Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 5 ... 19
31
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

32
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.

33
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.

34
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.

35
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.

36
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

37
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

38
The fix for the nex issue has been below the download link for like a month now. I guess this wasn't visible enough apparently, so i've fixed that :>

Anyway, I am alive. Sorry for the extended silence. I've been working on this update in the background when im able but featurecrept hard trying to add some campaign layer mechanics. I think i'm just going to cut some of it (at least now, you can actually turn valk in, and a few other things) and a few other things and make a release within the next month so at the very least people aren't constantly asking about that crash here and in that SS Discord

Don't rush yourself, take your time if need be. :)

39
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: August 08, 2023, 04:33:54 PM »
I'm getting this error when running this mod.


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.

40
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

41
I believe battles you don't participate in are calculated using total DP/D-Mods/S-mods/officers so what ships are in the fleet(s) is actually irrelevant. So no, it shouldn't make pirates stronger against other factions.

Fleet Power stat is also a factor and better ships have higher FP values iirc. So better ships do affect battle results.

42
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: July 20, 2023, 07:38:53 PM »
UPDATE!

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).

43
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

44
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.

45
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« 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.


Pages: 1 2 [3] 4 5 ... 19