Ignis was replaced with new Carnal since this was like 3 updates ago.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: FreedomFighter on January 31, 2024, 09:45:24 AM
Should Baldric has less storage capacity than Colossus? I feel like it should be because in the current setup there is no point of using Colossus at all. It has more survivability thank to its burn drive system, 8 burn compare to 7, same maintenance and fuel drain, and omni shield instead of frontal. The only thing it lose to Colossus is the crew capacity but who care about that on a freighter?
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on January 31, 2024, 02:11:57 PM
Should Baldric has less storage capacity than Colossus? I feel like it should be because in the current setup there is no point of using Colossus at all. It has more survivability thank to its burn drive system, 8 burn compare to 7, same maintenance and fuel drain, and omni shield instead of frontal. The only thing it lose to Colossus is the crew capacity but who care about that on a freighter?

Maybe, I'll think about it.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Arghy on January 31, 2024, 07:38:23 PM
Idk about medium freighters since i feel the super freighter just out classes them so completely making them more about visual variety. I don't think i've ever bothered to grab a medium freighter in the last 3 runs because supers are pretty easy to grab and will last you through your entire run.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on February 01, 2024, 07:29:37 AM
I'm not sure why you posted this here or what you are saying to me?

If you are saying I've to axe Baldric cause you, personally, don't use medium freighters then that will not happen.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Arghy on February 01, 2024, 09:30:01 AM
Haha no i was merely expressing that even when completely redundant making more freighters is great for visual variety. If anything i wish there was a way to end super freighter dominance as i really enjoy the variety of medium/small freighters but just never use them.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: FreedomFighter on February 01, 2024, 09:57:44 AM
It make sense if you consider the 30 ships limit in vanilla so you have to make each slot worth.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on February 01, 2024, 02:35:50 PM
Haha no i was merely expressing that even when completely redundant making more freighters is great for visual variety. If anything i wish there was a way to end super freighter dominance as i really enjoy the variety of medium/small freighters but just never use them.

Ok, right, I was just unsure what you meant. I thought you were implying I was to cut a ship.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on February 02, 2024, 04:20:42 PM
Just FYI, this ship pack works with the new update (0.97) with just a version number change in the mod.info file.

I will do an actual compatibility update soon (tm).
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: Arghy on February 09, 2024, 02:30:42 PM
How rare is the preybird? I must have put over 20 hours in 2 runs now and i haven't seen it once. I was looking forward to having it next to my apogees and providing carrier support.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on February 09, 2024, 05:59:50 PM
How rare is the preybird? I must have put over 20 hours in 2 runs now and i haven't seen it once. I was looking forward to having it next to my apogees and providing carrier support.

Just unlucky spawns probably. It spawns rarely in Persean League fleets, but PL only make moderate use of carriers and you're more likely to see a Drover spawn instead.

I fired up the game to check and immediately found one in Kazeron so they 100% do know it and use it.
Title: Re: [0.96a-RC10] BigBeans Ship Compilation
Post by: BigBeans on February 11, 2024, 05:30:46 PM
UPDATE!

https://drive.google.com/file/d/1JrfqsyX6pwrou8JS2peAGYFp60h63Qlr/view?usp=drive_link (https://drive.google.com/file/d/1JrfqsyX6pwrou8JS2peAGYFp60h63Qlr/view?usp=drive_link)

(https://i.imgur.com/5oYPYGo.png)

NOT SAVE COMPATIBLE WITH PREVIOUS VERSIONS DUE TO A CTD FIX!

BSC 0.1.98.3

Updated for Starsector 0.97a

Fixed a rare CTD.

Added Accipiter destroyer battlecarrier.
Resprited Starliner MK.II and Nebula MK.II

Covetor buffed, speed to 120 and price to 9800.
Cumulus speed buffed, cargo buffed, decreased OP.
Gallivanter has had slight stat buff across the board to try and make it more useful.
Brigantine and Marauder PPT buffed.

Renamed Barquentine to Brigand.
Improved Hartfell (LG) Skin.
Minor Sprite changes/cleanup to a few ships.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Ragnarok101 on February 12, 2024, 07:57:19 AM
So what happens if I update and try it anyway? :P
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: A_Random_Dude on February 12, 2024, 08:18:58 AM
It'll probably just brick your save.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Ragnarok101 on February 12, 2024, 08:22:48 AM
It crashes your game.

Also: HALLELUJAH! THE GALLIVANTER LOOKS TO BE ACTUALLY USEFUL! Or at least more menacing in appearance. Plus the Recon Destroyer...now I can start my playthrough as the USS Enterprise with a Nadir, a couple of destroyers, and some frigates, all retaining the same visual flair! Thank you!
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: fecdan on February 12, 2024, 01:57:52 PM
Where could I download the old version 0.1.98.2 for 0.96?

Many thanks
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans on February 12, 2024, 02:59:42 PM
It crashes your game.

Also: HALLELUJAH! THE GALLIVANTER LOOKS TO BE ACTUALLY USEFUL! Or at least more menacing in appearance. Plus the Recon Destroyer...now I can start my playthrough as the USS Enterprise with a Nadir, a couple of destroyers, and some frigates, all retaining the same visual flair! Thank you!

Ye was gonna say using new version on old save will just cause a CTD.

But you're welcome, hopefully Gallivanter and Cumulus are more fun now.

Where could I download the old version 0.1.98.2 for 0.96?

Many thanks

I took it down as I'm not on 0.96 anymore sorry and don't see the point maintaining old versions. Sorry in advance as I know that'll not be the answer you were wanting. If you're lucky maybe someone else has it.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Ragnarok101 on February 13, 2024, 06:32:46 AM
Where could I download the old version 0.1.98.2 for 0.96?

Many thanks


I took it down as I'm not on 0.96 anymore sorry and don't see the point maintaining old versions. Sorry in advance as I know that'll not be the answer you were wanting. If you're lucky maybe someone else has it.

I have my old version and I've just uploaded it to Google Drive here. (https://drive.google.com/file/d/1lqgk5AapkHAdT-alJsMyHBttxwhlTE-d/view?usp=sharing)
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: GaryVary on February 19, 2024, 05:18:44 AM
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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans 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.
(https://i.imgur.com/QuLkCgw.png)
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: GaryVary on February 20, 2024, 01:12:44 AM
Thanks!
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Ragnarok101 on February 20, 2024, 08:23:12 AM
My last run was a couple updates behind, so I'll have to get cracking.

I'm guessing the Aghast is gonna be more satisfying with the new loadout mentioned. Might work it into fleets when I expect to fight Tri Tach, or use it as a mini Gryphon. Might also see more use now that Heg has the Grendel phase cruiser.

Atticus looks to be just another 'slot filler' for my early-mid colony doctrine where I'm cosplaying a random independent group rather than a functional polity. Looks prettier than usual, though.

Overall the Cumulus and Gallivanter are pretty solid exploration vessels. Their support versions have some extra points untallied, though.

The Adventurer seems like it could use a minor speed buff - it's painfully slow even with the 0-flux boost, and practically immobile if you have the fighters engage, and unlike the Nadir doesn't have the 'discount Paragon' ability of stacking range boosters and beam mounts.

Weapon groups probably need to be assigned better by default, though this may be a Nex thing.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Ragnarok101 on February 23, 2024, 06:24:37 AM
If I had to make a suggestion for where to take the mod next, I'd say stop inventing new ships, and start making more 'conversions' from civilian craft for Independents and militia. You've gotten a good start on it with the pirate and pather conversions of stuff like the Nebula and Starliner, take that a step further - stuff like the Condor already exists in game, it'd be fun to see changes to the civilian ships that count as entirely different classes.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans 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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Ragnarok101 on February 26, 2024, 08:24:54 AM
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.

That's entirely fair: this and Luddic Enhancement are the only ship-adders I run though, hence me wondering what's 'left' so to speak. After all, you've filled pretty much every niche in the vanilla ship ecosystem and done so in a fairly lore-friendly manner.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans 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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Takion Kasukedo on March 13, 2024, 03:13:11 AM
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!
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans on March 13, 2024, 06:58:31 PM
UPDATE!

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

(https://i.imgur.com/017smCF.png) (https://i.imgur.com/Een0Bdp.png) (https://i.imgur.com/oCDCJUw.png)

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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Ragnarok101 on March 15, 2024, 09:55:12 AM
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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans 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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Raaaain on March 22, 2024, 04:31:29 PM
Harpoon Mrls when? Mwehhehehe
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Arghy on March 22, 2024, 06:40:25 PM
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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans 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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: Arghy on March 22, 2024, 10:23:46 PM
I remember a small pilum from literally years ago, its surprising that it didn't turn up again.

The roamer/venture types are fun to use but the damn limited ship slots always make me drop them once i begin getting better ships. I love using odd ball fleet setups but its hard to pass over the combat steadiness that a 14th eagle brings then theres the versatility of the apogees, of course i'll need some carriers too... damn i don't have enough ship slots anymore! I really wish there was some more synergies with the civvy hulls beyond them getting a free 2+ burn if you take the skill. After the PSL events i was forced to fight new fleet types and i got to experience the horror that is monitors so now my frigates are all monitors haha.

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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans 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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: jtcbrown on March 23, 2024, 10:02:12 AM
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.
Title: Re: [0.97a] BigBeans Ship Compilation
Post by: BigBeans 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.