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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a-RC10] BigBeans Ship Compilation  (Read 223308 times)

BigBeans

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #210 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.
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BigBeans

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #211 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).
« Last Edit: July 22, 2023, 06:51:40 AM by BigBeans »
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Ragnarok101

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #212 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!
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Akekho

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #213 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.
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Ragnarok101

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #214 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.
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BigBeans

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #215 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.
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Ragnarok101

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #216 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.

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DraMaFlo

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #217 on: August 07, 2023, 08:34:28 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
« Last Edit: August 08, 2023, 01:15:42 AM by DraMaFlo »
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BigBeans

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #218 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.
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Ruin21

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #219 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.
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BigBeans

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #220 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.
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PentiumF0ur

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #221 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.
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Nick9

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #222 on: September 10, 2023, 09:07:43 PM »

Banano-collabed ships are damn awesome!

TheSAguy

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #223 on: September 18, 2023, 01:42:52 PM »

Great Mod!
Please make this mod compatible with the Version checker that built into Nexerelin.
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BonelessSpacer

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Re: [0.96a-RC10] BigBeans Ship Compilation
« Reply #224 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.
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