Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - BigBeans

Pages: 1 [2] 3 4 ... 19
16
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

17
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

18
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

19
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

20
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

21
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: January 21, 2024, 06:37:52 AM »
Thanks, glad to hear you like it.

22
Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 20, 2024, 07:28:59 PM »
Any chance we could get a reworked XIV Dominator skin sometime in the future? It looks very out of place compared to the other XIV skins imo.

23
Mods / Re: [0.96a] Ship/Weapon Pack 1.15.0
« on: January 16, 2024, 06:12:34 PM »
Hey DR, just letting you know, on the front page in the skins section you've put the new vigilance skin in the wrong section and left the old one in too.

Also you've credited me in the Lions Guard section and I didn't do any of the new ones

24
Mods / Re: [0.96a] Bird's Collection v1.5
« on: December 31, 2023, 05:19:48 PM »
I noticed while using this mod that some of your variants don't spawn. For example, Galliard (P) Assault variant doesn't spawn. And your Falcon (LP) skin doesn't spawn as it has no variants. The little salvage ship (Calix) also doesn't seem to spawn as it's missing tags.

Also, don't know if intentional but you've put some of your destroyers in the combat_small part of the Default_ship roles rather than in combat_medium.

25
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: December 31, 2023, 11:25:17 AM »
My 4 double (S) mods Sterns after this update


The 1 Stern user, I'm sorry little one.
  :'(

26
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: December 30, 2023, 08:05:21 PM »
i love it already

Thanks, love your mod too

27
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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

NOT SAVE COMPATIBLE WITH PREVIOUS VERSIONS!

(Alot of other sprites are changed, this is just the brand new 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.

28
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

29
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

30
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

Pages: 1 [2] 3 4 ... 19