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Starsector 0.98a is out! (03/27/25)

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Messages - BigBeans

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1
General Discussion / Re: Starsector Pirate behaviour is weird
« on: June 10, 2025, 05:55:52 PM »
Pirates will stop to loot cargo containers if they have enough value in them. So you can indirectly buy them off that way.

I know but I'm meaning a dialogue interaction where they demand cash/cargo/ships. So you can buy them off to avoid combat like you can with Pathers.

2
General Discussion / Re: Starsector Pirate behaviour is weird
« on: June 10, 2025, 05:14:24 PM »
Yeah, a pet peeve of mine is that Pirates in this game never actually act like Pirates. They're just generic enemy mobs that attack and attack until they're destroyed.

They should extort you like Pathers do. You should be able to pay them off or give them items or ships so they leave you alone.

Pirates attack no matter what and can't be bought off or negotiated with while the religiously motivated extremists are happy to leave you alone for a few thousand credits. As you said, right now, it's like their behaviours are swapped.

3
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: June 03, 2025, 04:26:16 PM »
Is there a chance of the frigate version of the Marauder and Brigantine ever returning (I forgot it's name, but visually it was clearly part of the same ship "family")? I would love to be able to field a whole fleet (frigates, destroyers, cruisers, and capitals if we count the Brigand as well although that one if pretty far off) of this ship series since these are the best looking pirate ships among any mods in my opinion.

If there are no plans of ever returning the ship then could you make an older version of the mod available with the assets and code for that ship still present so I could edit it back into the up to date mod for my campaigns?

You'd have to link the ship because I don't recall ever making a frigate sized ship similiar to Marauder and Brigantine.

And yeah, Brigand is sort of similiar shape to those two but it's visually meant to be more similiar to Buffalo Mk2 with bare metal being the main colour scheme. Brigand is actually inspired by the pirate capital ship from X3 (which is called Brigantine funnily enough). I actually have thought of swapping the names around for the Brigantine and Brigand tbh.

Also, your only hope for old versions is if someone else has them.

I think it was called Carnal, and was removed in 0.1.98
"Changelog:BSC 0.1.97.6:
Added Carnal Light Frigate"

I remember that for sure it was one of these ships listed here (Probably the Carnal if I remember correctly"):
"BSC 0.1.98:
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"

Oh that ship, ehm, as I said I don't have the old versions but the sprite for it is in Spiral Arms so you can re-add it yourself.

4
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: June 02, 2025, 03:01:57 PM »
Is there a chance of the frigate version of the Marauder and Brigantine ever returning (I forgot it's name, but visually it was clearly part of the same ship "family")? I would love to be able to field a whole fleet (frigates, destroyers, cruisers, and capitals if we count the Brigand as well although that one if pretty far off) of this ship series since these are the best looking pirate ships among any mods in my opinion.

If there are no plans of ever returning the ship then could you make an older version of the mod available with the assets and code for that ship still present so I could edit it back into the up to date mod for my campaigns?

You'd have to link the ship because I don't recall ever making a frigate sized ship similiar to Marauder and Brigantine.

And yeah, Brigand is sort of similiar shape to those two but it's visually meant to be more similiar to Buffalo Mk2 with bare metal being the main colour scheme. Brigand is actually inspired by the pirate capital ship from X3 (which is called Brigantine funnily enough). I actually have thought of swapping the names around for the Brigantine and Brigand tbh.

Also, your only hope for old versions is if someone else has them.

5
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: May 31, 2025, 10:35:54 AM »
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.

Hi! Which of your sprites falls into the free-to-use? I've DL'd your work and am slowly teaching myself, much the way you did, I guess, and starting with skin work before diving into (what I consider) the scary stuff like boundaries and turret placement and stuff. TYIA, it's really neat stuff.

None of them now. That line is out-dated. I have either removed or remade all the free to use Spiral arms sprites.

6
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: May 30, 2025, 06:13:37 PM »
I recently lost a fight i shouldn't have because my nadirs keep trying to strafe instead of being the all beam mobile turrets they should be. I feel the large turrets need a slightly larger angle so they can bring more turrets to bear at a time. They kept moving towards the edge of the battlefield only allowing 1 tach to be brought to bear which prevented the critical mass that was needed to kill targets--it was very frustrating to watch. Such a slow ship shouldn't be trying to do drive bys when literally every other ship in the game can simply leave its weapon range so easily.

I could probably have won if i micro manged them and ensured they didn't move from the center of the battle but the AI can't do this--i actually got the 2 nadirs by driving them off into the corner of the map and killing them last. They're wonderful ships and should totally be a menace but because they have all turrets i feel they try to be extremely slow odyessys.

This sounds like an AI issue and lack of using commands. I've never seen it act like that.

Can the Tungustan be given some rework? I have given it some thinking and I think is really the only ship I don't like from the mod for two reasons: the inbuild weapon is extremely dominant in that it exceeds the anti shield role, more notable when used against frigates and destroyers; and the extremely limited build choice due to the in build weapon limiting the ship to four small slots. I was wondering if making the inbuild super grav beam weaker (for instance just 100 damage and an extra 400 special damage just to shields) would open more desing possibilities to allow at least distinct support and combat builds.

No. This is basically telling me to rework its entire role. It's a long range anti-shield beam bully that can also push ships. It's designed around it's built in weapon. You kinda know what you're getting into when you use it. Also 100 base damage is the same as a regular Grav beam so doubly no.

Only thing I might do is see if I can make it less oppressive against Frigs/DD's but it was already massively nerfed last update and is starting to veer into being too specialised to be worth using.

7
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: May 17, 2025, 05:19:32 PM »
The remmant bogle version doesn't seem to show in the codex.

Yeah, Starsector 0.98 changed how hidden entries work in the Codex. It has been fixed for the next mod update.

8
General Discussion / Re: Vanilla feedback- whats the point?
« on: May 17, 2025, 05:15:15 AM »
Point is that it feels like such a shame that such a beautiful game doesn't have an engaging endgame loop, its almost criminal.

This may surprise you but it's not actually normal for a game to have an "endgame loop". That's usually reserved for products that only exists to extract as much money out of your wallet as possible.

When the game has such amazing gameplay, it needs an endgame loop because people WANT to play more. old games used to have new game + or harder difficulties so even then they knew.  If people want to put thousands of hours into this game, there are even tournaments for ship compositions, tons of mods etc, you pretty much captured something that AAA game studios strive to achieve but fail most of the time. Its like being on top of a gold mine but only digging the surface layer with a pickaxe instead of hiring a crew and making a huge mine. Its like finding oil and instead of pumping it out and selling it, you use it locally, unrefined, as cheap fuel for a stove. games like kenshi didn't plan for people to put thousands of hours into them, so now for the sequel they are apparently expanding on that, giving players more stuff to do....I just wish I could play starsector for more than a week after release, 1 time a year.

Maybe it's just me but I read posts like this and really think they start veering into entitled territory. It's wild to read posts like this, where you use language basically demanding gameplay loops and endless gameplay from a game that cost them $15.

Also, especially when you bear in mind it's a passion project that's still work in progress and receives regular yearly updates still.

There are games that cost you $50, you play them once and never touch them again. The fact that this game even gets you to come back yearly for $15 dollars is already more value than you'd expect.

I really mean no offence but I see posts like this now and again and I just really wonder what people expect for the money they've paid for this?

9
Mods / Re: [0.98a] Nes's SAW 1.23.SSS
« on: May 16, 2025, 04:47:02 PM »
Not the drill

10
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: April 29, 2025, 04:17:58 PM »
Hi, I'm new to mods and was wondering if the Haven Drone Tender is actually more efficient for collecting salvage than the Shepherd? As in, does it give more of a bonus towards salvage gathered?

Yes.

The bigger the hull, the better the salvage bonus.

11

Big fan of the changes except removing the converted drone ships from Brighton. That's like half their faction identity gone lol.

I only removed some of the small ones, not all of them?


All of the small ones besides the new Decketry and the Lumen-x . Imo, the converted drones were more unique to have than the reskinned cerberus/hound/kite etc.

12
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: April 27, 2025, 07:28:02 PM »
May I suggest 'Warlord'? Lowtech designs are all very blunt and straightforward (Enforcer, Dominator, Onslaught, Lasher) so that would fit?

Maybe that could work. The name is being used but it's being used by a bounty ship in Vayras old pack. So maybe, if not I'll come up with another name.

13
Big fan of the changes except removing the converted drone ships from Brighton. That's like half their faction identity gone lol.

14
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: April 27, 2025, 12:02:10 PM »
Overseer's "Support" fit includes converted hangers and broadswords which are illegal to mount (ship already has a fighter bay)

Yeah I know I fixed that. Overseer didn't have a drone wing when I first made it.

It'll also eventually need a name change since endgame threat ship has the same name as it.

15
Mods / Re: [0.98a] BigBeans Ship Compilation
« on: April 24, 2025, 03:12:27 PM »

That's nice to hear! I'm running a carrier build (the Carnyx is HILARIOUSLY annoying to fight with wasp spam so I'm hoping to bring some to complement my Astral flagship once I get a colony up and running) and your ships are actually forming a pretty big chunk of my 'fighting' strength that gets into gunfights. You have a lot of center-line mount ships I really like to see that function well in AI hands.

I always give my ships a little test to make sure they aren't super jank in AI hands. If they are I usually adjust mounts.

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