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Author Topic: [0.97a] BigBeans Ship Compilation  (Read 273176 times)

Ragnarok101

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Re: [0.97a] BigBeans Ship Compilation
« Reply #270 on: February 26, 2024, 08:24:54 AM »

I dunno I just make what I feel like mostly. I don't want to lean into refits as they're sometimes kind of low-effort and lots of mods do them.

That's entirely fair: this and Luddic Enhancement are the only ship-adders I run though, hence me wondering what's 'left' so to speak. After all, you've filled pretty much every niche in the vanilla ship ecosystem and done so in a fairly lore-friendly manner.
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BigBeans

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Re: [0.97a] BigBeans Ship Compilation
« Reply #271 on: March 04, 2024, 04:07:57 PM »


Weapon groups probably need to be assigned better by default, though this may be a Nex thing.

Just to address this. The old version of the ship editor only let you assign up to 5 weapon groups where as the new limit is 7.

This mod has been around for 3-ish years now and some ship variants were made ages ago so if you see messed up weapon groups it just means it was made before the 7 weapon group update.

I'll try and remember to update them.
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Takion Kasukedo

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Re: [0.97a] BigBeans Ship Compilation
« Reply #272 on: March 13, 2024, 03:13:11 AM »

https://imgur.com/a/jjsLdmC (I dunno why it doesn't allow me to insert relevant screenshots/images into the thread, but here.)

Currently a literally unplayable typo (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!
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

BigBeans

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Re: [0.97a] BigBeans Ship Compilation
« Reply #273 on: March 13, 2024, 06:58:31 PM »

UPDATE!

Link: https://drive.google.com/file/d/12TSqmRCVT2lNawqsi3Tfe4aXNvzfA_zr/view?usp=drive_link



0.1.98.4 IS SAVE COMPATIBLE WITH 0.1.98.3 BUT NOT ANY VERSIONS BEFORE!

BSC 0.1.98.4

Added Maraka (XIV)
Added Sword-class heavy frigate.

Completely resprited Accipiter, gave it a more unique look rather than mini-eagle.
A couple of other smaller sprite updates.

Bitzer base speed slightly nerfed to 190 instead of 195 as I was finding them annoying to catch while playing.
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Ragnarok101

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Re: [0.97a] BigBeans Ship Compilation
« Reply #274 on: March 15, 2024, 09:55:12 AM »

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.
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BigBeans

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Re: [0.97a] BigBeans Ship Compilation
« Reply #275 on: March 15, 2024, 04:24:28 PM »

https://imgur.com/a/jjsLdmC (I dunno why it doesn't allow me to insert relevant screenshots/images into the thread, but here.)

Currently a literally unplayable typo (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!

I can't remember if I fixed this or not. Thanks for the compliment though.

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.

Sword is intended to be premium heavy frigate yeah.
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Raaaain

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Re: [0.97a] BigBeans Ship Compilation
« Reply #276 on: March 22, 2024, 04:31:29 PM »

Harpoon Mrls when? Mwehhehehe
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Arghy

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Re: [0.97a] BigBeans Ship Compilation
« Reply #277 on: March 22, 2024, 06:40:25 PM »

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.
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BigBeans

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Re: [0.97a] BigBeans Ship Compilation
« Reply #278 on: March 22, 2024, 07:38:03 PM »

Harpoon Mrls when? Mwehhehehe

Hmmm, probably not, the Sabot is just left in for memes tbh.

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.

Thanks for compliments but I don't think an Eagle-style ship would fit in with the low-end chunky nature of my civilian/venture style ships tbh.

Also I have seen a small pilum before but can't remember which mod.
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Arghy

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Re: [0.97a] BigBeans Ship Compilation
« Reply #279 on: March 22, 2024, 10:23:46 PM »

I remember a small pilum from literally years ago, its surprising that it didn't turn up again.

The roamer/venture types are fun to use but the damn limited ship slots always make me drop them once i begin getting better ships. I love using odd ball fleet setups but its hard to pass over the combat steadiness that a 14th eagle brings then theres the versatility of the apogees, of course i'll need some carriers too... damn i don't have enough ship slots anymore! I really wish there was some more synergies with the civvy hulls beyond them getting a free 2+ burn if you take the skill. After the PSL events i was forced to fight new fleet types and i got to experience the horror that is monitors so now my frigates are all monitors haha.

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.
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BigBeans

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Re: [0.97a] BigBeans Ship Compilation
« Reply #280 on: March 23, 2024, 07:25:36 AM »


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.

I think it was because it's system is slightly worse (burn drive vs fast missile racks) but maybe I'll need to rethink it a bit. Maybe pirate should be more ballistic focused.
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jtcbrown

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Re: [0.97a] BigBeans Ship Compilation
« Reply #281 on: March 23, 2024, 10:02:12 AM »

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.
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BigBeans

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Re: [0.97a] BigBeans Ship Compilation
« Reply #282 on: March 23, 2024, 04:37:52 PM »

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.

Oh yeah Burn drive is not bad, it was just the supposed justification I had for making the pirate version 12dp instead of 13.
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ctuncks

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Re: [0.97a] BigBeans Ship Compilation
« Reply #283 on: March 30, 2024, 01:39:53 AM »

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.
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BigBeans

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Re: [0.97a] BigBeans Ship Compilation
« Reply #284 on: March 30, 2024, 02:01:13 PM »

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.

Oh yeah, I just forgot about it lol.
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