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Mods / Re: [0.97a] BigBeans Ship Compilation
« on: Today at 05:05:57 PM »1.Do i need a new game to see this ships in game? Or they are save-compatible?
2.Will this mod work vs Starship Legends mod?
No and yes.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
1.Do i need a new game to see this ships in game? Or they are save-compatible?
2.Will this mod work vs Starship Legends mod?
I found the dual mining turret once during my last play through, no idea how though.
Is there a reason the 14th maraka is worse than a 14th eagle thats 2 DP cheaper than it? I'm assuming its the built in speed but i finally found one so i was trying to build it out expecting a faster dom with maybe less hardpoints but it's seemingly worse in most stats compared to other ships near its DP cost(22). I'm about to finish the gate quest and start some serious exploring so i'll give it some battle testing but off the bat its giving me falcon vibes for far more DP spent.
Just curious is there a purpose for the Dual Mining Laser that shows up in the codex? It doesn't seem to be carried by any of the factions so no sales, seemingly no blueprint for it, doesn't seem to be built into any ships. I guess you might find it during salvaging.
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.
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.
Harpoon Mrls when? Mwehhehehe
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.
https://imgur.com/a/jjsLdmC (I dunno why it doesn't allow me to insert relevant screenshots/images into the thread, but here.)
Currently aliterally unplayabletypo (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!
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.
Weapon groups probably need to be assigned better by default, though this may be a Nex thing.
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.