Fractal Softworks Forum

Starsector => Mods => Topic started by: Cycerin on August 19, 2012, 07:45:39 PM



Title: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
Post by: Cycerin on August 19, 2012, 07:45:39 PM
(http://i.imgur.com/U3S39yE.jpg)
DOWNLOAD BLACKROCK FOR STARSECTOR 0.8.1a! (http://www.mediafire.com/file/5zhkqf0snd0k4zs)
Mod version 0.9.1
Changelog (https://pastebin.com/UKVsaCTk)
NOTE: Requires GraphicsLib by DarkRevenant. Download here. (http://fractalsoftworks.com/forum/index.php?topic=10982)
Also requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Compatible with Starsector+, DynaSector, Nexerelin

(http://i.imgur.com/gGWw1E5.png?1)
https://www.youtube.com/watch?v=-Dd4uqcGPPg

Main features:

- A whole host of carefully-designed, fun to fly ships balanced against vanilla Starsector
- Over 40 new weapons, both modular and built-in
- A new faction with its own identity and play style, emphasizing satisfying, tactile gameplay
- No borrowed assets or audio: a completely original work, with its own sounds, art, writing and music
- Adds fresh mechanics with scripted weapons and ships
- Two new star systems
- Surface, normal and material mapped for ShaderLib/GraphicsLib

click to view ships:
Dipteron-class Interceptor
(https://i.imgur.com/S5bpnLw.png)(https://i.imgur.com/S5bpnLw.png)
(https://i.imgur.com/S5bpnLw.png)(https://i.imgur.com/S5bpnLw.png)
Fast, cheap interceptors that work best in swarms. They can chew through weakened ships, and they make good escorts that provide extra point defense.

Mosquito-class Missile Bomber
(http://i.imgur.com/R69GTMe.png)(http://i.imgur.com/R69GTMe.png)(http://i.imgur.com/R69GTMe.png)
A budget bomber that fires Rage SRMs. Quick, otherwise unarmed and cheap, they can add strike capability to any carrier.

Vespa-class Torpedo Bomber
(https://i.imgur.com/Ndk12ez.png)(https://i.imgur.com/Ndk12ez.png)
Fast, but quite vulnerable, the Vespa carries a single plasma torpedo that can devastate bigger targets.

Krait-class Heavy Fighter
(https://i.imgur.com/KTkGUmL.png)(https://i.imgur.com/KTkGUmL.png)
One of the largest hangar-compatible fighters ever designed. Their firepower is a threat that cannot be ignored.

Taipan-class Heavy Interceptor
(http://i.imgur.com/ct92ou4.png)(http://i.imgur.com/ct92ou4.png)
Taipans will afterburn in and quickly tackle annoying frigates and fighters with a wide variety of EMP weapons, but they lack the firepower to deal with fortified targets.

Nadir-class Defense Fighter
(http://i.imgur.com/gjt8WvQ.png)(http://i.imgur.com/gjt8WvQ.png)
Designed to escort friendly ships, the Nadir offers long-range point defense and suppressive fire.

Serket-class Phase Fighter
(https://i.imgur.com/ZX8UEgW.png)(https://i.imgur.com/ZX8UEgW.png)
A slippery fighter that rarely has to refit. A pair of Serkets can stalk their target relentlessly, waiting for a moment of weakness.

Robberfly-class Corvette
(https://i.imgur.com/CNX3qfp.png)
Small, incredibly fast and unshielded, the Robberfly is a popular Blackrock export due to its modular construction and cheapness.

Locust-class Gunship
(https://i.imgur.com/OIdfd7k.png)
The lightest Blackrock frigate. Reliable and cheap, and comes equipped with a devastating Blink Accelerator ship system.

Silverfish-class Combat Freighter
(http://i.imgur.com/BHBdIDN.png)
A slick high-end frigate that has few glaring weaknesses, but little in the way of raw firepower. Powerful Burst Jets lets it slip around enemy ships.

Silverfish B-class Combat Freighter
(http://i.imgur.com/0EeK6bc.png)
A Corporate version of the Silverfish that carries more ordnance and has a modified Phase Skimmer for added utility.

Mod Silverfish-class Gunboat
(http://i.imgur.com/Ay0EYsA.png)
Nobody knows where this reworked Silverfish circulates from. With two extra built-in assault guns and thicker armor, it's a better combat ship.

Weevil-class Heavy Frigate
(https://i.imgur.com/mxTs9eT.png)
A large multipurpose frigate with heavy ordnance capacity. A Sentinel drone bay helps make up for its weak shield and large target profile.

Zabrus-class Heavy Frigate
(http://i.imgur.com/eFw7mci.png)
Developed from the Weevil, this uncommon frigate packs a nasty surprise in the form of a built-in Blink Accelerator shipsystem.

Mantis-class Frigate
(https://i.imgur.com/QIAFimG.png)
Blackrock's main attack frigate, the Mantis features top-tier mobility and burst firepower, but lacks endurance.

Imaginos-class Dimensional Frigate
(https://i.imgur.com/bgISGCU.png)
An exotic ship with several unique abilities, capable of directing the flow of battle on its own.

Cetonia-class Freight-Courier
(https://i.imgur.com/Qy6JjTh.png)
Often gets itself out of trouble thanks to its powerful engines, but expensive to operate compared to other freighters.

Typheus-class Light Carrier
(https://i.imgur.com/n8qO95X.png)
A heavily armed carrier that comes with a Sentinel Drone for protection. Built upon the Cetonia-class hull.

Megaceras-class Scoutship
(http://i.imgur.com/0tU5hqu.png)
This high-end multipurpose ship is fast, self-sufficient and safe from most marauders. It can mount a variety of small weapons and has strong sensors.

Gonodactylus-class Destroyer
(https://i.imgur.com/FSNx2H5.png)
A bizarre hull that started out as a mining vessel. Now, it's a crude but efficient combat destroyer, bringing the Mark IV Asteroid Impactor to bear as a surprise weapon.

Eurypterus-class Destroyer
(http://i.imgur.com/MvUMMVd.png)
Often paired with the slower Scorpion, the Eurypterus is mobile and dangerous from the front. Capable of forcing its prey into an uncomfortable position.

Scorpion-class Destroyer
(https://i.imgur.com/4gBhjgu.png)
Sturdy and reliable, the Scorpion enhances its firepower with a pair of self-propelled artillery drones. Slow compared to most Blackrock ships.

Desdinova-class Heavy Destroyer
(http://i.imgur.com/qovM90v.png)
Big and fast, the Desdinova is incredibly powerful, but its large, vulnerable engines require constant vigilance from the pilot.

Morpheus-class Prototype Destroyer
(http://i.imgur.com/CAOCUBg.png)
An experimental design that treats the laws of physics as a vague guideline, and costs as much as a capital ship to deploy and maintain. Has many unique strengths and weaknesses.

Asura-class Phase Cruiser
(https://i.imgur.com/CwuNjkF.png)
Rarely seen, the Asura can shrug off built-up flux by ejecting capacitors in the midst of battle. Very powerful, but lacks endurance.

Hawkmoth-class Armed Heavy Tanker
(http://i.imgur.com/PkzFCua.png)
The one tanker you want to use outside of a pursuit scenario. Surprisingly mean and heavily armored, the Hawkmoth can charge into the fray alongside its escorts.

Knight-class Cruiser
(http://i.imgur.com/WC9t2G6.png)
Blackrock's multipurpose cruiser, a flexible and tough ship that has fighter bays, burst mobility and an impressive missile carrying capacity.

Convergence-class Battlecarrier
(https://i.imgur.com/16Ms1ll.png)
A logistics ship that also doubles as a fleet carrier. Relies on its Bulwark Drone for self-defense.

Stenos-class Armed Science Vessel
(http://i.imgur.com/WnJ8crX.png)
Self-sufficient and well suited for exploration, the Stenos carries a pair of excursion drones for self-defense as well as a unique offensive system.

Nevermore-class Advanced Cruiser
(http://i.imgur.com/3hKc9Zr.png)
The Nevermore is built around the Antimatter Lance, an unwieldy weapon that presents a big threat to enemy ships. Known for its surprising mobility and enormous destructive potential.

Nevermore-0-class Outdated Prototype Cruiser
(http://i.imgur.com/C7zhewq.png)
Rarely seen, this obsolete hull cannot be modernized, and differs from its successor in several critical areas.

Kurmaraja-class Interdictor Battlecarrier
(http://i.imgur.com/ywkcBi7.png)
Capable of slowing and stopping incoming ballistic fire and trapping enemy frigates in place, the agile Kurmaraja can sweep the battlespace clean of inferior threats.

Karkinos-class Battleship
(http://i.imgur.com/RpiSy1o.png)
Blackrock's capital ship features massive forward firepower and the ability to make an incredibly destructive entrance thanks to its ship system. Best approached with care and superior numbers.

Eschaton-class Superfreighter
(http://i.imgur.com/Ms7V4qW.png)
A fortified capital freighter that ensures the Corporation's long supply lines hold in the face of adversity. Carries a pair of Sentinel Drones for defense.

Pirate variants

(http://i.imgur.com/SpRMltM.png)
(http://i.imgur.com/ePQgE4S.png)
(http://i.imgur.com/up8CKOq.png)
(http://i.imgur.com/kAF3oMz.png)




WEAPONS:
(http://i.imgur.com/r86SMgf.png)

The mod features a ton of weapons. Each weapon has been designed with vanilla balance in mind, but is made to stand out on its own or to find a new niche, just like the ships. Expand the spoiler to read:


Shard Weapons:
Shard Cannon/Shard Gun/Dual Shard Cannon/Ironweaver/Quill Rocket
These are slightly less efficient than most Kinetic weapons, which is made up for by the projectiles causing secondary explosions against armor for additional Energy damage. This makes them well-rounded, but less efficient at anti-shield duty than pure Kinetics. The Ironweaver is their granddaddy, costing 28 OP and firing massive buckshot volleys.

Heavy Cannons:
Gale Cannon/Extended Gale Cannon/Gale Battery
Fires High Explosive shells with massive per-shot damage and muzzle velocity. The trade-off is low fire rate and DPS. The Gale Cannon is cheap to mount, while the more sophisticated Extended Gale can fire at range, and deals nearly as much damage. The Gale Battery is 3x Gales on a large mount, combining the best of both medium versions.

Plasma Projector Weapons:
Sunjet PDE/Sunfire PDE/Sunstorm PDE
These energy weapons deal HE damage and fire massive green beams that last from 1-3 seconds. They have enormous damage output, but the beam travels slowly, causing the burst to deal more damage up close as the beam will have more time in contact with the target. While useless against shields, these weapons melt armor quickly, have high hit success, and sometimes act as a screen against enemy rockets and torpedoes.

Ferrofluid Accelerator Cannons:
Ferrocannon/Ferrogun:
Atypical cannons that fire a dense jet of magnetic fluid instead of a solid projectile. This provides lethal muzzle velocity, making it easy to hit any target. Volley damage can be punishing in numbers. The tradeoff is long reload times.

Kinetic Disc Artillery:
Comet Light Artillery/Bolide Heavy Artillery:
Slings dense, slow discs of metal that crush shields and light armor, but are also unwieldy against fast, small targets. With some practice, you can use your own ship's movement to increase the speed and hit chance of your shots. If my design is on point, having played Tribes should enhance your deadliness with the Bolide.

Exotic energy weapons:
Scalaron Blaster/Scalaron Repeater
The Scalaron Blaster is like an upscale Antimatter Blaster, but it leans more towards being a general-purpose weapon due to having damage output similar to the AM Blaster per shot, but range and reload time suitable for a medium weapon. Upon impact, it deals a nasty bit of extra arcing EMP and energy damage. The Repeater is completely the opposite, being closer to an energy Assault Chaingun than anything else. Its inaccuracy makes it do the most damage up close, but the "bullet hell" effect is good for suppression.

Missiles:
Voidspear SRM/Fury-class Torpedo
Plasma missiles require some flux to fire, but deal Energy damage, with a slight random element to the damage done per hit. Overall damage budget is the same as vanilla equivalents, but Energy damage is more flexible. The Voidspear SRM is a general-use missile with lots of ammo, while the Fury Torpedo is the fastest torpedo in the game, usable against many frigates.

Rage SRM: A finisher HE missile with short range and very fast speed. Has more total damage potential than the similarly priced Harpoon, but must be aimed and fired from close range.

Achilles MRM: A long-range missile designed for harassment. Splits into three micro heatseekers that deal EMP and frag damage.

Dart SRM: Swarmy frag missiles that almost never miss, unless they get shot down. Like the old Swarmer SRM, they can get surprisingly lethal versus an armorless target. Also comes with regenerating ammo.

Scalaron Pulse Launcher/Heavy SPL: Fires homing energy pulses that are highly resistant to point defense and take a slow, erratic path towards their target. Good as artillery fire against big targets, and for general pressure.

Point Defense
Micro Argus/Argus/Argus Array - Shredder MG/Shredder Battery
Shoots thin, precise particle beams that get rid of missiles and unshielded fighters, but are less effective at anything else because they deal Fragmentation damage.
The Shredder line sprays frag rounds. The sheer volume of fire makes them good at hurting things up close, and they are serviceable PD in numbers or mixed with other PD weapons.

Other mentions:
INM Assault Gun: A light HE gun that offers massive damage output for a few seconds, which dips down when the initial magazine is depleted. Works best when used for hit-and-run attacks.
Volley Gun: Space Shotgun that fires a cone of monomolecular flechettes. Consider it a Light Needler with bad range that deals all its damage in one shot. Due to the low per-projectile damage, it will never force shield overloads longer than 4 seconds, despite easily causing them. Make it count!
Linear Pulse Gun: Small, extremely short-range energy weapon that deals massive DPS. Good for small, angry ships.
Particle Lance: Support beam weapon that deals kinetic + EMP damage. Good at screwing over frigates and fighters, and helps win the flux war.
Particle Rifle: Pew pews at medium-long range, applying constant pressure for negligible flux. Deals mixed frag + energy damage, obliterating hull.
Burst Cannon: A flexible, heavy weapon for small mounts. Fires proximity fuzed plasma shells that splash targets for energy damage. Works as long-range flak with the Integrated PD AI hullmod.

Built-ins:
Antimatter Lance: The Nevermore's main gun, this weapon fires shuttle-sized globs of death and has an inexhaustible ammo supply. Of course, you have to aim it by moving the Nevermore around, which can be challenging given the ship's poor shield coverage, and due to charge-up time. Still, each hit deals more damage than a Fury torpedo.
Rift Cannon: The Imaginos' built-in fires a spray of heavy-duty energy bolts. Its short range is a bit of a weakness, and the shots move somewhat slowly, making the range even worse if you're backing away from the target. A point-blank salvo deals massive damage, however.
Raze Cannon: A heavy Gale-type cannon that replaces the Antimatter Lance for the 0-Series Nevermore.
Void Buster: The Morpheus' main weapon, a tremendously powerful beam that grows in intensity with your flux level. As the beam strengthens, the ship becomes slower and tougher, but crossing max flux will cause a safety shutdown.
Arclight LFO: The Morpheus' secondary weapon, an array of eight emitters that fire homing energy beams guided by the ship's Dimensional Engine. A very powerful weapon against frigates.
Scalaron Pulse Beam: A powerful PD weapon, several of which are built into the Imaginos and Morpheus. Deals heavy energy + EMP damage at point-blank range, and acts as a knife-fighting weapon.





GAMEPLAY INFO/TIPS:

Blackrock ships have bad to mediocre shields, average armor, good flux stats, excellent mobility, lots of firepower, and mix all weapon types. Every Blackrock ship has a built-in boost to active flux vent rate, meaning they can easily reset flux if given a breather: something you'll want to be doing often, due to the low endurance afforded by your shields.

They are excellent at crushing valuable targets and picking apart slow, but powerful ships. On the other hand, they struggle in fights where they can't find any breathing room for hit-and-run attacks, or against a numerically superior enemy that can flank and surround them. Using the faction's weapons, ships can be built for either high risk/high reward play, or low risk/low reward play. Certain ships break the mold and afford different playstyles.

Gameplay guide and ship tips: (long, press button to expand)


GENERAL TIPS:
- Many ships in the mod are nearly impossible to pilot without using the mouse to control your ship's heading.
- The more you can get away with not using your shield, the more damage you can deal, and the quicker you'll kill your target. This means it's a good idea to have point defense weapons.
- Venting is your main way to get rid of flux.
- Venting while under fire can be viable if you're not facing overwhelming firepower. Try to spread armor damage by moving around.
- When using Burst Jets, you'll lose bonus speed faster if you both strafe AND accelerate. Steering straight ahead keeps the bonus speed for slightly longer.
- Burst Jets can save you if you are facing an impending flameout. Use the system just before you lose engines, and you will keep floating away at high speed.
- If you have multiple burst damage weapons, such as Volley Guns and Gale Cannons, you may want to use Hold Fire to intentionally stagger your firepower for easier overloads and tighter flux control. This is especially powerful on the Mantis, Desdinova and Nevermore.

PER-SHIP TIPS:

Fighters:

DIPTERON: (Interceptor)
- Cheap, flimsy and surprisingly deadly. Dipterons tie up enemy ships and destroy wounded targets. But don't count on them surviving against beams, heavy fighters or in a dense battle. Sometimes it's best to use them as additional point defense, by having them escort other ships.
KRAIT: (Heavy Fighter)
- Kraits have monstrous firepower, and will eat any ship alive if it can't hide behind a shield or kill the Kraits fast enough. But due to their size, they are vulnerable to many anti-ship weapons. Back them up so they can deal damage.
VESPA: (Torpedo Bomber)
- Vespas are very fast compared to other bombers, and generally work best in numbers. If you have enough Vespas, their overlapping particle beams can kill fighters and protect them from missiles.
SERKET: (Phase Fighter)
- Serkets are self-sufficient due to their slippery nature. The best use for them is to stick them on an elusive, annoying ship so they can keep it occupied while you clean up other targets. Their main weakness is beams.

Ships:

ROBBERFLY: (Corvette)
- The Robberfly is one of the most logistically undemanding, yet flexible ships in the game. It's also agile enough to evade LRMs. This lets you deck it out with aggressive weaponry if you so please.
- If you carry torpedoes, you can give them enormous speed by using Burst Jets on the approach, and then rapidly change course.
- Due to its fragility, the Robberfly must be allowed to flank enemies and back out when necessary. They make poor escorts.

LOCUST: (Gunship)
- 3 Spark Drive charges will get you in a half circle around the enemy. Use this to your advantage against ships with front shields.
- The Locust can have a surprising amount of staying power against other frigates, due to its better-than-usual shield and burst mobility.
- Since it's a dedicated gunship and carries no missiles, the Locust lacks some utility compared to other frigates, but its excellent turret coverage lets it tear through fighters.

WEEVIL: (Heavily Frigate)
- Unlike most Blackrock frigs, you lack the ability to easily disengage from a bad fight. However, your Sentinel Drone can cover for you if you tell it to stand by.
- Use your firepower to destroy other frigates that come too close, or escort a bigger ship. If you get surrounded by frigates or end up in a firefight against a destroyer alone, you will be in trouble.
- Weevils are very hard to beat in a frigate-on-frigate fight.

MANTIS: (Fast Attack Frigate)
- Swoop in, fire away, swoop out, repeat. Vent every time you get a chance to.
- Your main defense is that you can kill things fast. Don't plan on getting stuck in a fight for long.
- Watch your shields. You'll need them to soak missiles and HE damage, but you cannot fire all your guns and absorb damage at the same time. Try to outmaneuver your enemy.

IMAGINOS: (Prototype Frigate)
- A very unique ship that takes time to get used to. My main advice is to give it time in the simulator.
- The Imaginos is excellent at countering large, predictable masses of incoming fire. If you see a cloud of missiles, absorb it and unleash it next to an enemy ship.
- On the other hand, it has no way to deal with constant, hard-to avoid fire. Your best bet against such an enemy is to rely on backup, or to approach from the best angle.
- If you can't bring down your current target, there is likely to be something else that you can kill. Use your extreme freedom of movement to seek out vulnerable targets.
- In large clashes, control the flow of battle by redirecting fire, flaming out big ships, and damaging shields with your ship system.
- Missiles are still armed while they are being sucked in by your right-click. You can kill enemy ships with their own missiles.
- Tap-fire the Rift Cannon from medium range to prevent inaccuracy.

GONODACTYLUS: (Retrofit Combat Destroyer)
- Never waste your Hammerclaw!
- You basically play this ship like you would an Enforcer, except you have worse PD, more mobility, and more flexibility in choice of armament.
- With 3 torpedo racks and the Hammerclaw, very few ships can survive a one-two punch.
- Always try to Hammerclaw an enemy frig, wrecking it and flinging it into a bigger enemy ship. Even if it's not actually worth it.

MEGACERAS: (Combat Freighter)
- While the Megaceras has no mobility ship system, it's naturally fast and agile. You can pick your fights against other destroyers, and even some frigates.
- Shredder Drones are deceptively powerful, and can really put the hurt on wounded ships.

DESDINOVA: (Fast Heavy Destroyer)
- The trick to piloting a good Desdinova is to manage your flux and your shield direction. An untimely overload or a stray missile or two can seriously ruin your day, and it's easy to lose track of things while jetting about. Play like an opportunist, not like a crazy Rambo. (Okay, play like Rambo against enemy frigates)
- Thanks to the Overtuned Drives hullmod, securing your Desdinova from annoying flameouts costs a lot of ordnance points. Usually it's better to play smart and use your shield to cover your engines.
- You can kit this ship out with less weapons and focus on staying power, thanks to its thick armor - but the meh shield means you will still rely on mobility to stay alive.

MORPHEUS: (Prototype Destroyer)
- Consider the Morpheus to be an atypical capital ship in a very small package. It combines the drawbacks of a destroyer (peak CR performance, range) with the raw power and logistics footprint of a capital ship.
- Sharing many features and weaknesses with the Imaginos, this ship is still much more formidable, and can kill many ships by attacking them head-on.
- Lacking endurance against heavy firepower, you have the ability to pick your fights instead. Find the weak link in the enemy fleet, and crush it.
- The Arclight LFO (homing lasers) always conserve 1 charge on autofire.
- The Scalar Repulsor (right-click system) is only active in a frontal cone, unlike the Imaginos' 360 radius. Its homing pulses will track your current target, and upon activation, nearby ships are pushed away from you.

NEVERMORE: (Advanced Cruiser)
- Do not get surrounded. You have the tools to prevent it, so watch the enemy movement. From the front, nothing less than an Aurora or kinetic-heavy Dominator can threaten you.
- Despite being a cruiser, it's agile enough to catch a breather if it has to. Because of this, you can easily let loose a barrage of shots, retreat and vent, and then dive in when your weapons have cooled down.
- The Nevermore is one of the few BRDY ships that comes with a truly useful shield. This is balanced out by much of the ship being open to shield-surpassing fire.
- If you need to line up a precise AM Lance shot, Burst Jet first so your ship will track more accurately.
- Consider an Expanded Magazines-synergistic loadout, since it will always be useful due to the AM Lance. Particle Rifles and Argus Beams can work really well through keeping you clear of fighters and missiles, and benefit from extra charges.

STENOS: (Armed Science Vessel)
- PD is very good on the Stenos, because it gives you the freedom to lower shields more often, and thus fire more salvoes. You don't need a big gun in every slot, because you have a ship system that lets you have one gun do the duty of three.
- Mount long-cooldown weapons like Gale Cannons, Scalaron Blasters, etc.
- You are the artillery, not the cavalry.

KNIGHT: (Cruiser)
- The Knight is the most naturally durable Blackrock ship apart from the Karkinos. With its mobility and armor, it can take a lot of punishment.
- It's easier to make a missile-heavy loadout work, thanks to the fairly awkward position of the composite hardpoints - but the Knight can snipe from range with Bolides or Extended Gales.
- Don't underestimate the firepower potential of lots of converging small turrets.

CONVERGENCE: (Battle Carrier)
- The Convergence is the slowest of all BRDY combat ships, and also the least maneuverable. However, it still has a lot of guns, so use that to your advantage, and do as much damage as you can before you need to rely on your shield.
- The Bulwark Drone is not very good at attacking enemy ships. Use it to keep frigates, fighters and missiles off yourself instead.

ASURA: (Phase Cruiser)
- The Asura is not designed to last long in a battle, like most phase ships. But this is further exaggerated by its design and ship system.
- While you still have Flux Ejector charges, it may not always be worth it to use them. Try to judge if you can get away and vent flux normally instead.

KURMARAJA: (Interdiction Battlecruiser)
- Watch the map. If you see a fragile, but fast and annoying ship, like a Tempest, freeze it with your Interdiction Array and then lob some shells and missiles at it.
- Because it can slow enemy ships, you can mount sluggish weapons like Gale Cannons and Squall Batteries on it to great effect, and murder enemy frigates.
- Using the ship system may let you back away from enemy ships and catch a breather.
- Remember that you are a capital ship with a deep flux pool. You can keep your shields up and slug it out if you have to.

KARKINOS: (Battleship)
- The Karkinos has the potential to annihilate any ship one-on-one, but it's not always worth the risk. Your massive firepower is offset by a very committal ship system, and a large, vulnerable sideways/rearward profile.
- Torpedo bombers are your worst enemy.
- Remember that you are vulnerable while charging your ship system.
- A point-blank blast on a lone enemy will usually overload or cripple them. If you see a ship and it's anything smaller than a Paragon, you have a good shot at killing it. Just make sure nothing's going to flank you.
- As with the phase teleporter, you will face your target when you finish warping, or the direction of the teleport if you have no target.
- The Karkinos' flux pool makes its narrow front shield quite useful, but it has to rely on armor to deal with most incoming fire. Luckily, its armor is heavy enough to allow you to vent flux early and often.
- All ships turn faster when the 0-flux boost is active. This can be enough reason to hold fire on the Karkinos, in some situations.



(http://i.imgur.com/PzZc77d.png)



MISC/EXTRAS:
MUSIC:
Mod Soundtrack by me (Click)
(http://i.imgur.com/NYPESMC.jpg) (https://soundcloud.com/fastland/sets/blackrock-drive-yards)

LINKS:

My Youtube Channel (https://www.youtube.com/channel/UCkxEvLwPo9UE1uTS1tGPDmg)

My twitch (streamin infrequently) (http://www.twitch.tv/cycerin/)


SCREENSHOTS VIDEOS & GIFS:
(http://i.imgur.com/eGqa47P.png)
(http://i.imgur.com/humVTZ3.gif)
(http://i.minus.com/i21Uad6a8jOUk.gif)
https://www.youtube.com/watch?v=w0q7-hbuM_4
https://www.youtube.com/watch?v=44_6o44UxPQ
http://mshadowy.deviantart.com/art/Karkinos-484738741
Karkinos drawing by Mshadowy!

CREDITS:

Cycerin: Mod creator, design, sound and music, sprites, artwork, writing, etc
LazyWizard: Interdiction Array code, Scalar Deracinator code, Java assistance
Uomoz: Original campaign implementations
Trylobot: Flux Ejector coding, Java assistance
Sundog: Scalar Rejector code, inspiration, codelordery
Dark Revenant: Missile AI, code, shader maps, extra campaign implementations, quality control, writing
MesoTroniK: Portrait artwork
MShadowy: Portrait artwork
EnderNerdcore: Scripting assistance
Erlend Grefsrud: Typographical design

Thank you so much to everyone who has brought me feedback and helped improve the mod since 2012!


Blackrock Drive Yards is a work in progress!

The content from Blackrock Drive Yards belongs to me unless otherwise credited or stated, and you can consider it licensed under Creative Commons / Attrib / Noncommercial for all rights and purposes.


Title: Re: Blackrock Drive Yards
Post by: Wriath on August 19, 2012, 08:23:35 PM
Those things are very cool, look a bit like the link missing between mid and high tech ships.


Title: Re: Blackrock Drive Yards
Post by: Trylobot on August 19, 2012, 08:52:00 PM
This is fantastic work. Your post has been instantly converted to the status of Mod and suitably moved over to the "Mods" subforum. Congratulations and welcome to the modding community of Starfarer! When you have a playable download available I will happily add you to the Index as well.

More! 8)


Title: Re: Blackrock Drive Yards
Post by: Brainbread on August 19, 2012, 09:39:10 PM
Coming from a background of playing Battleships Forever and building ships (since 2007) I decided to take some of my old BSF designs, refurbish them in photoshop, and turn them into SF vessels. Soon after, I realized it would be cool to have a faction too, with custom weapons, and custom ship systems, and so on, and so on...

After starting work a few days ago, so far I have a frig, destroyer and cruiser. The garish version of the destroyer is for a hunter-killer fleet consisting solely of elite destroyers (this baby's mostly engines.. I'd love to have a modded burn drive for it that doesn't disable maneuvering, but merely hinders it)

(http://i.imgur.com/ZKaXR.png)
[Scarab, Desdinova, Desdinova II, Nevermore]

Having some trouble implementing my faction in the campaign and so on, but all the ships are up and running. Hopefully I'll have a download up soon! In the meantime, feedback and questions is more than welcome!

With the change to Maneuvering Jets (the speed increase + stacking with 0 flux bonus, unless I've gone crazy), that might be a viable option for your ship!

Also, they look fantastic.


Title: Re: Blackrock Drive Yards
Post by: FlashFrozen on August 19, 2012, 09:52:31 PM
Or you can take the burndrive ( and preferably rename it something else/make it your own), in the ship_systems.csv and delete the True from the noturning column but it'll leave most of your turning intact but it'll feel like it turns sluggishly since your going in the forward direction mostly.


Title: Re: Blackrock Drive Yards
Post by: Archduke Astro on August 20, 2012, 02:42:18 AM
Or you can take the burndrive ( and preferably rename it something else/make it your own), in the ship_systems.csv and delete the True from the noturning column but it'll leave most of your turning intact but it'll feel like it turns sluggishly since your going in the forward direction mostly.

That should be a 5-star modding move -- smooth as velvet.


Title: Re: Blackrock Drive Yards
Post by: Vensalir on August 20, 2012, 03:27:33 AM
Those ships look great, can't wait to see the rest  :)


Title: Re: Blackrock Drive Yards
Post by: Sproginator on August 20, 2012, 04:00:23 AM
Holy buggernuggetspaghettimonster!?!?! Those sprites are sublime! Can't wait to see more


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 20, 2012, 07:58:00 AM
Trylobot, did you only do that to put pressure on me to deliver more? ;D I love the appreciation, this seems like a great community.

I ended up doing what FlashFrozen said, it works like a charm. The ship is an absolute monster when player-piloted, but the AI can't quite use it for the intended purpose (big plays, driveby shootin', and making Dominators feel insecure about their broad backsides)

(http://i.imgur.com/GdpEk.jpg)

The Desdinova-class Fast Destroyer is a marvel of optimized technology. Lacking the reach and resources needed to mass-produce phase technology, Blackrock still required a flexible mid line option that can outmaneuver other destroyers and avoid fighter wings. The result is a design that has mobility unheard of for a hull of its size - bristling with Blackrock-custom ballistic guns and sporting a gas-bleeding flux core built directly into the engine, this menacing, insectoid vessel is rapidly becoming the talk of private military contractors everywhere.

(http://i.imgur.com/0d99i.png)

The special Arcjet Burner disengages the shield generator from the shield emitter and feeds excess flux from the entire shield powerplant into the drives, venting the resulting energy out with the engine torch to produce an astonishing volume of temporary acceleration. Magnetic coils that run alongside the flame catch and redirect instabilities, allowing the crew to maneuver the ship even at peak specific thrust. While Tri-Tachyon techs snort derisively and offer that it would have been better to simply implement a phase displacer or skimmer, it remains to be seen if this straight-forward approach will allow Blackrock to contend with high-tech destroyers.


Title: Re: Blackrock Drive Yards
Post by: xenoargh on August 20, 2012, 08:21:31 AM
Beautiful work, looking forward to more, more!


Title: Re: Blackrock Drive Yards
Post by: Brainbread on August 20, 2012, 08:58:07 AM
Trylobot, did you only do that to put pressure on me to deliver more? ;D I love the appreciation, this seems like a great community.

I ended up doing what FlashFrozen said, it works like a charm. The ship is an absolute monster when player-piloted, but the AI can't quite use it for the intended purpose (big plays, driveby shootin', and making Dominators feel insecure about their broad backsides)

The Desdinova-class Fast Destroyer is a marvel of optimized technology. Lacking the reach and resources needed to mass-produce phase technology, Blackrock still required a flexible mid line option that can outmaneuver other destroyers and avoid fighter wings. The result is a design that has mobility unheard of for a hull of its size - bristling with Blackrock-custom ballistic guns and sporting a gas-bleeding flux core built directly into the engine, this menacing, insectoid vessel is rapidly becoming the talk of private military contractors everywhere.

The special Arcjet Burner disengages the shield generator from the shield emitter and feeds excess flux from the entire shield powerplant into the drives, venting the resulting energy out with the engine torch to produce an astonishing volume of temporary acceleration. Magnetic coils that run alongside the flame catch and redirect instabilities, allowing the crew to maneuver the ship even at peak specific thrust. While Tri-Tachyon techs snort derisively and offer that it would have been better to simply implement a phase displacer or skimmer, it remains to be seen if this straight-forward approach will allow Blackrock to contend with high-tech destroyers.

Anyone who doesn't include descriptions on their ships is missing out. You could have just told us what the ship was for, its intended role, but that might garner only a "neat". Now I want to fly the damn thing =P


Title: Re: Blackrock Drive Yards
Post by: Thule on August 20, 2012, 09:14:49 AM
Fantastic sprites. The screenshots are really good too. Quite immersive.


Title: Re: Blackrock Drive Yards
Post by: armoredcookie on August 20, 2012, 10:40:09 AM
This is very very impressive :D
What techniques did you use in photoshop to make those accents and alterations?


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 20, 2012, 11:03:06 AM
Everything in the book, really. Pixel by pixel editing, gradient washes, photo filters to get the desired color tone, and lots of highlighting and shadowing with soft light/vivid light paintbrush.

Anyone who doesn't include descriptions on their ships is missing out. You could have just told us what the ship was for, its intended role, but that might garner only a "neat". Now I want to fly the damn thing =P

I love fluff, and I love technobabble. Expect more of that. And flying. Expect some of that too. Eventually.

Updated OP with logo.


Title: Re: Blackrock Drive Yards
Post by: mendonca on August 20, 2012, 12:18:37 PM
Everything about this is so cool, the sprites, the 'technobabble', the screenshots, the logo, the new system ...

I hope you realise the bar you have set yourself for your subsequent work  :D

Very much looking forward to more!


Title: Re: Blackrock Drive Yards
Post by: Rybread on August 20, 2012, 06:55:04 PM
Ooooh, the ship sprites look reaeeaaalllly pretty.  :)


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 21, 2012, 06:00:53 AM
Thank you, guys!

Working on refining the Nevermore now. I gave it a built-in weapon, the Antimatter Lance... if you look at the entire ship, you can tell the entire front is built around something, with huge capacitor rods and a glowing external flux radiator.

Ideally I'd want to be able to make the hardpoint glow like this, but no matter how I scale the image, it seems hell-bent on moving the entire sprite upwards on the ship to compensate for anything I add further down.

(http://i.imgur.com/1CF53.png)

Fluff comes after the ship is 100% done. But rest assured, when it comes to fighting the Nevermore-class Advanced Cruiser, you don't want a frontal confrontation.

In the meantime, I am implementing a fighter wing and some other stuff, and still trying to figure out what's wrong with my campaign-related files. I'm absolute crud at scripting, so if anyone would like to join this project as a scripter, or just add me on skype or something to slowly guide me along and patiently pat me on the head when I figure out what the magic words do, feel free.


Title: Re: Blackrock Drive Yards
Post by: Upgradecap on August 21, 2012, 06:03:28 AM
I really, really, and i mean REALLY love these sprites. Thumbs up for you. :D

(You know, we could use someone like you, hehe XD)


Title: Re: Blackrock Drive Yards
Post by: FlashFrozen on August 21, 2012, 06:10:07 AM
hardpoint sprites are positioned higher up than turrets which are centered, to fix this make your hardpoint sprite have extra blank space  so for example:

your turret weapon would be centered if it's size/resolution was 48x48

to get the same centered look/lower you have to make a hardpoint sprite that's like (as an example) 48x96 but with the actual weapon starting from the bottom.

Check this topic I've done before, http://fractalsoftworks.com/forum/index.php?topic=3302.msg49313#msg49313 (http://fractalsoftworks.com/forum/index.php?topic=3302.msg49313#msg49313)

Atleast this is if I think is what your talking about xP


Title: Re: Blackrock Drive Yards
Post by: zakastra on August 21, 2012, 07:39:05 AM
Good grief, but those look *fantastic* They seem to fit very well in-universe which is not an easy feat. I applaud your work, commend your dedication, and demand you provide us with... *Ahem* ... MOAR


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 21, 2012, 07:58:04 AM
You're right man, I just added like 700px of extra negative space and it's starting to look more like it should.

Thanks!


Title: Re: Blackrock Drive Yards
Post by: MShadowy on August 21, 2012, 08:08:46 AM
I remember seeing the Nevermore (great name, by the by) on the SA thread.  These things look brilliant, and you've definitely pushed the limits--and have shown marvelous expertise with--the BSF ship creation tool and a bit of post processing.  I'm a bit envious of how good you've gotten these things looking, and not just on the skill you've shown with the toolset you've used.  The concept and the quality of their execution is very high; I'm not sure I can meet it.

Now just to wait and hope for release, because these look rather fun to fly.


Title: Re: Blackrock Drive Yards
Post by: FlashFrozen on August 21, 2012, 08:23:01 AM
You're right man, I just added like 700px of extra negative space and it's starting to look more like it should.

Thanks!

No problem, but as with everyone else, MOAR!  :D


Title: Re: Blackrock Drive Yards
Post by: Uomoz on August 21, 2012, 09:01:59 AM
I can help you with scripts and stuff :).


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 21, 2012, 10:17:25 AM
I remember seeing the Nevermore (great name, by the by) on the SA thread.  These things look brilliant, and you've definitely pushed the limits--and have shown marvelous expertise with--the BSF ship creation tool and a bit of post processing.  I'm a bit envious of how good you've gotten these things looking, and not just on the skill you've shown with the toolset you've used.  The concept and the quality of their execution is very high; I'm not sure I can meet it.

Now just to wait and hope for release, because these look rather fun to fly.

Hey, thanks buddy. I've spent a LOT of time in the BSF ship maker. And I fully intend them to be both balanced and fun to fly. All aspects of the design of this faction are important to me.

(http://i.imgur.com/EUIQc.jpg)

also: http://i.imgur.com/SJe9z.png

I'll shoot you a PM, Uomoz!


Title: Re: Blackrock Drive Yards
Post by: robokill on August 22, 2012, 07:27:22 PM
Great love these things to death.
I was wondering what kind of hangar space will they have.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 23, 2012, 04:58:36 AM
The Nevermore will have a little hangar space (it has a drone bay)

Apart from that, I intend to make a destroyer that basically is a huge flight deck and huge engines. Blackrock fighters are BIG:

(http://i.imgur.com/1NIHi.png)

Hand drawn, these. As I get more proficient with this sort of thing, I think I'll start using BSF less.


Title: Re: Blackrock Drive Yards
Post by: WKOB on August 23, 2012, 05:05:16 AM
Cute. I do really like the way you glaze the BSF bits.

The Krait reminds me of someone. (http://spacepiratesandzombies.com/mediawiki/index.php?title=Grasshopper)


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 23, 2012, 05:11:18 AM
I never played SPAZ, it's actually inspired by the Defender from Escape Velocity. : D (but I can't find any pictures of it anywhere)


Title: Re: Blackrock Drive Yards
Post by: robokill on August 23, 2012, 06:36:28 AM
speaking of spaz i think you should make the cargo ship a cruiser size version of the freighter for freightering ;)


Title: Re: Blackrock Drive Yards
Post by: medikohl on August 23, 2012, 08:06:28 PM
I remember seeing the Nevermore (great name, by the by) on the SA thread.  These things look brilliant, and you've definitely pushed the limits--and have shown marvelous expertise with--the BSF ship creation tool and a bit of post processing.  I'm a bit envious of how good you've gotten these things looking, and not just on the skill you've shown with the toolset you've used.  The concept and the quality of their execution is very high; I'm not sure I can meet it.

Now just to wait and hope for release, because these look rather fun to fly.
yeah but my nevermore was a bit different

(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/nevermore.png)


Title: Re: Blackrock Drive Yards
Post by: GUNINANRUNIN on August 23, 2012, 08:51:33 PM
You are my role model.


Title: Re: Blackrock Drive Yards
Post by: medikohl on August 23, 2012, 10:55:00 PM
You are my role model.
not me I hope


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 24, 2012, 07:58:52 AM
Thanks to help I recieved from DAT Uomoz, a campaign integration is underway. Right now I'm implementing the Revenant-class Support Cruiser and the two fighters, and after that, I'm going to make a few missions and a campaign integration, and put up a download, so I can begin balancing the faction a bit more.

(http://i.imgur.com/VtaJe.png)

Revelicious!

Also, medikohl, I think that guy meant SA as in "somethingawful", where I first posted that ship before registering here. I might be wrong though.


Title: Re: Blackrock Drive Yards
Post by: Uomoz on August 24, 2012, 08:02:47 AM
I exchanged poor java knowledge for good music.


Title: Re: Blackrock Drive Yards
Post by: MShadowy on August 24, 2012, 08:48:31 AM
Also, medikohl, I think that guy meant SA as in "somethingawful", where I first posted that ship before registering here. I might be wrong though.

You are correct; though I'm not a member of the somethingawful forums, I do tend to visit the gaming boards from time to time when it's allowed, largely because it tends to be a good place to keep informed on the coming of games I might otherwise miss.  Like, say, Starfarer, which I probably I would never have heard of if I hadn't seen it posted in a combined SPAZ/starfarer thread.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 26, 2012, 09:19:08 AM
Currently setting up some missions, while balancing the ships to match up well against vanilla opposition.

So far, here are the Blackrock ship systems:
Desdinova: Arcjet Burner - after the first time you see a Desdie ram into a wolf at 350 speed, then shotgunning the poor frig in the face with its Squall Cannons at it spins out of control overloaded from the impact, you will never want to deploy any other destroyer, ever again.

Nevermore: Lucifer Generator - Overload the Nevermore's complex generator system for 3 seconds, locking the steering thrusters and main engines, disabling shields, and giving double energy weapon damage for a short duration. Generally speaking, this system has hard synergy with the built-in Antimatter Lance, and lets you truly put out the hurt on ships if you are skilled at aiming and anticipating enemy movement. See a frig that's close to overloading? Pop that sucker! (provided you are a true baller)

Revenant: Barracuda Drones - Heavy combat drones that excel at destroying overloaded vessels. Featuring two light mortars and a vulcan, these aggressive drones can tear through armor and hull, but are not especially good against shielded fighters, or at destroying missiles. They are also unshielded and only have a thin armor coat to protect themselves.


Title: Re: Blackrock Drive Yards
Post by: robokill on August 26, 2012, 11:42:52 AM
what about the frigate i haven't heard no nothing at all on it.

ps are the offsided turrents intentional on the carrier


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 26, 2012, 11:55:01 AM
Still figuring it out, really. So far the idea is oversized weapons/downsized defense, but as for the ship system, right now it just has Active Flares.


Title: Re: Blackrock Drive Yards
Post by: Arcalane on August 26, 2012, 07:04:58 PM
God dammit Cyc stop showing off. :P

Good ol' BRDY!


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 27, 2012, 09:50:55 AM
BIRDY never dies!

(http://i.imgur.com/9tykC.png)

Repurposed from a never-popular class of mining vessel built by Blackrock before it began specializing in military hulls, the Gonodactylus-class Destroyer is a nasty brute that chews through the enemy with its cannon batteries, only to turn around and show them its other, equally ugly cheek when they begin venting.

Featuring a built-in Hammerclaw Impact Bolter originally used to break up asteroids, the Gonodactylus can put self-propelled solid tungsten slugs deep inside enemy hulls when their defenses are down. This has given the oddly-shaped destroyer quite a menacing reputation, and Blackrock prides themselves on being able to turn practical equipment into deadly weapons of war in a time where resources and good engineering work are both scarce.



The only problem with this thing is that the AI hates it and keeps crashing it into asteroids and other hulls, and doesn't really ever turn around to use the other side's weapon when it should. At least it knows which broadside is the most powerful.

I might have to resort to giving it a built-in weapon with a less prohibitive flux cost or something to entice the AI to use it. And if I give it any weapon with too long range (even a harpoon MRM), it begins behaving like a fire support ship and is, generally, quite useless for it.

Anyway, if I can't ever get it to work as an assault vessel, I'm just giving up and mirroring the arm with 4 gun hardpoints so I can turn it into a dedicated point defense vessel or something. The AI REALLY dislikes asymmetry.

Another question I have regarding this: The Revenant does not register as a carrier for use with "rally carrier group" in the fleet UI, even though it has a flight deck. Likewise, I can't get any Desdinova kit to register as a "strike" vessel. Is it possible to hard-code the game into recognizing this?


Title: Re: Blackrock Drive Yards
Post by: Brainbread on August 27, 2012, 10:07:42 AM
BIRDY never dies!

(http://i.imgur.com/9tykC.png)

Repurposed from a never-popular class of mining vessel built by Blackrock before it began specializing in military hulls, the Gonodactylus-class Frigate is a nasty brute that chews through the enemy with its cannon batteries, only to turn around and show them its other, equally ugly cheek when they begin venting.

The only problem with this thing is that the AI hates it and keeps crashing it into asteroids and other hulls, and doesn't really ever turn around to use the other side's AM blaster when it should. At least it knows which broadside is the most powerful.

I might have to resort to giving it a built-in weapon with a less prohibitive flux cost or something to entice the AI to use it. And if I give it any weapon with too long range (even a harpoon MRM), it begins behaving like a fire support ship and is, generally, quite useless for it.

Anyway, if I can't ever get it to work as an assault vessel, I'm just giving up and mirroring the arm with 4 gun hardpoints so I can turn it into a dedicated point defense vessel or something. The AI REALLY dislikes asymmetry.

Another question I have regarding this: The Revenant does not register as a carrier for use with "rally carrier group" in the fleet UI, even though it has a flight deck. Likewise, I can't get any Desdinova kit to register as a "strike" vessel. Is it possible to hard-code the game into recognizing this?

First of all, its gorgeous. As for the carrier rally, Alex recently changed the "flag" so that heavily armed ships like Ventures and Odyssey's, though they have Flight Decks, wouldn't flag as a carrier -they are a battleship first, carrier second. So if you want it to flag as such, you'd have to prolly cut down its armaments a bit, or just manually assign that ship to a carrier rally (if you didn't know, you can manually assign any ship to whatever tasks they are illsuited for).

As for disliking Asymmetry, the AI dislikes perfect Bi-Lateral symmetry even less. Have you seen them fly a Conquest? :) But in order to get them to use their "weak" side, they'd probably have to be damaged on the "good" side before their recognize the firepower.

For crashing into stuff, I'd check the collision radius on the ship? It might be a little bit off (or need to be bumped up). Alternatively, you might have given the ship too much "mass", which would make the other AI move to try avoiding it (smaller ships move out of the way of bigger ships, not vice versa).


So, when're we gonna see mission to pilot these beauties? :)


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 27, 2012, 10:18:37 AM
Cool, I'll double check that. As for the missions, I'm working on them! I've been doing balance at the same time, which also takes time. I currently have a rather challenging one where you have to kill an Onslaught, a Venture and an Enforcer plus escorts with two Desdinova, a Revenant, and two wings of Locusts. Took me quite a few tries to get it down, had to play around with refitting my Desdie a lot.

The other one is a slugfest between some tri-tachs and a fairly sized BRDY fleet, where you flagship a Nevermore. Landing your AM Lance shots is pretty important in order to win it.

If people aren't too fussy about the polish on things, I can probably have a download up pretty shortly.


Title: Re: Blackrock Drive Yards
Post by: KriiEiter on August 27, 2012, 10:22:44 AM
Glad to finally see another person using BSF sprites to their potential.

Usually when people try to sprite with them they forget about shading and the fact that you can rotate/chop up pieces to your hearts content.

Great work man!


Title: Re: Blackrock Drive Yards
Post by: Amazigh on August 27, 2012, 11:19:13 AM
Another question I have regarding this: The Revenant does not register as a carrier for use with "rally carrier group" in the fleet UI, even though it has a flight deck. Likewise, I can't get any Desdinova kit to register as a "strike" vessel. Is it possible to hard-code the game into recognizing this?

It might not have enough flight decks to register as a carrier.
To register as a full on carrier a ship need to have at least a minimum number of flight decks for its hull size, frigates/destroyers need 1, cruisers need 2 and capships need 3. At least that's how I remember it going.

Love your ships by the way, the slight asymmetry that some have is really neat.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 27, 2012, 03:08:42 PM
Thanks a lot! ;D You have encouraged me to try to get a release out fast.

EDIT: Alex answered this one, and it isn't currently possible. Said he'd put it on his todo list. Does anyone know if you can make a MIRV produce a sound effect when the second stage of the missile fires? fireSoundOne and fireSoundTwo seem to have zero effect.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on August 28, 2012, 01:18:45 PM
DOWNLOAD BETA v0.1! (https://dl.dropbox.com/u/32517861/Blackrock%20Drive%20Yards.zip)
Features three missions - A challenging one, a hard one, and a random one that lets you play around with the ships.
Also features a rudimentary campaign implementation thanks to Uomoz - very much a work in progress.

Tear into the missions, boys, and post some recounts of your meanest Nevermore snipes!


Title: Re: Blackrock Drive Yards - First version release!
Post by: Brainbread on August 28, 2012, 05:26:00 PM
Lets seee so far.

Krait Heavy Bombers have 1 Armor

Revanent: Tactical Variant has 121 out of 120 Points


Thats for "bugs" at least. The Gondactylus are awesome; tons of armour, good shields, fairly fast, and good weapon slots (I'd say they're a bit underpriced for FP?). The heavy fighters are cool. Like tiny frigates, and seem to do a good job overall.

As for the rest of the ships; they have painfully bad shields. 1.2, 1.1, 1.35 Damage->flux makes them very susceptible to missiles, as unlike most factions, you can't just eat the missiles on your shields.

For the missions, I keep exploding my ships on missiles in the Hegemony one, and I've maxed out at 50% on the Tri-Tach one. Sniping works well enough, but the lack of map control with the fleet makes taking and keeping points all but impossible. I'll keep at it though. I like the Antimatter Blaster and the Ship System for it; they make for a difficult but reward ship to use.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on August 28, 2012, 06:10:24 PM
Thanks for the feedback! It's so cool to finally hear what people think about all the spreadsheet nerdery I've been doing.

As for the bad shield ratios, consider it a designed weakness. Blackrock ships have several inherent strengths that I had to find a way to counterbalance. I had this post laid out as a draft for some time, and now is a good time to put it out here.

  • + They're fast. This one was the toughest to balance, because if a ship can always pick its fights, it often only fights when it has an advantage.
    + They have a lot of damage output, and often strong burst damage. They also have a TON of Ordance Points. Have you tried customizing the Nevermore yet?
    + Their flux stats are quite respectable, only falling short of certain Tri-Tachyon ships.
    + They mix Energy and Ballistic weapons, allowing a lot of flexibility in damage type and damage delivery. In addition, they have the flux stats to use the more advanced Ballistic weapons freely, compared to Core Epoch or Hegemony ships.
    + Because of speed and firepower, Blackrock ships mop the floor with enemy frigates and fighters.

  • - They are fragile. With the exception of the Gonodactylus and Revenant, Blackrock ships don't have good armor or hull integrity. You should be constantly moving.
    - The aforementioned bad shield ratios. This is to put emphasis on speed and positioning (HIT AND RUN) and to ensure that you can't simply outmuscle Tri-Tachyon and Hegemony ships all the time. The only Blackrock ship with a good ratio is the Gonodactylus, because its shield is so narrow.
    - A combination of the above factors makes it hard for Blackrock ships to win in a straight up slugfest. Even though the Nevermore has amazing frontal firepower, never send it head-on against an Aurora, Dominator etc. You will get overloaded.
    - Slightly high FP costs across the board.

Both the Tri-Tachyon and Hegemony missions are designed to be quite hard though, so if you want a good score, you'll have to put in an effort ;D

In the Hegemony mission, you'll also have to place your Revenant well and protect it so you can keep repairing your fighters. If you don't have any ships to distract the HMS Rajah with, there's no way you can hurt it. But the goddamn Desdie can OUTRUN missiles. I've activated the burners and just done a U-turn towards the enemy with all the missiles still trailing me, and then taken out his engines, only to vent just in time and soak the missiles with my shield. I almost got my ship blown up because I kept doing tiny fistpumps and cocking my head back to hiss "yesssss" through my teeth


Title: Re: Blackrock Drive Yards - First version release!
Post by: DSMK2 on August 28, 2012, 06:33:57 PM
It's nice to see my ancient sprites in there, especially since they've been put to good use :)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Wriath on August 28, 2012, 07:35:51 PM
The ships not available for sale in the campaign intentionally or did I somehow mess something up?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Amazigh on August 28, 2012, 08:03:42 PM
Love the mod so far, looks like it's gonna be awesome when it's finished

A couple of things I noticed when playing around with your ships:
the Squall cannons muzzle flash looks a bit silly, maybe give it a slightly narrower angle.
The Antimatter Lance is so satisfying to fire, with all those lovely effects and THAT SOUND, I love that thing.
the Hammerclaw is pretty interesting, the really short primary phase can make it a bit difficult to use at times.
some variants haven't got their PD weapons set to autofire as default which can be mildly annoying.
also the "desdinova_fastattack" variant fails to load ingame for me, no error, but doesn't appear in either the codex or the refit menu.

But overall it's a really good looking mod.

The ships not available for sale in the campaign intentionally or did I somehow mess something up?
It seems that the station is not set up to sell the ships yet.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Alex on August 28, 2012, 08:08:27 PM
Didn't have a lot of time with it, but just a bit of quick feedback.

First of all, great stuff overall. Kept getting killed in both of the first two missions, but was progressing so I'm quite sure they're doable. The ships feel very distinct - the Arc Jet burners and the mobility on the destroyer give a neat feel, sort of like a Tempest of the destroyer world.

The cruiser (? flagship in first mission) is great, too - love the Antimatter Lance, and pairing it with the Lucifer system is a fun thing to try to get to work right. I didn't quite manage, but it seems like if you do, the results would be quite worth it.


The projectiles for the Squall Cannon look scaled-up and a bit pixelated - I'd change up the graphics to something else, maybe even a full-on energy bolt like the Onslaught's built-in TPC, or just a new, higher-resolution bullet graphic altogether. The gun has a great feel to it, though, but also seems too strong for a small slot. IMO, would be more appropriate power-wise for a medium, or small with a much longer cooldown.

(I'm guessing you probably based it on the AM Blaster in terms of keeping it balanced - but it's got superior stats in some very important areas (range, higher rate of fire, *much* less flux headroom needed to fire), and more importantly, it's paired with shield-busting kinetics, where the AM Blaster is usually not, due to flux concerns. Consider that a Harpoon does 750 damage per shot - not *that* much more - and it's much easier to counter, where these things are so fast they're almost guaranteed hits when shields so much as flicker down. I get that it's part of the whole package of fragile + superior firepower, so maybe just raising the OP cost somewhat would do. Obviously, just my opinion here, don't feel obligated to change it if you feel otherwise.)


The sound for the Arc Jet has the built-in deactivation, so if you start a burn and then pause the game/switch to the command UI/etc, it'll finish playing out and sound like it shuts off. You probably want to separate the sounds into activation/loop/deactivation - take a look at burndrive.system for how it does it.

The new sounds are really nice, btw. Adds a whole new feeling of freshness to the ships.

Looking forward to seeing where this goes!


Title: Re: Blackrock Drive Yards - First version release!
Post by: Amazigh on August 28, 2012, 08:15:17 PM
What Alex said made me remember something I was going to say about the Squall Cannon, it should probabally have quite a bit less ammo it seems to have quite a lot for a small weapon of it's power, 40 or lower would be a reasonable amount imo.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Brainbread on August 28, 2012, 09:52:40 PM
Tried it out again. Swapped missile slots for more caps and vents (the missiles don't really seem to have much value when compared to Squall Cannons). Replaced the MG's on the Revanant with Squall Cannons and Rail Guns to help clear Hegemony everything, and let the AI handle the Squall's on the cap. Pulled a 90% this time around, and am absolutely loving the ships.

They're fast, stylish, and they have interesting systems! I also learned that Arc Jetting right behind an Onslaught who just used their own Burn Drive does not work. As you go significantly further than they do, then you crash into their engines and explode because of massive hull damage from it.

Still fun though. I can't wait to see them when they're all tweaked out and campaign playable. They feel like... High Performing Mid-Line ships, which is a great nice. Current mid-line ships feel like they are caught between two extremes and can't perform well in either, whereas the Blackrock Ships took the idea of being a Hybrid and made it into a thing. They don't feel like, "Neither Hi or Low Tech" but a new kind of tech all together.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Psycho Society on August 28, 2012, 11:04:39 PM
This is a really cool mod. I love the smoke effect on the antimatter lance and squall cannon. Absolutely in love with the ship aesthetic too.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Acolnahuacatl on August 29, 2012, 01:55:05 AM
Going to echo what Alex et al. said about the squall cannon being a bit too powerful right now, but otherwise the mod is very well-balanced, fun to play, and aesthetically appealing. Nice work!


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on August 29, 2012, 05:30:53 AM
Ah man, YOU GUYS! I'm so glad you like it.

The Squall Cannons are basically supposed to to be Ballistic AM Blaster-esque weapons. I have half-considered building them into the Desdinova at one point in order to skip the balance concerns resulting from letting any ship equip them. But what Alex said is very true, too, I could simply have made them Medium with more OP cost. They are a last-minute addition to the mod, though, and as such they lack a lot of polish. Gonna have to take a look at them again.

Either they will be Medium guns with much more flux cost, and I will give the Desdinova two forward-firing built-in versions with less flux cost, or I'll rebalance the whole thing. Open to suggestions too!

Quote
The cruiser (? flagship in first mission) is great, too - love the Antimatter Lance, and pairing it with the Lucifer system is a fun thing to try to get to work right. I didn't quite manage, but it seems like if you do, the results would be quite worth it.

It feels like hitting a homerun, basically.

Quote
It's nice to see my ancient sprites in there, especially since they've been put to good use

Dude, they're great. I owe a lot to those sprites!

As for the campaign and the station not selling ships, I really haven't done much in that department yet. It'll come, though.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Piroton on August 29, 2012, 05:51:03 AM
Yes! It's the legendary Cycerin!

Fantastic work. I love the style you've brought over from your old BSF stuff. That was, and still continues to be amazing. I'm looking forward to more from you :D

Also, how did you manage to get the sprites to work properly? I can't seem to get mine right ._.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Uomoz on August 29, 2012, 06:20:52 AM
As for the campaign and the station not selling ships, I really haven't done much in that department yet. It'll come, though.

We can work on that as soon as I get back from Uni buddy.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on August 29, 2012, 12:30:02 PM
Also, how did you manage to get the sprites to work properly? I can't seem to get mine right ._.

Haha, thanks! Its cool to put all the ships I made back then to use. What do you mean by sprites? Are we talking Battleships Forever here, or implementing ships in Starfarer?

Meanwhile: (http://i.imgur.com/FFqC4.png)

I actually have two huge Blackrock ships from my BSF days, but I decided to implement this one first because it has a better layout for putting down hardpoints.

As for the other one:
(http://i.imgur.com/dJhl7.jpg)

(Guest starring the ship that would become the Scarab)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Piroton on August 29, 2012, 02:47:55 PM
I'd really like to get my stuff implemented into Starfarer as a mod too, so any help you could give me about this would be really appreciated.

Is that a BSF Metagame 1 loadout I see there on your ship? :D
(I used to participate in that too, as guilee186)

But hot dang, that is amazing colourwork you've done there.


Title: Re: Blackrock Drive Yards - First version release!
Post by: calvin1211 on August 30, 2012, 07:03:04 AM
IIRC the BDY ships were in the BSF metagame 1. Though I've never seen the Sachumodo before.
And damm, Cyc, these are really good. The editing makes them fit really well into Starfarer's art style.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Vensalir on August 30, 2012, 12:50:45 PM
Just tried out your mod and.. Well, I'll just be blunt.

SO MUCH WIN !

Beautiful sprites, balanced ships and sniping frigates with the AM lance is pure pleasure. Excellent sound effects, too ! Can't wait to see more  ;D


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on August 30, 2012, 01:32:56 PM
Is that a BSF Metagame 1 loadout I see there on your ship? :D
(I used to participate in that too, as guilee186)

Damn, I didn't know there were still people around who remember that. All the stuff we did out of love for that game... (and all the huge bloated projects that died before they could take off)

Piroton/guilee, go read the tutorials in the sticky! That's basically what I did, then I downloaded Trylobot's ship editor and messed around with it until it worked. And if you're going to clean up BSF screenshots in photoshop, make sure you set a pure white background first so its easy for photoshop/gimp to select and remove it.


Title: Re: Blackrock Drive Yards - First version release!
Post by: GUNINANRUNIN on August 30, 2012, 03:34:31 PM
Gee, I didn't know the Gods themselves made threads on Starfarer!
Whats that? You're not a God?
Haha! You kidder! :)


Title: Re: Blackrock Drive Yards - First version release!
Post by: mendonca on August 31, 2012, 12:43:35 AM
Finally made some time to play this last night, and can't really add anything much other than has already been said.

I love the Desdinova, got a chance to have a spin with this thing in the Simulator (I didn't summon the spirit to take on the 'hard' mission). And yeah, the squall cannon is really cool but possibly a bit OP in its current incarnation.

The Nevermore is super, super cool. I love the lucifer thingy and it feels very cool to pop an overloading Tempest in conjunction with the antimatter cannon. I probably won't be able to do that again in a hurry.

I might suggest dropping the ammo count on the cannon, as I never felt as if my ammo was ever really limited. The way I was using the ship, firing and then backing off a bit, with the ammo recharge rate as it is I was never below 3 on this. Maybe if it was nudged down to 3 you would feel slightly more precious about using it, and would add a bit of a 'do I or don't I' feel to firing the thing.

I don't need to say it but I will anyway, the sprites, sounds, and effects are awesome.

Also I felt the variants on the Gondactylus were a bit sub-optimal. Not sure the bank of 3 vulcans is a sensible choice (one alone would provide decent PD and still cover the same general area, freeing up the other two points for perhaps a different role) and 3 autocannons (as opposed to 3 dual autocannons) would be significantly more flux efficient with perhaps a small drop in effectiveness, giving 6 OP to play with elsewhere.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Piroton on August 31, 2012, 01:39:30 AM
Damn, I didn't know there were still people around who remember that. All the stuff we did out of love for that game... (and all the huge bloated projects that died before they could take off)

Piroton/guilee, go read the tutorials in the sticky! That's basically what I did, then I downloaded Trylobot's ship editor and messed around with it until it worked. And if you're going to clean up BSF screenshots in photoshop, make sure you set a pure white background first so its easy for photoshop/gimp to select and remove it.
Even then, your shipmaking skills were far beyond a couple of notches above mine. Mine still look cluttered. Also, I still miss all the crazy designs we submitted for the metagame, and all our bloated projects (which took forever to move forward)

Haha, I'm trying this out now. I must say, I don't have anywhere near the patience or the kind of photoshop skills you have, so this is going to get really bumpy, seeing as school commitments keep me from having too much free time or the drive to work on independent projects.

Also, for some weird reason the Metagame shipmaker arcalane built for us doesn't seem to want to accept my white background.
Makes me kinda sad, so I've had to make do with substandard wine-red.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on August 31, 2012, 05:44:30 AM
Finally made some time to play this last night, and can't really add anything much other than has already been said. [...]

Valuable feedback though, I concur on many points you raised, and I have some ideas already for upcoming changes.

Quote
Also I felt the variants on the Gondactylus were a bit sub-optimal. Not sure the bank of 3 vulcans is a sensible choice (one alone would provide decent PD and still cover the same general area, freeing up the other two points for perhaps a different role) and 3 autocannons (as opposed to 3 dual autocannons) would be significantly more flux efficient with perhaps a small drop in effectiveness, giving 6 OP to play with elsewhere.

Well, feel free to post some alternative variants if you can make them work. In my experience, 3x duals with the ammo feeder active just made my Gonoes unable to keep their flux in check in a straight firefight, and the vulcans make the ship basically immune to missiles while providing some of the most ridiculous anti-hull damage in the game. Not only that, but they eat drones and fighters alive. That's the thinking behind the kit, at least.

Also, just as an aside, it was your Dugong that gave me the inspiration to make an asymmetrical ship.

To be honest I had difficulties coming up with good fits for the ship because of how erratically the AI is prone to acting if it gets too much room for interpretation. :D

Quote from: Piroton
Also, for some weird reason the Metagame shipmaker arcalane built for us doesn't seem to want to accept my white background.
Makes me kinda sad, so I've had to make do with substandard wine-red.

Are you sure you saved it as a .bmp? I dont think Shipmaker will accept anything else for backgrounds.


Title: Re: Blackrock Drive Yards - First version release!
Post by: mendonca on August 31, 2012, 05:54:18 AM
Well, feel free to post some alternative variants if you can make them work.

Yeah, I'll have a play about. To be honest I'm not going off too much evidence on this, didn't get a chance to watch them very closely (too frightened about everything else that was going on  :D).

It's probably more based on 'what I would have done'.

I'll see if I can have a play and offer something more constructive - or perhaps even rescind my statement :)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on August 31, 2012, 08:27:15 AM
That would be awesome. Play my mod more. Play it... FOREVER.

Working on a phase ship, the Nadir.

(http://i.imgur.com/ZlzRq.png)

The phase coils are different from the ones we are used to, because they are built into a bigger surface area of the ship. I'm just working on making the ship look more like it's built around those coils, and on connecting it all into one big "circuit". Basically digging grooves into the ship. Ingame it looks ok so far but I'm far from finished.

Paint job's also going to be darker but I'm leaving that for when the phase coils and hardpoints and all that jazz are nice and finished.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Trylobot on August 31, 2012, 08:46:05 AM
Cycerin you're on a level above. Top-notch work all around. I have only (admittedly useless, to you) positive feedback regarding the playability of the missions you've released so far, and the ship designs are wicked cool.

Rule of cool forever!


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on August 31, 2012, 08:55:41 AM
Thanks, man! I couldn't have done it without your incredible ship editor.

Rule of cool forever!

This basically summarizes everything I try to do here.


Title: Re: Blackrock Drive Yards - First version release!
Post by: MShadowy on August 31, 2012, 09:01:04 AM
Well, rule of cool definitely works for a lot of things, heh.  Nice work on the Nadir.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Xareh on August 31, 2012, 02:33:19 PM
DAMMIT DYSPRAXIA


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 01, 2012, 11:49:51 AM
DAMMIT DYSPRAXIA

Ah - not having an easy time of it trying to do the lucifer/am lance combo?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 07, 2012, 07:54:57 PM
Now that school's back in full force and whatnot, the mod has taken a back seat. Still putting in work here and there though. Put together a new ship alongside working on the Nadir, this one being much easier to complete:

(http://i.imgur.com/lNnLz.png)

The Mantis-class frigate is a dedicated attack vessel, capable of fielding a multitude of missile weapons and hard to intercept due to its enormous engines.

I was thinking I'd make a new type of rocket launcher that would go well with this ship: one that would be much faster and more accurate than the Annihilator, but with smaller salvoes and damage output. Could see the Desdinova fitted with similar weapons to great effect.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Brainbread on September 07, 2012, 10:08:28 PM
Maybe a Sabot-type rocket (a two-stage). A small cluster of dumbfire shells that go out in a clump, and then launch themselves at the target when near enough for explosive damage?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Sweetraveparty on September 08, 2012, 08:08:16 PM
SO BEAUTIFUL! MY GOD


Title: Re: Blackrock Drive Yards - First version release!
Post by: WKOB on September 08, 2012, 11:19:27 PM
Alright, question for you.

While I love the Gonydactylus, both in concept and how it plays, I'm not sure I understand the built-in weapon; it seems fairly useless?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Xareh on September 09, 2012, 02:34:21 AM
DAMMIT DYSPRAXIA

Ah - not having an easy time of it trying to do the lucifer/am lance combo?
Actually, spriting at all.
You do know what dyspraxia is, right? It's a handwriting/coordination disorder. For the most part it's wrecked my handwriting alone, I can touch type way rather fast, though that probably derives from a laptop in school.

I couldn't ever draw... :(
But I know what I want my stuff to look like. Which makes it even worse.


Title: Re: Blackrock Drive Yards - First version release!
Post by: WKOB on September 09, 2012, 02:51:09 AM
Hand eye coordination doesn't have that much to do with this type of artwork at the end of the day. It's all post processing.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Xareh on September 09, 2012, 03:42:17 AM
Hand eye coordination doesn't have that much to do with this type of artwork at the end of the day. It's all post processing.
It does for me.
Look, it's really hard for me to convey how difficult it is to draw anything without extreme patience, way too much time and so much hard work for something that could only be a couple hundred pixels in size.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 09, 2012, 07:09:14 AM
Hand eye coordination doesn't have that much to do with this type of artwork at the end of the day. It's all post processing.

My post processing involves a ton of pixel by pixel editing and painting onto the ships, though. But he's got a point. BSF shipmaker and filtering in photoshop are both things that dont take tons of coordination/where you can nudge stuff into place with the arrow keys.

As for the built-in weapon, it's basically a sabot SRM that does high explosive damage and moves faster once it takes off. Use it to damage venting ships without having to close in too far, or to force people to raise shields if you run mostly autocannons.


Title: Re: Blackrock Drive Yards - First version release!
Post by: harrumph on September 09, 2012, 08:18:46 AM
More feedback for you!

The mod is fabulous overall. All of the playable ships are super fun (well, the Revenant not so much, but carriers rarely are), the missions are well-balanced and challenging, the sound effects are awesome, everything looks gorgeous, and it all fits in surprisingly well with the vanilla content while filling a bunch of heretofore unfilled niches—it's just outstanding work all around. The Nevermore really stands out, though. The ship is an absolute dream, a perfect glass cannon, difficult but extremely satisfying to use well. Brilliant use of a built-in weapon and a cool new ship system. Blasting a Wolf or Tempest apart when he vents, thinking he's just outside your range, could hardly be more satisfying.

That said, I don't think you should go overboard with built-in weapons; it'd be a shame to make the squall cannon a Desdinova exclusive, especially considering that there's no HE counterpart to the heavy MG (a hard-hitting, short-ranged medium kinetic ballistic gun). The Hammerclaw is (in my opinion) also unnecessary as a built-in piece of the Gonodactylus; I don't think it'd be a balance problem to make that weapon or a similar one (maybe a beefed-up version of the rocket launcher you're planning for the Mantis?) universally available. The Gonodactylus would be well-served by a flexible (medium?) missile slot, too—I'm sure the AI would have an easier time with it—although I guess it'd spoil part of the lore. That ship, by the way, is totally weird and very satisfying to fly when you manage to use it effectively.

The Revenant, apart from not being particularly interesting to pilot, is too expensive FP-wise: an Odyssey is only one point more expensive and outclasses the Revenant in every possible respect except for speed. As a one-on-one combatant, the Revenant is certainly stronger than a Venture, but as part of a fleet I think they each have their strengths and weaknesses, with the Venture obviously providing more valuable fire support options than the Revenant. As it stands, I think the Revenant should be closer to 13 FP than 17, but maybe you could rework it? It's a cool design; it should have something to really set it apart from the other carriers.

The Locust and Krait are the only not-so-good parts of the mod. Nothing wrong with the art, and I like the concept of the Locust (I'm not sure the Krait is really distinct enough from the existing torpedo bombers), but both ships need some serious tweaking. Shields on strike craft are kind of a mixed blessing, putting the ships in great danger of being overloaded. With their 1.0 shield efficiency, a Krait or Locust will take 550 shield damage from a single HVD shot (and they're such big targets, compared to a Dagger or Xyphos, that they actually do get hit by big guns—not that they don't get overloaded by small guns all the time too). Considering that the Locust, with all guns firing, burns 490 flux per second while barely dissipating a quarter of that, and you have a recipe for disaster—it's at full flux in under three seconds, and almost anything will overload it. Even just to use all of its guns effectively, the Locust needs a higher flux capacity; I think it'd be better off without shields at all, with heavier armor to compensate. Might be better with fewer and/or lower-flux weapons, too. The Krait, since its weapons barely use any flux, doesn't fare as badly as the Locust (which is practically useless in its current state), but it is still very easy to overload.

Sorry if that got a little negative (apparently, that's my MO—and what else would you expect from a guy who calls himself harrumph, right?); I really do think it's an awesome mod and I can't wait to see it grow and improve!


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 09, 2012, 12:48:57 PM
Thanks a ton for the awesome praise and feedback.

And man, negative feedback is usually the most valuable - provided it's written at length. Negative oneliners are profoundly unhelpful.

I admit to having had some trouble balancing the fighters. The Krait went back and forth between being a superheavy unshielded fighter and being the bomber it currently is, but neither felt quite "right". The Locust fares well when its delegated to killing enemy fighters, but it has trouble absorbing shots that would have slipped inbetween smaller fighters. I have half-considered turning it into a frigate instead, thoughts on that?

As for the gono, the reason it has a built-in weapon that works the way it does, is because the AI can't pilot it if it has a medium missile slot. I've tried everything, but if it has a sabot SRM pod or proxy launcher, it never fires them, and if it has a Harpoon, it tries to stay out of close range and slowly waste its shots on nothing in particular. Likewise, a fixed hardpoint containing a gun of some sorts also never gets used.

The Revenant is expensive because it basically comes with a free fighter wing - its drones. Being basically completely unbombable when its drones are up, and being able to sic them on a frigate or fighter wing to instantly destroy it, the ship is deceptively powerful in my opinion. It's also fast, fairly well shielded, and can be kitted out with a surprisingly powerful weapons package. I might consider dropping it a few notches down on the FP scale, but I certainly think it outperforms the other mid-size carriers in the game.


Title: Re: Blackrock Drive Yards - First version release!
Post by: harrumph on September 10, 2012, 02:43:30 PM
I admit to having had some trouble balancing the fighters. The Krait went back and forth between being a superheavy unshielded fighter and being the bomber it currently is, but neither felt quite "right". The Locust fares well when its delegated to killing enemy fighters, but it has trouble absorbing shots that would have slipped inbetween smaller fighters. I have half-considered turning it into a frigate instead, thoughts on that?

Well, I think a big, gun-heavy fighter wing is unique in a way that a frigate probably wouldn't be (although there are surprisingly few ballistic-oriented vanilla frigates), and besides, how can you have something called the Locust be a single ship? We need swarms of them! In fact, adding a third Locust to each wing would increase their survivability quite a bit (and if you had to resize the art, being smaller would make them less vulnerable too), although you'd still have to do something about the ship's flux problems. How do you envision them functioning in combat, kind of like tiny frigates that can be repaired by a carrier? Are they primarily an anti-fighter escort, or should they be harassing larger ships? (The needler suggests the latter, but then their armament is pretty mixed.)

It's a shame that giant torpedoes cover up the Krait art, by the way. Did you ever try making it a non-missile-based strike craft? Mounting an AM blaster or something similar on a fighter might be crazy, but it would definitely be different, and it'd fit well with the faction's tactical rubric. Balancing would be tricky, but since it's a fighter wing at least you wouldn't have to worry about the player exploiting it (well, not through direct control). A hardpoint mount for the weapon and poor maneuverability for the ship might be a good start? The shields would obviously have to go, too.

Quote
As for the gono, the reason it has a built-in weapon that works the way it does, is because the AI can't pilot it if it has a medium missile slot. I've tried everything, but if it has a sabot SRM pod or proxy launcher, it never fires them, and if it has a Harpoon, it tries to stay out of close range and slowly waste its shots on nothing in particular. Likewise, a fixed hardpoint containing a gun of some sorts also never gets used.

Weird! It's not so bad with the Hammerclaw, all things considered (every now and then it just randomly takes a shot in the absolute wrong direction, but hey, sometimes I do too), and it's actually quite good about swinging its broadside around to ward off frigates and the like.

Quote
The Revenant is expensive because it basically comes with a free fighter wing - its drones. Being basically completely unbombable when its drones are up, and being able to sic them on a frigate or fighter wing to instantly destroy it, the ship is deceptively powerful in my opinion. It's also fast, fairly well shielded, and can be kitted out with a surprisingly powerful weapons package. I might consider dropping it a few notches down on the FP scale, but I certainly think it outperforms the other mid-size carriers in the game.

The drones make an effective PD screen for the Revenant, but they're pretty easy to pick off (they have short-range weapons, and the carrier itself doesn't have much long-range punch) and, unlike an actual fighter wing, they can't be replenished indefinitely. I find that when they're set to "free roam," rather than swarming effectively, they just sort of wander off and get swatted in twos and threes. (I might be doing something wrong.) In any event, the Revenant only has two medium weapon mounts—with MGs or autocannons mounted forwards, it can chew up enemy shields, but then it can't really finish the job; you could stick a bunch of assault guns (or squall cannons) up there, but then you'd have a hard time breaking through the shields of even a destroyer. It's a solid ship, definitely a tough nut to crack, but it's not very scary to go up against, and much less interesting to fly than the other BRDY ships. Maybe longer-range weapons on the drones? More medium guns on the cruiser?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Wyvern on September 10, 2012, 02:54:56 PM
My personal fitting for the Revenant involved a flak cannon (Or was it dual flak?  I forget.), a heavy blaster, and some light needlers; the combination seemed to work fairly well at destroying enemy frigates, even in reasonably large numbers, and the needlers complement its drones nicely.  Still not that great against anything its size, but that's ok - it's a carrier, after all.

The Gonodactylus, though... I tried three or four different setups, and eventually just gave up on getting any use out of the hammerclaw; my final configuration was three light needlers and an assault chaingun.  (Would've preferred a heavy mauler, but the AI had a tendency to sit at extreme range and try to bring down enemy shields with just the mauler.  Not so bright.  The shorter range of the chaingun fixed that problem.)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 10, 2012, 10:21:10 PM
The idea behind the Locust is that it's supposed to be like a corvette that can be serviced at a flight deck and operates in pairs. Lore-wise, being constructed in a certain way to facilitate this, it's almost impossible to refit. So the Locust is a highly flexible small craft that can assault other fighters or bombers, harass larger ships, and its size results from having to carry an assortment of weapons to perform its role.

What I'll probably do is turn the Krait into a heavy fighter that flies in wings of 3, and make Locusts slightly slower and with a more effective flux/shield stat setup. I'll make a dedicated strike fighter later on. Right now I'm actually slowly working my way up in Uomoz' Corvus (it works with Blackrock mod) using a captured Revenant, an Enforcer, a Rickshaw and a Hound, and I honestly still feel the Revenant's drones are quite worthwhile. It can refabricate them slowly over time too, like the Tempest. Microing your drones is supposed to be the appeal of manually piloting a Revenant, so I made them squishy yet armed to the teeth. They eat low-tech ships alive, and having 8 light mortars and 4 vulcans munching away at a big ship from behind adds up really fast. I just saw a Wolf trying desperately to teleport away from four of those drones only to get slowly taken apart by them after overloading from a HV driver shot. Hounds, Buffalos and Lashers are fish food. Love dem barracudas personally.

Anyway, as you can tell from looking at the Revenant's graphics, it used to have a large ballistic slot. I might end up giving it back that one. Should help it stand out a bit and give it more useful loadout options. If I did that then the current ballistic slot would become the medium energy slot instead.

I don't really like the side sponson guns on the Scarab and I'll probably take them off, unless someone's completely in love with them for whatever reason. The entire frigate is supposed to be quite adaptable and with a generous armament, and it fits that bill quite well right now, but.. ugh. Those sponsons dont jive with me.

I still have a lot of balancing work to do. :D


Title: Re: Blackrock Drive Yards - First version release!
Post by: WKOB on September 11, 2012, 06:20:11 PM
The sponsons are the most effective PD positions in my experience.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 12, 2012, 09:06:44 AM
Yeah they work well with vulcans or light MGs on it. The current stock attack variant for the Scarab is using a turreted squall cannon, two ir pulse lasers, and two light MGs and it works fairly well. My main beef with the sponsons is that it looks silly with certain stock turrets on it.

Did some rebalancing and Uomoz helped me get a station inventory going, so Blackrock is now pretty playable in the corvus campaign. Gonna make some weapons next, Blackrock is in the weapons business after all, not just in the shipmaking biz. :)

Here's the Desdinova firing its new Squall Cannons:

(http://i.imgur.com/404uR.png)


Title: Re: Blackrock Drive Yards - First version release!
Post by: ramondarkdemon on September 12, 2012, 09:25:32 AM
Holy mother of epicness  ;)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 14, 2012, 11:52:09 AM
(http://i.imgur.com/xUNFK.png)

Still don't know what ship system to give it. Was considering some sort of weapon activated through the ship system controls, or an incredibly superpowered EMP system that wrecks everything that gets too close to it. This ship is supposed to be on the threat level of a Paragon and is definitively no walkover.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Talkie Toaster on September 14, 2012, 12:34:05 PM
The engines look pretty intimidating, and the front looks seriously well armed in comparison to the back. So... to tie in with the advanced maneuvering jets in the previous ships, how about a maneuvering jet that also fires 'beams' from the engine mounts? So when your cap ship gets swarmed and your poor rear weapon coverage bites, you have an 'emergency escape' button that also deals a bunch of damage? It might be a bit close to the burn drive though, even if it has the opposite aim.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 14, 2012, 01:01:45 PM
A Kzinti Lesson Dispenser? :D It's too good not to consider. I just had an idea, though... will get back to the thread in a bit.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Piroton on September 14, 2012, 08:44:14 PM
Crap me, that Meta1 Ship turned into such a beauty.

I'd suggest a Maneuvering Jets-like thing which greatly increases your strafe rate - that'll make for a great escape/flank tool.

BUT YES YES YES THE SYSTEM BATTLESHIP YES
/fanboying

Honestly though that glow is sexy, sexy stuff. I'm looking forward to this.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 15, 2012, 07:04:57 AM
(http://i.imgur.com/AVJEk.png)

Took its sweet time to draw that missile launcher, but yeah. The ship system is going to be a Macross Missile Massacre. This ship has the usual Blackrock setup of good flux, enormous weapon capacity, inefficient shields. The missile array is a good thing to use when you need breathing room to vent flux or if you are surrounded by annoying strike frigates.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Alex on September 15, 2012, 08:03:14 AM
Very cool, looking forward to seeing it in-game :)

About the system - you may want to reconsider using a weapon as a system, as you won't be able to get the AI to use it. As the player, you also wouldn't see weapon arcs, ammo counts, etc - it's just not meant for that usage. If you want the weapon to be a unique part of the ship, I'd suggest making it a built-in one (like the Onslaught's TPCs).

For the system itself, I think it's a good idea to look at the role of the ship and give it something that either makes it better at it, or shores up a glaring weakness. Given the BRD "glass cannon" theme, a Fast Missile Racks type system - to use in conjunction with the built-in missile launcher, if you go that route - might work. Or something similar to the Accelerated Ammo Feeder, but for missiles (that'd work better if the missile weapon wasn't bursty, but just had lots of missiles and a decent RoF). A last-ditch defensive measure could work, too.

Just suggestions/thoughts, obviously. I definitely wouldn't put a real weapon in the system slot, though, not if you care about the AI being able to use the ship.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 15, 2012, 08:15:02 AM
Ah, I figured I could hack it into using it if I gave a flare launcher that fired homing missiles the EMP AI, since it's supposed to have a similar "role" to the EMP system in combat. Won't that work? My fallback option was to turn it into a built-in weapon, but I somehow think that makes it less cool. :c

And the reason I wanted to make it a system was because I could make a truly ludicrous missile barrage, something that you might reasonably have to disable the ship's shields and weapons to properly target and unleash.

I might give it a maneuvering jets-esque system or give it more missile slots and do something like what you said. I think it's important to get the big ships "right" since they're basically the poster boys for a faction. The Onslaught, Conquest and Paragon are both extremely cool and well executed in their own ways. Sometimes it's hard to find niches that the game hasn't already covered.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Alex on September 15, 2012, 08:37:14 AM
Ah, I figured I could hack it into using it if I gave a flare launcher that fired homing missiles the EMP AI, since it's supposed to have a similar "role" to the EMP system in combat. Won't that work? My fallback option was to turn it into a built-in weapon, but I somehow think that makes it less cool. :c

That won't work - it'll crash the game. The EMP AI expects an EMP system. And don't let the Onslaught hear you saying it's less cool!

And the reason I wanted to make it a system was because I could make a truly ludicrous missile barrage, something that you might reasonably have to disable the ship's shields and weapons to properly target and unleash.

Well, functionally it could be exactly the same, regardless of whether it's a system or a weapon. And since a built-in weapon is restricted to that hull only, you don't have to worry about it ending up on some other, unintended ship.

I think it's important to get the big ships "right" since they're basically the poster boys for a faction. The Onslaught, Conquest and Paragon are both extremely cool and well executed in their own ways. Sometimes it's hard to find niches that the game hasn't already covered.

Yeah... thanks, glad you think so :) I've got to say you've done an admirable job of that so far - the ships feel different and fresh, but not overpowered.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 15, 2012, 08:44:52 AM
Oh Alex, you are the gentlest crusher of dreams.  ;D

And yeah, finding niches and trying to hack ship systems into doing novel things is challenging and fun. I play a lot of Dota 2, so I like trying to come up with ways a concept can feel "almost overpowered" and yet still have counters.

I think the strafe jet system Piroton suggested would be interesting, if it can be done. Part of the reason I wanted it to be a system, is because I could set one little hidden "system" weapon for each missile pod and have each of them participate in the barrage, sort of like flare launchers work (unless I missed something)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Alex on September 15, 2012, 08:51:02 AM
And yeah, finding niches and trying to hack ship systems into doing novel things is challenging and fun. I play a lot of Dota 2, so I like trying to come up with ways a concept can feel "almost overpowered" and yet still have counters.

That seems like a good way to arrive at something fun.


Part of the reason I wanted it to be a system, is because I could set one little hidden "system" weapon for each missile pod and have each of them participate in the barrage, sort of like flare launchers work (unless I missed something)

Hmm. You could still do that with a built-in, though - I'm not sure what the issue you're seeing is. I guess part of it would be that they could get assigned to whatever groups the player wanted, is that it?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on September 15, 2012, 09:15:20 AM
Yeah, it feels sort of messy and not as cohesive as it could have been. I think I'll find a way to pull it off though.


Title: Re: Blackrock Drive Yards - First version release!
Post by: WKOB on September 16, 2012, 01:48:11 AM
You could make a single weapon mounted in the middle of the ship and then go nuts with barrel off-sets.


Title: Re: Blackrock Drive Yards - First version release!
Post by: HeliosRX on October 07, 2012, 10:45:12 PM
Great mod!
Could you possibly make it fully campaign integrated for the next release? I want to use the Desdinova in the proper campaign!


Title: Re: Blackrock Drive Yards - First version release!
Post by: maximilianyuen on October 07, 2012, 10:56:22 PM
superb graphic, gonna try it soon


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on November 25, 2012, 08:00:57 PM
Hey guys, it's been a while. My uni subjects don't pass themselves.  :'(

Here's a tentative list of changes for the next release, which is going to be fully campaign integrated!

  • CAMPAIGN:
    - Blackrock station now sells all Blackrock ships and weapons, plus some mid-to-high tech stock items.
    - Changed up the composition of Blackrock fleets a lot.


    SHIPS:
    - Added a phase cruiser, the Nadir-class.
    - Added the Mantis-class frigate.
    - Added the Sachumodo-class Monitor.
    - Locust changed to be a light, cheap frigate instead of a fighter.
    - Krait changed into a heavy fighter, still flies wings of 2.
    - Messed around with Scarab weapon slots
    - Tons of minor stat tweaks for balance. Mostly small speed/Ordnance point nerfs.
    - Changed basic variant loadouts of most Blackrock ships to reflect the new weapons.


    WEAPONS:
    - Added custom graphics for and rebalanced the Squall Cannon.
    - Added BR-1 Autogun.
    - Added Solenoid Quench Gun.
    - Added 'Quill' SRM.


    MISC:
    - Fixed Arcjet Burner sound loop
    - Fixed tons of ship bounding polygons
    - Cleaned up ship graphics for the Nevermore and Revenant


    To do before release:
    - Figure out what the *** to do with the Gonodactylus
    - Make better stock variants
    - Figure out good ship systems for the Mantis, Nadir and Sachumodo
    - Custom hull mods?

I'm gonna have to devote myself to clearing up a few mysteries, such as:
- will I understand enough of the new modding possibilities to be able to do some cool *** I was thinking about doing?
- am I going to survive my finals?
- what is love?
- baby don't hurt me
- don't hurt me
- no more


Title: Re: Blackrock Drive Yards - First version release!
Post by: Kaitol on November 25, 2012, 10:35:05 PM
Love is Nevermore.

Or, How I learned to stop worrying and love the Lucifer


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 01, 2012, 10:41:33 AM
:D

Alright, I'm settling into a pretty comfortable identity for most of the ships now. The new Krait is a 8FP mid-speed heavy fighter, with an enormous anti-ship armament but no shields. The Locust is now called the Locust Gunship and is an escort frigate that features multiple small turrets for dealing with fighters and shooting down enemy missiles. The Scarab and Gonodactylus are now much slower, especially the Gonodactylus, who was meant to be a brutal damage sponge from the beginning. I'm going to go back to experimenting with how the AI handles an asymmetrical hardpoint instead of a built-in weapon for it, but for the time being, the AI seems to handle the ship.

I also went through and revised the engine slots on a lot of the ships and did some other minor touch-ups.

The big work now will consist of getting the Sachumodo release-ready, I think I'm going to postpone the Phase Cruiser for the time being. There's too little distinguishing it from the Doom at the moment.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Talkie Toaster on December 01, 2012, 12:25:22 PM
Sounds great, though it's a shame the Nadir isn't making it in- had you still not decided on a system for it?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 01, 2012, 07:03:23 PM
It had High Energy Focus but it felt too much like shoehorning the ship. Besides, like I said, it still basically only did what the Doom does. I might make a phase destroyer instead, since that niche is (for now) untapped by stock ships.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cosmitz on December 03, 2012, 04:08:27 AM
Awesome work, really high quality and sensible design. How's the talk to getting the faction in Uomoz's compilation going?  :)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 06, 2012, 02:37:34 AM
Haven't talked to Uomoz about it much. Either way, right now you can just use both mods at the same time with no problems.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Uomoz on December 06, 2012, 03:40:32 AM
I'd like to integrate it.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 06, 2012, 07:49:13 AM
Yeah, I think that would be cool. After I wrap up this next release!


Title: Re: Blackrock Drive Yards - First version release!
Post by: Reshy on December 06, 2012, 12:01:04 PM
This is Vanilla balanced right?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 06, 2012, 12:24:35 PM
Yeah.

edit:
(http://i.imgur.com/MNs9x.png)
Say hello to the Kurmaraja. Whoever guesses what the hexagonal lattice is for (gameplay-wise) wins a dota 2 invite! (i have like 10 of them at this point)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Erick Doe on December 06, 2012, 01:35:46 PM
Gameplay wise? Probably a ship system. It may create a reflective barrier (fortress shield), or launch drones. Kind of reminds me of a beehive. Whatever it is for, it looks really good.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Uomoz on December 06, 2012, 01:37:05 PM
I think I'll win this one. But I have 30 dota2 invites already.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 06, 2012, 01:40:46 PM
Mr. Doe is onto something... for the record, Uomoz is disqualified due to Circumstances. And like he says, already sitting on a pile of dota 2 invites, the size of which would make even the most battle-hardened garena feeder cry bitter, salty tears.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cosmitz on December 06, 2012, 01:43:24 PM
If it launches plates of armor off your ship as projectiles, that'd be impractical, but awesome as hell.


Title: Re: Blackrock Drive Yards - First version release!
Post by: zakastra on December 06, 2012, 01:48:14 PM
That Sprite is phenomenal. All my Kudos. ALL OF THEM.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Reshy on December 06, 2012, 02:22:34 PM
Anti-Energy Armor?  Energy magnification?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Erick Doe on December 06, 2012, 02:24:00 PM
Anti-Energy Armor?  Energy magnification?

Wouldn't it be neat if those plates would replace themselves, like a regenerative armour? Kind of how sharks get their teeth replaced.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Reshy on December 06, 2012, 02:26:56 PM
Anti-Energy Armor?  Energy magnification?

Wouldn't it be neat if those plates would replace themselves, like a regenerative armour? Kind of how sharks get their teeth replaced.


So basically it channels aperture science?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Wyvern on December 06, 2012, 03:56:51 PM
Well, due to engine limitations, the ones we see in the screenshot can't be drones or weapons - too many slightly different panel graphics, plus if they were weapons, that'd be a nightmare to set weapon groups when tinkering with ship variants.

That said, I could see them as the on-ship representation of a set of (probably regenerating) shield / ablative armor drones - things that, when launched, orbit around your ship and provide some extra defense by just being in the way.

The best alternative I can come up with is that it's some sort of superweapon (EMP of dooom!) or maneuverability booster; imagine hitting 'f' and having every single hexagon light up with an engine flare...


Title: Re: Blackrock Drive Yards - First version release!
Post by: zakastra on December 07, 2012, 04:27:04 AM
I'm thinking either a Beehive barrier shield, Phasing out an opposing ship, or some sort of swarm weapon


Title: Re: Blackrock Drive Yards - First version release!
Post by: TheHappyFace on December 07, 2012, 04:39:39 AM
a massive missle launcher which can fire once every battle. each one of the hexagons will fire one small missle.
probaply the game will lag as hell ,but wo cares about that when everything dies.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Lordzias on December 07, 2012, 06:11:29 AM
Escape pods.


Title: Re: Blackrock Drive Yards - First version release!
Post by: sdmike1 on December 07, 2012, 09:25:02 AM
Ya, i'm going to have to go with some kind of armor... UPDATE!!!  :P


Title: Re: Blackrock Drive Yards - First version release!
Post by: Kaitol on December 07, 2012, 06:07:11 PM
Given the name and appearance, its clearly an ultimate defensive system. Given how little you can screw with armor currently, I'm also supposing its shield based. Perhaps it a creates an invisible drone or drones that have their own massive shields to fake extra shield systems? Or is it more like the fortress shield system? I imagine given your track record its something relatively unique and customized to the specific ship.

Perhaps an invulnerability shield that disables weapons? Or is that too simple... a shield that reflects projectiles? (is that even possible in the engine?)

It could be an anti-missile system, but that seems too narrow for an overall defensive ship....


Title: Re: Blackrock Drive Yards - First version release!
Post by: K-64 on December 07, 2012, 06:13:22 PM
I'm going to guess it's some kind of "hull polarisation" system, similar to the fortress shield, but differs in the fact that its damage resistance buff is attributed to the ship's hull/armour


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 07, 2012, 09:18:32 PM
It's been a bit more than a day since I posted the ship, so I'm going to end the "contest" here. Many of you either had really good ideas, really good ideas that are (to my knowledge) impossible (unless you are LazyWizard, maybe?) but I still got a ton of free good ideas

Anyway:
Quote
The best alternative I can come up with is that it's some sort of superweapon (EMP of dooom!)
Wyvern wins, because of his suspicion that it's related to some sort of energy emitter system. It's going to be that, or if it turns out unsatisfactory, or I get coding help, I'm going to try for some sort of novel defensive system instead. (Kaitol touched upon some of those ideas, specifically the reflective shield, but I figured it's mechanically impossible too, so)

Wyvern, if you want that Dota 2 invite, send me your steam ID or mail address on PM. Woo! EDIT: Wyvern doesn't want the invite. You know what, I'll give away all three, all my peeps already play the game anyway. Three first to PM me get invites.


Title: Re: Blackrock Drive Yards - First version release!
Post by: silentstormpt on December 10, 2012, 05:06:43 AM
Im releasing a new version of the Star Control mod later today, check out the system weapon on the ship Probe is using and see if you like it.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 10, 2012, 09:16:14 AM
Hmm, after I asked Alex about EMP with multiple points of origin, I have reconsidered. If I can get help with the coding, I'm going to make a reflective shield instead (which is apparently possible to make now). Considering to release the mod with a temporary ship system on the Kurma for the time being.

(http://i.imgur.com/QqV4B.png)
Anyway, I made a custom engine style for the faction. Also, that's the new Solenoid Quench Gun, a long-range weapon that murders incoming fighters/missiles at low transversal velocities and offers constant, accurate harassment to lightly armored targets.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 11, 2012, 05:56:58 PM
Your ships are awesome, every single one of them, would very much like to use this mod in my next LP


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 12, 2012, 12:20:46 AM
That would be awesome! Just wait until the next version gets released, please.

EDIT: http://imgur.com/a/tOKsO an imgur album with all the current ships slated for the next release.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 12, 2012, 07:33:10 AM
Wow, that Kurmaraja... What's your ETA? I wanted to begin recording asap.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 12, 2012, 08:13:12 AM
Probably during the weekend.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Thule on December 12, 2012, 08:14:16 AM
How do get the details done, are you blowing them up in resolution first and then add shadows and highlights?

Would love to have a little insight on your workflow, because the results are really awesome.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 12, 2012, 08:47:17 AM
Thanks :)

Well, it's pretty uncomplicated... For the bigger ships, I first piece together a mashup in BSF that makes for the overall shape and attention grabbing parts of the ship. Then I take a screenshot and clean it up in Photoshop until I'm left with a transparent background. I zoom in and create a feeling of depth by changing little things, shading or highlighting, adding in details where needed, working with the sprite's final size usually, so I guess you could call it pixel art. The fighters and the Locust were done entirely as pixel art in photoshop, as are all the weapon and missile sprites. I don't really do any sketches beforehand, I find it's easier to work within the limitations of the medium (although if I had a stylus instead of a mouse, I might've painted in large scale and then resized it like the official art dude does)

For my older ships, most of the work was done in BSF, but I'm changing them more and more in photoshop as we go. For instance, the start of the Kurmaraja was this, a ship I made for Battleships Forever in 2009, using white-on-black sprites I drew myself:

(http://i14.photobucket.com/albums/a350/cycerin/SACHYBP.png)
(http://i14.photobucket.com/albums/a350/cycerin/BFscreen04.png)

I couldn't find the original ship schematic in my BSF folder, so I inverted the colors of the "blueprint" picture and cleaned it up in Photoshop until I had something resembling a greyscale line-art drawing I could start drawing on top of.

I keep a set of swatches in photoshop that make up the overall color scheme and use those as a guide while I finish up the ships. I find I use pretty much every tool in photoshop, but mostly I shade/highlight and draw things with the pencil, brush and line tool. I used to apply gradient washes to the entire ship, but I don't do that anymore. Usually I shade with the presumption that there is a light source above and slightly to the front of the ship, and add light sources here and there to provide a focus of attention.

Been drawing for quite a long time, but I rarely have the time to make anything now. I think the most recent thing I drew on paper was this, earlier this summer :P
(http://i.imgur.com/YbfCd.jpg)
(it's Leshrac from Dota 2)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Reshy on December 12, 2012, 09:46:01 AM
I just had an interesting idea for the mirror plates that appear on the ship.


The idea is that they're a bunch of 'hidden' beam lasers that cost 0 flux to fire, but only are active when the ship has more than 66% flux.


Title: Re: Blackrock Drive Yards - First version release!
Post by: silentstormpt on December 12, 2012, 10:25:16 AM
Heres the emp type of weapon that i wanted to show you, it does damage instead of emp so its custom made to be an actual weapon:

(https://dl.dropbox.com/u/32263294/screenshot055.png)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Reshy on December 12, 2012, 10:47:50 AM
Heres the emp type of weapon that i wanted to show you, it does damage instead of emp so its custom made to be an actual weapon:

(https://dl.dropbox.com/u/32263294/screenshot055.png)


Can you make it come from several different points?


Title: Re: Blackrock Drive Yards - First version release!
Post by: silentstormpt on December 12, 2012, 10:53:59 AM
No, the only way to do so is making several weapon points on the hull with SYSTEM and HIDDEN stats with this shipsystem and tune down the damage and flux cost.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 12, 2012, 11:32:08 AM
I tried that way before I scrapped the concept. Doesn't matter how many hidden system weapons the ship has, it will still only fire from one of them.


Title: Re: Blackrock Drive Yards - First version release!
Post by: silentstormpt on December 12, 2012, 11:51:16 AM
I tried that way before I scrapped the concept. Doesn't matter how many hidden system weapons the ship has, it will still only fire from one of them.

Sorry but they do work...
(https://dl.dropbox.com/u/32263294/screenshot045.png)
*.hull
Code:
"weaponSlots": [
    {
      "angle": 0.0,
      "arc": 0.0,
      "id": "WS0001",
      "locations": [
        91.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "BUILT_IN"
    },
    {
      "angle": 0.0,
      "arc": 1.0,
      "id": "WS0002",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 30.0,
      "arc": 1.0,
      "id": "WS0003",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 60.0,
      "arc": 1.0,
      "id": "WS0004",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 90.0,
      "arc": 1.0,
      "id": "WS0005",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 120.0,
      "arc": 1.0,
      "id": "WS0006",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 150.0,
      "arc": 1.0,
      "id": "WS0007",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 180.0,
      "arc": 1.0,
      "id": "WS0008",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 210.0,
      "arc": 1.0,
      "id": "WS0009",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 240.0,
      "arc": 1.0,
      "id": "WS0010",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 270.0,
      "arc": 1.0,
      "id": "WS0011",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 300.0,
      "arc": 1.0,
      "id": "WS0012",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    },
    {
      "angle": 330.0,
      "arc": 1.0,
      "id": "WS0013",
      "locations": [
        0.0,
        -0.0
      ],
      "mount": "HIDDEN",
      "size": "LARGE",
      "type": "SYSTEM"
    }
  ],
ship_data.csv:
Quote
Marauder,kohrah_marauder,Marauder,marauder_fried_system,15,15000,300,1000,,80,0,150,400,100,50,50,3500,NONE,,,,,,,21,42,100,100,1,1,1,37500,,200019


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 12, 2012, 12:20:18 PM
Yeah, now try that with EMP.


Title: Re: Blackrock Drive Yards - First version release!
Post by: FlashFrozen on December 12, 2012, 12:49:13 PM
Confusion between Drones with emp subsystems and multiple emp emitters on a ship as a subsystem I take it? :P Multiple emitters on one ship have no effect, only one fires, that's why you have to include a drone system with each drone having an emitter for 'multiple' emps.


Title: Re: Blackrock Drive Yards - First version release!
Post by: silentstormpt on December 12, 2012, 01:03:57 PM
Confusion between Drones with emp subsystems and multiple emp emitters on a ship as a subsystem I take it? :P Multiple emitters on one ship have no effect, only one fires, that's why you have to include a drone system with each drone having an emitter for 'multiple' emps.

That dear sir, is simply genius.

Create invisible drones, make it stay still on top of the ship, give them the EMP system


Title: Re: Blackrock Drive Yards - First version release!
Post by: Reshy on December 12, 2012, 01:24:47 PM
Works with shields too if you want to say have phase cloak and shields at the same time.  Or if you want an 'Onion' shield that has several weak layers meant to absorb large infrequent hits rather than smaller ones.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 12, 2012, 01:27:23 PM
Confusion between Drones with emp subsystems and multiple emp emitters on a ship as a subsystem I take it? :P Multiple emitters on one ship have no effect, only one fires, that's why you have to include a drone system with each drone having an emitter for 'multiple' emps.

That doesn't accomplish what I want to do. I don't want the ship to constantly have an EMP effect active, and you couldn't make the drones occupy fixed positions on the ship that actually make it look like that's where the EMP is emitted from (the plates). It's a clever trick though.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Reshy on December 12, 2012, 01:33:12 PM
Is there a way to make temporary drones?


Title: Re: Blackrock Drive Yards - First version release!
Post by: FlashFrozen on December 12, 2012, 01:37:23 PM
Well, You can't perfectly keep the drones aligned to points on the ship ( you can come close but it's still based on orbits so... circles and stuffs.) but a really hacky way of doing it is to have the invisble drones have a really long cooldown on their emp weapons to the point they'll realistically only use it once, then you have to recall the drones to refresh the emp subsytem and then relaunch them, to use the emp agains.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Wyvern on December 12, 2012, 01:39:51 PM
Well... actually... it'd be a pain, but I think you could.

Key points:
  • You can adjust ship stats when drones are active - something like cutting flux dissipation to zero, or slowly generating hard flux, would put a time limit on how long you could keep the drones active.  You'd probably need to write your own system AI to make the AI capable of realizing it needs to recall drones, but it ought to be at least theoretically doable.  Or go with FlashFrozen's idea.
  • You can make the drone system not have a free-roam mode, so each drone will try to keep its assigned location.  Make the drones much faster than the main ship, with high (but not too high) acceleration values, and they'll hold rock-steady; consider the drones used the Apogee, for an example.
  • You can make the drones launch from the exact locations they're supposed to hold station at, so they don't have to spend any time getting into position.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Thule on December 13, 2012, 06:40:11 AM
Thanks for the insight Caycerin.

I am curious what you come up with next.


Title: Re: Blackrock Drive Yards - First version release!
Post by: silentstormpt on December 13, 2012, 07:09:13 AM
On the thread about misc shipsystems, theres a code for hull regeneration, the idea of for example a fortress shield that instead of creating a super shield its possible to make a regenerative shield that regens your flux while using (toggle with a activation time limit and a cd), you can also make light animations coming out of the ship by adding engines with 0 alpha (invisible) then when you activate the shipsystem you change it to visible (same way the burn engine system works visually only)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 13, 2012, 10:30:12 AM
The hacks people are coming up with are really cool.

(http://i.imgur.com/JvEWI.png)

Two Desdinovas sporting new weapons. Play the mod later to find out what they do.


Title: Re: Blackrock Drive Yards - First version release!
Post by: harrumph on December 13, 2012, 11:14:51 AM
But what if we want to play the mod now?!


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 13, 2012, 12:27:39 PM
NO FUN ALLOWED


Title: Re: Blackrock Drive Yards - First version release!
Post by: Uomoz on December 13, 2012, 01:07:26 PM
Too much naga.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cosmitz on December 13, 2012, 05:13:27 PM
NO FUN ALLOWED


.. Do you play Guild Wars2 and are a member of /v/? If not, just ignore this post. Thank you for your cooperation.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 14, 2012, 01:12:05 AM
Neither. That isn't... where that comes from.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 17, 2012, 10:06:00 AM
Well damn, turns out orange is the new BRDY color, because I've been flirting with orange details for a long time and it's easier to use as a faction color.
(http://i.imgur.com/fs08y.png)
(http://i.imgur.com/dztZC.png)
Personally, I think it looks better. Also, I re-did detailing on the Desdinova and finished off an altogether esoteric list of ship names for the faction.
Check the OP for the rest of the ships. Re-wrote the introduction text too so it flows better. :)

Also, this. http://soundcloud.com/fastland/theme-from-blackrock


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 17, 2012, 11:01:42 AM
Is the download updated? :D

EDIT: Also, that song is really really cool ;D


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 17, 2012, 11:17:10 AM
I'm still waiting on a few things before I can push out the new download, unfortunately. I'll PM you when I release it. :)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 23, 2012, 06:30:01 AM
Where'd you go? D:


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 23, 2012, 06:44:51 PM
To IRLand, to my flat in Finalsville, at Christmas Street. *cough* Gonna try to finish things up between xmas and new year's eve, but the battleship never feels polished enough for my tastes. I also want to implement resupply fleets first.

The longer I wait though, the more balanced and polished things get.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 23, 2012, 07:47:40 PM
IRL? Where's that  ???
(first time I read that I actually read Ireland...)

Sorry, I don't mean to sound like I'm trying to rush you, definitely understand why things would be more busy, just getting close to running out of material from the first LP D:


Title: Re: Blackrock Drive Yards - First version release!
Post by: Wyvern on December 23, 2012, 08:08:19 PM
IIRC, IRL = In Real Life

On topic, I'm also looking forward to this.  But no rush; I've got plenty of other things to be doing in the meantime.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 23, 2012, 10:23:53 PM
IIRC, IRL = In Real Life

You mean, you can just go back to real life? D: (I knew, sarcasm doesn't translate well to text, knowing that hasn't stopped me from trying to use it yet though :P )

I think I may be taking a break for this week anyway for the same reasons, your mod so far is fantastic looking, I wouldn't want you to start rushing and sacrifice the quality.

Also, any chance you'd leak some details on the Kurmaraja? ;D


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 25, 2012, 01:09:11 PM
Well, it's a battlecruiser. It's fast for its size, and has a respectable ordnance capacity, but it's flimsier and lighter than a full-blown battleship. It's also a major nuisance to ballistic-heavy enemies, because it has a gravity projection field that gradually slows down and stops projectiles, effectively lessening their range and making bomb-using enemies miserable. This field is intended to act as support for the player's fleet. One thing it can do just to give an example, is make sure that other ships have an easier time evading the fire of large enemy battleships, who would otherwise easily outrange smaller vessels.

I'm still working on the balancing of the field, but it's turning out pretty sweet. Making the AI smarter about using it and finding effective limitations will have to come later... right now, it's somewhat hard to avoid it being flat out useless/overpowered, but I want it to feel cool and useful.

Thanks a ton to LazyWizard for making all this work. ;D

Now for something I'd like opinions on: Would you like to see the Nevermore with steering thrusters as a ship system, rather than the Lucifer Generator? I feel like it would be a much cooler, more imposing ship if it was more focused on quickly being able to use its devastating frontal firepower in a new direction. It's not like the AM lance doesn't do a lot of damage already, and the AI is utter crap at using the Lucifer Generator.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 25, 2012, 03:18:34 PM
Those 2 systems are so far opposite each other, I would almost like having 2 versions of the same ship. The Lucifer Generator is a really cool skill-based idea, but I guess it would be better to go with maneuvering thrusters if you can only have one, and the AI is better with that... Imagine if the AI was good at using the Lucifer Generator though...


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 26, 2012, 09:37:15 AM
I made a custom maneuvering jets system that operates in quick bursts of speed and stores charges like the Phase Skimmer. It REALLY makes the Nevermore much, much more useful and fun to pilot. I might bring back the Lucifer generator concept as a "siege mode" for a long-range destroyer I want to make later on.

But really, things are getting to a point where the faction feels quite polished, and it's more approachable to players too.

The major challenge when doing all this stuff is to avoid breaking the AI.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 26, 2012, 09:44:51 AM
That does sound fun, turning in quick bursts of speed to quickly re-aim the AM Lance. I was thinking of vanilla maneuvering thrusters before but I like this idea better.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Amazigh on December 26, 2012, 02:41:21 PM
I made a custom maneuvering jets system that operates in quick bursts of speed and stores charges like the Phase Skimmer. It REALLY makes the Nevermore much, much more useful and fun to pilot. I might bring back the Lucifer generator concept as a "siege mode" for a long-range destroyer I want to make later on.
Both of these sound like Really good ideas.
The Siege mode could boost damage, disable Movement, but allow greatly reduced [5-10%] turning [the turning would be to make it easier for the AI to use]
The inability to turn that the Lucifer grants might have been a large part of what made it so hard for the AI to use it.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 27, 2012, 01:15:09 PM
(http://i.imgur.com/PUyO2.png)
Desdinova pilots across the galaxy have reported experiencing "significant" joy at the unveiling of the new Arcjet Thrusters. One helm officer reported, "My men will finally stop skinning me about how much those burners got us thrown into Buffalo wrecks and space rocks".


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 27, 2012, 02:06:03 PM
That is really cool, but may I suggest you make the engine trails a bit thicker?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 27, 2012, 02:13:34 PM
When the thrusters fire, the engine nozzles contract. Lengthening the engine flames and narrowing them. It looks good in motion.

But I'm going to move the engines a bit further up. I never noticed that gap before I lowered the alpha on the engine flares


Title: Re: Blackrock Drive Yards - First version release!
Post by: Axiege on December 27, 2012, 02:27:10 PM
Oooh that does sound even more cool. I especially (already) liked the trails coming out from the sides. Overall I love the aesthetic of the faction.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Piroton on December 28, 2012, 01:53:35 AM
Hot dang, Cycerin, those new desdinova burners are amazingly sexy. Idea of 'compressed exhaust' for greater thrust, I presume? On the other hand, the side thrusters' exhaust look just a little too spindly to be exhaust trails, but maybe that's just me.

On the other hand, what about the converted systems battleship? I see the Gravitic Impeder has taken a new form in the subsystem you made. That's pretty awesome, but how did you get it to do that? (I can't code for peanuts)


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on December 28, 2012, 05:05:27 AM
Thanks. ;D Ask LazyWizard! I've just done slight modifications to his work on the impeder system.

It does what it's supposed to right now, but it still needs more work down the road. The AI is unaware of impeding effects on projectiles, for instance a ship will keep its shield raised if there are Annihilator rockets that have been stopped by the impeder, and are are hovering somewhere, on an original vector heading for the shielded ship. If a ship is shooting projectiles that stop short of the shields, the defending ship keeps shields up, and the firing ships also don't move closer to compensate.

All fancy new mechanics break the game a little bit, tbh.

As for ship rebalancing in general, the Nevermore is now a frontal attack ship rather than the glass cannon it used to be. It's still a glass cannon, but now it can actually fight up close due to the better shield ratio, and its new stock variants/balancing reflects this. I don't want to turn it into a kiting ship, although it can be refitted for that purpose if the player wants to. It's still vulnerable to strike craft.


Title: Re: Blackrock Drive Yards - First version release!
Post by: Lopunny Zen on January 04, 2013, 11:17:32 AM
Hey when do you think these ships will be available to buy in campaign if you dont mind me asking?


Title: Re: Blackrock Drive Yards - First version release!
Post by: Cycerin on January 05, 2013, 02:48:54 PM
Right
F*ckin'
Now.

DOWNLOAD VERSION 0.20!!! (https://dl.dropbox.com/u/32517861/Blackrock%20Drive%20Yards.zip)

Changelog:

0.20:
SHIPS:
- Added Kurmaraja-class Battlecruiser
- Added Cetonia-class Freight Courier
- Added Squilla-class Bomber
- Added Serket-class Phase Fighter
- Added Mantis-class Attack Frigate

- Redesigned Nevermore-class Cruiser
// Nevermore is now a close-up combat ship rather than a kiting vessel.
- Redesigned Locust-class Frigate.
// Locust now a frigate, instead of a fighter.
- Rebalanced Scarab, Mantis, Desdinova, Krait and Revenant.
// Desdinova, Nevermore and Scarab now use custom Burst Maneuvering Jets.

WEAPONS:
- Added Solenoid Quench Gun
- Added Antiplasma Blaster
- Added Ironweaver Chaingun
- Added Shard Autocannon
- Added Ichneumon Assault Gun
- Added Quill Rocket Launcher
- Added Fury-class Torpedo
- Added Achilles MRM rack and Pod
- Added Argus Particle Beam
- Added Squall Cannon graphics.

- Added Blackrock station inventory
- Added Blackrock supply fleets
- Added Blackrock Strike Force combat fleet
- Added extra comm strings

SHIP SYSTEMS:
- Added Burst Maneuvering Jets
- Added Gravitic Impeder
Replaced Lucifer Generator with Burst Maneuvering Jets
Replaced Arcjet Burners with Desdinova-custom Burst Maneuvering Jets

MISC:
- Added custom ship names.json
- Added custom engine flare
- Changed faction color to orange
- Changed all sprites to use orange paint decals instead of bright green ones.
- Rebalanced all stock variants.


And with this release, I have a request to you all: Take screenshots! I want some sick screenshots to put in the OP. Bonus if they are of things blowing up.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Spardok on January 05, 2013, 02:53:04 PM
54.1a or 54a? :0


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 05, 2013, 02:54:36 PM
I'm 99% sure it runs on both, but why not use the latest patch?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Spardok on January 05, 2013, 02:55:41 PM
I'm asking to make sure I can run it on the latest patch ;).


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 05, 2013, 03:02:55 PM
Ah. It sure does! Save compatibility with earlier versions of the mod is probably broken to hell and back, though. Some old custom variants in mission saves might also crash the game, possibly, due to reshuffling of weapon slots... not sure.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Axiege on January 05, 2013, 03:04:45 PM
Yay! Sorry for making you feel rushed, that was really not my intention, I wasn't even in that much of a hurry myself.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 05, 2013, 03:12:49 PM
Hey, we're all indie game fans here. I've long internalized the Soon™ mantra as the major guideline for my modding efforts.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: LazyWizard on January 05, 2013, 03:29:48 PM
I'm loving the mod so far. Excellent sound and graphics work. :)

I think the Fury-class torpedo might be too good, though. It's significantly faster than the Reaper for the same OP cost and 7/8 of the damage. My Wolves have never been so effective! ;)


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Spardok on January 05, 2013, 05:28:20 PM
I would like to start off saying (not sure if we can curse on here?) your sprites are #$@#*%$ AMAZING! Very attentive to detail and the colors are beautiful and vibrant. The designs feel very futuristic and techy as well.

Now onto the criticism!:

- [Ichneumon Assault Gun] I feel this gun doesn't really have a place with the Light Assault Gun. I would suggest making it a HE equivalent of the Light Needler by bumping OP cost to 8 and range to 850/900, possibly even adding another 25/50 ammo.

- [Argus Particle Beam] Being only 2 OP points higher than the Heavy Burst Laser It feels pretty powerful. Even though it is fragmentation damage it still does around 325 dps to shields/armor and completely tears apart hull with the same range decimating fighter and bomber wings. It fires at double the speed and has near 20% increased recharge (assuming the stats are all correct). Honestly I have no idea what to suggest doing here :/

- [Interdiction Array] Feels like all it's doing is changing ballistic projectiles to purple.

<will edit/add more as I play through>


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 06, 2013, 06:21:15 AM
Thanks for the feedback! I'm really glad you like the sprites, a lot of care went into making them.

Let me try to clarify a bit around why the weapons are the way they are and what I am trying to accomplish.
The Ichneumon AG is supposed to be equal in power to the Light AG, but more focused on burst damage. Vanilla gameplay in Starsector makes a point out of the risk of trying to finish off overloaded ships: small ships usually need to get close to them in order to deal HE damage, while larger ones get the luxury of being able to threaten from range. I don't want every BR ship to be a kiting ship, I want them to use the mobility to dart in and out of combat and deal their damage more or less up-close. That's why the Shard and Ichneumon fire bursts of projectiles.

However, I had considered to create a weapon that deals light mortar-style DPS at higher flux cost, and has 900-ish range. A sort of light artillery cannon for sneaky Locust and Mantis variants. A HE light needler should have enormous flux costs or OP costs or it would make every other small sized assault weapon superfluous.

The Argus is supposed to be the best alternative for destroying missiles and low-tech fighters if you have the flux and OP. It very easily wastes flux if it fires on enemy shields due to the damage type and huge flux costs. But if you have an Argus PD, you are very, very safe from enemy missiles. That is my design philosophy for it, at least - if it needs readjustment in line with this idea, then I'm more than willing to make them. And iirc frag damage is 25% against armor and shields, so your calculations are off. :)

If you want to see just how much more effective the Heavy Burst Laser is at actually hurting enemy ships than the Argus, arm a ship with a single Argus/Heavy Burst Laser (use the Desdinova) and then try to kill a Buffalo II using no other weapons in the simulator. It takes almost twice as long to kill it using the Argus. And this is an unshielded ship that mainly uses hull to soak damage.


The Interdiction Array is very experimental currently. However it does more than simply tint enemy projectiles. It stops missiles dead in their tracks if the engine has burned out (like Annihilators) and makes Hellbores, Arbalests, Assault Chainguns and such useless because the AI does not move closer to compensate for the projectile falloff. Ideally the system should force ships to fight much closer, but right now the AI does not seem aware of changes to projectile speed brought on by a stat mod.

LazyWizard: I thought the Fury did 2500 damage, not 3500... I think it probably overshadows the Reaper a bit in this case. I'll make some adjustments!


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Spardok on January 06, 2013, 11:24:14 AM
Let me try to clarify a bit around why the weapons are the way they are and what I am trying to accomplish.
The Ichneumon AG is supposed to be equal in power to the Light AG, but more focused on burst damage. Vanilla gameplay in Starsector makes a point out of the risk of trying to finish off overloaded ships: small ships usually need to get close to them in order to deal HE damage, while larger ones get the luxury of being able to threaten from range. I don't want every BR ship to be a kiting ship, I want them to use the mobility to dart in and out of combat and deal their damage more or less up-close. That's why the Shard and Ichneumon fire bursts of projectiles.

However, I had considered to create a weapon that deals light mortar-style DPS at higher flux cost, and has 900-ish range. A sort of light artillery cannon for sneaky Locust and Mantis variants. A HE light needler should have enormous flux costs or OP costs or it would make every other small sized assault weapon superfluous.

Following that design philosophy you definitely got the IAG to where it should be then. Certainly acts like a burst version of the LAG. I was probably a bit too lenient on only increasing the OP cost to 8 instead of 9 or 10 with no additional flux costs.

The Argus is supposed to be the best alternative for destroying missiles and low-tech fighters if you have the flux and OP. It very easily wastes flux if it fires on enemy shields due to the damage type and huge flux costs. But if you have an Argus PD, you are very, very safe from enemy missiles. That is my design philosophy for it, at least - if it needs readjustment in line with this idea, then I'm more than willing to make them. And iirc frag damage is 25% against armor and shields, so your calculations are off. :)

If you want to see just how much more effective the Heavy Burst Laser is at actually hurting enemy ships than the Argus, arm a ship with a single Argus/Heavy Burst Laser (use the Desdinova) and then try to kill a Buffalo II using no other weapons in the simulator. It takes almost twice as long to kill it using the Argus. And this is an unshielded ship that mainly uses hull to soak damage.


Assuming the dps on the weapon listed is accurate for burst, 1294 * .25 = 324 a fair bit higher than HBL's 275 against armor/shields. And 1294 against unarmored/unshielded. Though of course this all assumes the stat page for the weapon is calculated accurately. (I know some weapons in other mods have not been) I don't know how great it would be against capital ships though, it would tear fighters apart like tissue paper.

The Interdiction Array is very experimental currently. However it does more than simply tint enemy projectiles. It stops missiles dead in their tracks if the engine has burned out (like Annihilators) and makes Hellbores, Arbalests, Assault Chainguns and such useless because the AI does not move closer to compensate for the projectile falloff. Ideally the system should force ships to fight much closer, but right now the AI does not seem aware of changes to projectile speed brought on by a stat mod.

Long range and short range Ballistics were still hitting me while turned on even while backing off, and missiles from far ranges were still smacking into me. Wish I could fraps it but alas my computer is a piece of garbage. It may have been because I was running on .54a and not .54.1a, though I would think that would have given me an error if it couldn't obtain the status to apply.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 06, 2013, 11:52:50 AM
When in doubt about whether or not the tooltips are right, check it in the simulator. The burst damage of the Argus against armor is closer to... 80 or something, according to the damage numbers that pop up in-game. If anything, the weapon is sort of underpowered for the cost/overshadowed by the HBL.

And I know that the gravitic impeder system is buggy. It's not a simple matter to make it work better, though, but I have some ideas. I'll probably need help from a person who is very good at Java. *glances innocently over at LazyWizard*

Need to test the reflector shield code after the patch too, since it's supposed to work now...


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Spardok on January 06, 2013, 12:03:20 PM
Sustained is down to I believe 62 if I remember correctly against armor/shields vs HBLs 82 (too busy continuing to droll over Ni No Kuni videos to check lul). With burst at 110 vs armor/shields (I think that's lower than HBL) Which is probably why you see that against capital ships. While S/M is doubled and a 20% increase in recharge so the actual "burst" gets out faster but sustained would be way lower. I never thought it was fantastic against capital ships, just a tad bit powerful against fighter wings.

The IA is certainly a cool and unique subsystem, really can't wait till all the bugs get ironed out of it.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 07, 2013, 03:58:09 PM
Oh yeah, you're right of course. The 80 ish is from a single zap. Anyway, my point is that how it wastes flux against other ships is the designed weakness here. You are basically investing 15 OP into it to crap on enemy fighters and missiles, and a dual flak is still arguably better at the same thing (but hampered by ammo/cant hit at high transversals)

About the IA: Yeah, glad you like it. It'll probably be a little while, though. :(


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Chancellor Meatsteak on January 07, 2013, 05:34:25 PM
One of the frigates (the Scarab I believe) has two light ballistic hardpoints with a fairly wide arc of fire. The problem is any weapon put on them turns very slowly, presumably because its a hardpoint. It appears that if you want a weapon with an arc above fifteen or so degrees you have to make it a turret.

The Burst Maneuvering Jets (which could probably be just shortened to Burst Jets) seem to be more useful for accelerating yourself to a high speed then coasting to where you need to be than quickly maneuvering. Not that it is necessarily a bad thing, just seems unintentional and probably better suited as solely the domain of the Desdinova's Arc Jets. Perhaps you could forcibly limit the ships speed after the burst jets finish firing.

On the subject, I kind of liked the Nevermore's old ship system better. I feel as though the concept of the ship built around an extremely heavy energy weapons fits better as an artillery support ship rather than a close up brawler, especially since the addition of the Antiplasma Blaster makes the newer-version of the Nevermore's weapon less unique, though I suppose its change to being something the AI can actually use is a fair trade.

The short range kinetic weapons, the Solenoid Quench Gun and the Shard Autocannon, are not very useful. Sure their bursts are fairly strong, but not nearly strong enough to justify the greatly lowered DPS or range. For instance, the Solenoid Quench Gun fires a shot once every three seconds, has a range of 500, and only does a pitiful 143 DPS; in order to be more useful than a Heavy Autocannon the ship wielding it would have to be able to get into range, fire a shot, and retreat out of Heavy Autocannon range in the span of only three seconds; and if a ship is fast enough to do that it could easily just equip a Heavy Machinegun, which does a whopping 320 DPS. The high explosive counterparts to these weapons, the Ichneumon Assault Gun and the Squall Cannon, are useful however; the Ichneumon because it's flux efficient, the Squall because of its low OP cost and the way armor damage is calculated, and both because a strong burst is actually meaningful for high explosive weapons since it allows them to better take advantage of situations where shields are only momentarily dropped or facing the wrong way. The Shard could probably be repurposed as the that 'long range mortar' you were thinking about making (the selection of light kinetics fill most niches I feel).

The Ironweave Chaingun is also not terribly useful, it does not have a high DPS and ironically its higher accuracy than the Vulcan actually makes it even less likely to hit missiles since it require more precision to strike its target, as well it is not functionally very different from the other light ballistic PD available. Perhaps it could be a sort of miniature flak cannon, with a higher rate of fire but much less damage per shot and a much smaller explosive radius than the medium version.



In general, however, the mod is extremely well done and very fun to play. I particularly like the new Desdinova, nothing quite like darting around at 400 speed with a pair of Squall Cannons.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 07, 2013, 05:56:50 PM
Man, thanks for an extremely comprehensive feedback post! This is what I NEED right now.

Quote
One of the frigates (the Scarab I believe) has two light ballistic hardpoints with a fairly wide arc of fire. The problem is any weapon put on them turns very slowly, presumably because its a hardpoint. It appears that if you want a weapon with an arc above fifteen or so degrees you have to make it a turret.

Hell, I had no idea. I'll make them into turrets.

Quote
The Burst Maneuvering Jets (which could probably be just shortened to Burst Jets) seem to be more useful for accelerating yourself to a high speed then coasting to where you need to be than quickly maneuvering. Not that it is necessarily a bad thing, just seems unintentional and probably better suited as solely the domain of the Desdinova's Arc Jets. Perhaps you could forcibly limit the ships speed after the burst jets finish firing.

Yeah, in order to not make the ship immediately brake as the effect fades out (the burst jet stat mods derive from the effectLevel of the system which fades from 1 to 0 and most of the Burst Jet effect happens as fade-out rather than active time) I had to remove the usual clampdown that is built in to the base Maneuvering Jets system. The side effect is that the braking-down of the ship after a burst is based on its deceleration stat. I thought it clunky to start coding something to aid braking them down and liked the coasting side-effect personally - I disagree with the statement that they are more useful for coasting than than they are for quick maneuvering. The Nevermore would be completely useless if it couldn't reposition or turn with the Burst Jets.

I'll experiment more with it, though - I really want burst jet ships to move in a twitchy manner. It's like a more "analog" approach to what a phase skimmer does. :P

Quote
On the subject, I kind of liked the Nevermore's old ship system better. I feel as though the concept of the ship built around an extremely heavy energy weapons fits better as an artillery support ship rather than a close up brawler, especially since the addition of the Antiplasma Blaster makes the newer-version of the Nevermore's weapon less unique, though I suppose its change to being something the AI can actually use is a fair trade.

Personally, I find the new Nevermore more satisfying to pilot, it's still very much a floating energy cannon, but one that tries to get in your face rather than hovering at the edges. The fact that the AI just killed itself by activating the old lucifer generator randomly was also a big factor in deciding to replace it.

About the weapons, I rather agree with most of your points. The Shard does some weak EMP damage with forces a greater tradeoff when tanking it on your armor. I considered amping up this EMP damage after I found I usually replaced Shards with either MGs or needlers on my iron mode campaign setups... the other change I have been considering is to make it fire a fan-shaped blast of flechettes, so it becomes like a "shotgun needler" that doubles as a great manual screen against incoming missiles. Any thoughts you have about this are quite welcome!

The Ironweave was sort-of a last minute addition. I'm going to take a better look at it, because it's quite pitiful unless used in very large numbers right now.

Overall, I feel that BR should have its own kinetic weapon option. The Shard should be better than the MG at close-up, efficient kinetic damage, but lose the PD aspect. The Solenoid Quench Gun is already quite useful, it's terrifying for shielded frigates due to the enormous projectile speed and single shot damage - but I've considered upping the damage a bit.

Probably going to make dual mounted ichneumons and shards as a higher-OP cost small weapon option down the road too.

Any other suggestions? How do you feel about the Mantis, Gonodactylus, Serket, Krait and whatnot?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Dog on January 07, 2013, 07:01:42 PM
Man, it's been a long time since I've posted, but whatever ;)
Cycerin, this mod is seriously fantastic.  I installed it alongside Uomoz's Corvus, and I quickly fell in love with the Desidnova.  That thing is a beast, like, incredibly so.  I found myself buying one just to try it out, and holy cow is it amazing.  Thanks to character upgrades, it now has flux capacity on the same level as some capital ships, and it can tear apart Neutrino ships, which is really saying something.  I guess it would be best to either bump up the fleet points dramatically on this thing, or make it far more expensive.  It's just a little too good for its cheap price and low FP.

The new Nevermore is also really good.  It feels well balanced, and is incredibly satisfying to use.  The antimatter lance deals damage like nothing else, and the burst jet systems are great.  My new favorite tactic is to burst jet the second I get on the field, get going up to 260-270 speed, and just fly into enemy fleets guns blazing.  It makes me feel like the ship is dropping from FTL speed right into the middle of a battle and is oh so satisfying.  This ship is a much better brawler now, and when it's kitted out with squalls and the antiplasma blasters, it can threaten full fleets on its own.

The Kuruamaraja is interesting, and I like it, but due to the current AI issues, is mostly useless.  It just fires up the IA immediately, and then just builds up flux and gets overloaded by a frigate.  I opted to switch it over to a long range artillery cruiser, by giving it two mass drivers and two Cains from the Interstellar Federation mod.  It fits the niche well, and it becomes not totally useless due to the buggy AI. 

The mantis is a hilarious little bugger, and is tons of fun.  Its cheap, expendable, and makes for a great harasser.  I'd suggest removing one of the energy turrets on that thing, as it has way too much firepower for such a small ship.

The Revenant feels very well balanced and smooth, so excellent job there. 

The sprites are friggin' fantastic, with only one exception.  The Kuruamaraja is rather underwhelming right now.  The Interdiction Array is soooo cool looking, but the back of the ship feels too small or short.  It makes the ship appear top heavy and unbalanced.  Just my personal opinion, and it's still a great looking ship, so huge props there.

The new guns are great, but as stated previously, the Solenoid gun kind of sucks  :-\.  Its short range limits its use to frigates, and even then, it doesn't hit hard enough to be worth the OP cost. The squalls are beautiful, as very few medium mount high explosive weapons actually exist, and they are quite satisfying to use.  This sounds kind of whiny, but they sound much wimpier than in previous versions, where they had a sharp and dangerous retort, just my personal opinion, feel free to ignore it.

Overall, you created a fantastic mod, and I can't thank you enough for it.  Keep up the good work.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Chancellor Meatsteak on January 07, 2013, 08:55:24 PM
I disagree with the statement that they are more useful for coasting than than they are for quick maneuvering. The Nevermore would be completely useless if it couldn't reposition or turn with the Burst Jets.

Ah, of course. Most of my experience with the Burst Jets come from using the Scarab, which is maneuverable enough to not need Burst Jets to turn quickly; I didn't use Nevermore quite as much since I preferred to fly the Desdinova. Still feels that it encroaches on the Arc Jet's ground a bit too much, but that is not a big deal.

the other change I have been considering is to make it fire a fan-shaped blast of flechettes, so it becomes like a "shotgun needler" that doubles as a great manual screen against incoming missiles. Any thoughts you have about this are quite welcome!

Sounds good. I think the 'shotgun effect' should be ridiculously exaggerated, it should have at the very least a 45 degree arc of fire but be capable of very high firepower if all projectiles hit at once, which would only ever happen at point blank range. The idea of an ultra close combat weapon is something I find highly appealing, and probably unique enough to not even need the EMP effect.

The Solenoid Quench Gun is already quite useful, it's terrifying for shielded frigates due to the enormous projectile speed and single shot damage - but I've considered upping the damage a bit.

While it certainly is effective against frigates that is not really much of an accomplishment, and they still aren't as effective against them as any of the other medium kinetics with perhaps the exception of the Heavy and Arbalest Autocannons. As a comparison, the Hypervelocity Driver has slightly worse damage per shot, DPS, and flux efficiency but nonetheless remains useful because it has a very long range (twice that of the Solenoid) and also carries a hefty EMP payload, making it reasonably effective whether or not the enemy has their shields up. Perhaps you could turn it into a kinetic shotgun like above, though the graphics don't quite fit that. Alternatively, you could emphasize the burst aspect by making it a weapon that fires an interruptable about four second long burst with an about six second long cooldown (I believe this is possible; if I'm not mistaken the Thumper and Storm Needler work by firing a "burst" that lasts longer than you can fire and can be stopped by releasing the fire button); that way you get to have a weapon with a long enough cooldown such that a quick ship is realistically capable of using to dart in, fire a burst, and dart out without making it capable of instantly overloading every ships' shields or requiring too much flux to actually use.

How do you feel about the Mantis, Gonodactylus, Serket, Krait and whatnot?

Given how light the Locust is it could probably stand to cost an FP or two less, but more importantly it (and as I'm sure you are aware) it needs a unique ship system to stand out. Perhaps a set of weak, regenerating drones; or maybe a really short but intense version of the burn drive.

The Gonodactylus is quite effective and has a very fun and unique weapons arrangement, though I find I don't use its Hammerclaw Impact Bolter very much since it is only a single light missile and it feels odd to group with other light missiles. I'd probably the Hammerclaw more if was a medium equivalent weapon (say by firing a burst of three 500 damage versions of the missile) and the current light missile slot replaced with an energy weapon, for either PD use or an Antimatter Blaster. Its ship system doesn't make it feel quite as special as the other BRDY ships but it serves its purpose just fine.

I haven't got the chance to play with the rest of the ships very much, will get back to you on that when I do.

Incidentally I just realized that the shortened form of BlackRock Driveyards (BRDY) is read as "birdy".

(http://1.bp.blogspot.com/_D_Z-D2tzi14/S_YsWwytRYI/AAAAAAAAC8s/rJegHvxY2UI/s320/bird.png)


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 08, 2013, 09:15:50 AM
Dog: I know, right? When you have a few 10-pointers in Tech and Combat, you can kill Onslaughts easily with a well-piloted Desdinova. It's pretty insane. Then again, I would be perfectly capable of doing the same things with a Medusa, so I feel that the ship is where it should be right now.

I'm really glad you're having fun playing the mod. ;D

Based on all your feedback I'm going to start working on some new weapons/rebalancing. I have some very good ideas floating around after all this talk.

Regarding the Locust: I think it's fine minus the lack of a unique ship system. For 5FP you get a very capable escort ship that can seriously punish fighters that try to cap and deal tons of kinetic damage to shields when equipped with MGs. It's one of the best anti-fighter frigates in the game currently, especially considering the FP cost.

Regarding the Shrimp: Let's just say I have... plans for the Hammerclaw.

Regarding the Scarab: I'll probably make the ship overall more tough and cumbersome, to emphasise use of the ship system. Besides, it's quite fat-looking and larger than most frigates, so it should be somewhat resilient.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Jonlissla on January 08, 2013, 11:02:54 AM
Great mod, really excellent art. If you put your ships in line next to the vanilla fleets I wouldn't know which vessels were official and which were fanmade, it's that good. Really looking forward to future updates. Too bad you had to remove the Lucifer Generator, it looked great in concept.

Some feedback on the ships;

Scarab
As Meatsteak wrote, those two hardpoints at the front of the ship are rather awkward. As suggested, make them into turrets instead, or let the hardpoints have a much more narrow field of fire. Other than that the ship is reasonably balanced.

Mantis
Expensive, although it lives up to its description. Surprisingly effective with a pair of Quill launchers up front. They feel balanced enough.

Gonodactylus
Only ship I sold after a few battles. Stats were nice, but pretty much all of its weapons are located at the side of the ship which made it a tad tricky to engage enemies. The inbuilt missile launcher was a cool feature but it didn't really carry the ship for me. Ship system felt out of place, why put a accelerated ammo feeder on a mining ship? Would prefer a group of drones instead, or maybe the equivalent to a terminator drone.

Serket
One seriously expensive fightercraft. Its armament reflects its cost however so I feel it is at a right place. Phase Cloak makes them tricky to destroy.

Krait
They live up to the name of heavy fighter. A quality > quantity version of the Warthog, but I'm not sure who would win in a duel. Could use a small nerf by boosting its FP from 7 to 8, their firepower is quite outstanding.

Squilla
Best bomber I've seen, and most likely the best in the game now. Could use a nerf to its speed, since combined with its shields it becomes ridiculously effective at killing pretty much everything.

Locust
Never used it, but judging from its stats I'd rather pick a Lasher. Haven't tried it out yet so take that comment with a grain of salt.

Desdinova
Jesus Christ how horrifying, with the correct loadout you can take out pretty much everything aside from capital ships. Costs as much as a Falcon but is instead twice as good. Keep the price and FP but lower the speed.

Nevermore
Can spit forth a blue laser of death. Feels like it's in a good place now. No other comments.

Revenant
Really impressed with this carrier. I like it, alot. It has a good ship system and is well-rounded to suit most tasks as its description implies. Have no complaints about it.

Kurmaraja
Has a real cocktease for description I can tell you that. Once I finally got the chance to pilot it I noticed it was quite... underwhelming to be honest. It's brutally expensive and has odd weapon placements and sizes. One thing I really got annoyed by was the very back of the ship. It feels very inconsistent, you have a ship with a fair amount of ballistic weapons and all of a sudden, two small tiny energy mounts at its rear? Same thing goes with the universal, you have a set of six small mounts running along the top/middle of the ship, and two of them are universal weapon mounts. Once again, it feel inconsistent.

And finally...

Manuevering Jets
Just like Meatsteak wrote, I found myself using this system just to "surf" along the map. I politely disagree that the Nevermore needs it to use the Anti-Matter Lance properly, I did just fine without it. You fight one small battle on the map, press F and W with the correct timing, and slowly glide across the battlefield for the next fight. It looks very out of place when you see a cruiser outrun a Hound. I don't see the point of this ability to be honest. My suggestion is that you give the Nevermore the vanilla M. Jets and give the Scarab and Desdinova something else.

Anyway, those are my thoughts. Might come back with some more.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: harrumph on January 09, 2013, 03:18:15 AM
Ahh, Cycerin, you do not disappoint. Awesome work all around.

Criticism, compliments, and riffing on other people's comments, in no particular order:

I agree with LazyWizard about the Fury: it's too much of a simple upgrade to the Reaper. I'll double down on that and say that I don't like the Squilla either—again, too much of an undifferentiated upgrade. Way faster, tougher hull and armor, no omni shield but a much higher flux capacity; it basically just makes the Dagger obsolete. If you tinker with the Fury, that might help to set the Squilla apart, but I don't think just reducing the torpedo's damage will be enough.

I think the fighters are in a good place (it's always a little hard to tell, since you never control them directly). The Krait seems to get the job done in a pretty balanced way, strong against fighters and frigates, tough enough to hang against bigger ships in a support role, but never too overpowering. It is awfully heavily armed on paper, but I think flux keeps that in check. The Serket is a vicious little bastard; the combination of high speed with a phase cloak seems to make them damn near invincible—I don't think I've ever lost a single fighter, no less a whole wing. I actually like that, though; they're very expensive and not outrageously overarmed, and it's a relief not to worry about losing crew. The rockets are a nice touch, giving them a little punch against big ships without tipping the balance in a dogfight or against frigates.

I'll second Meatsteak re: the new Burst Maneuvering Jets; I don't think they're quite where they should be. In open space, you can crank a Desdinova up to like 600 speed (depending on skills, hullmods, etc.), which is fun but not very sensible. The way they work in a nebula is cool, and, from the sounds of it, more like what you had in mind: a sort of low-tech phase skimmer. If it's possible to force the ship back down to its normal cruising speed at the end of a burn, as happens in a nebula, I think you should try that. Otherwise I'd say give the Nevermore a pure maneuvering system to help aim the main gun (maybe tie in energy weapon damage or something) and more traditional jets, as on the Eagle/Falcon, for the others.

I also agree with Meatsteak about the new kinetic weapons—bursty short-range kinetics don't really suit Starsector's shield mechanics; every time you scoot back out of range, the enemy can just drop shields and dissipate that flux. What you want from a kinetic weapon is the ability to keep up constant pressure from a distance, ideally beyond the range of most of your enemy's weapons…so if I learned one thing from trying out different weapon configurations with the BRDY ships, it's that the vanilla Light Needler is completely insane (basically a medium weapon in a small slot), and there's rarely a reason to mount anything else for the shield-breaking role. I propose that you just adopt the all-powerful Light Needler as the official kinetic weapon of BRDY—all hail our new Light Needler overlords, etc. etc. and so forth. Besides, more kinetic weapons is really the last thing the game needs; there are as many vanilla kinetics as there are all other ballistics combined (and that's counting the three varieties of bombs).

If you're looking for ideas for new ballistics to implement, I'd say that frag weapons are quite under-represented (I like Meatsteak's idea of turning the Ironweaver into a micro-flak gun of some kind) and there's probably still room for more medium HE types alongside the (excellent) Squall Cannon.

Elsewhere among the weapons: I like the Argus and the Antiplasma Blaster, although I think it's a bit odd that the latter has better range than any of the existing non-beam medium energy weapons. Maybe take it down to 550 or 600 and boost the damage to compensate? Or would that move it too close to the Mining Blaster?

Quills are awesome, if maybe a teensy bit OP—note that, despite being more accurate and (I think) faster-firing, they actually do more total damage per rack than Annihilators do (but they cost more, too, so maybe fair enough—and they are super fun to use). I'm not sure what to make of the Achilles; it seems awfully expensive for basically just being a weaker, more reliable Sabot. I haven't played with it much, though—it has EMP, right? Does it have a decent chance of causing the new EMP arc effect?

Back to the ships: the Mantis is an absolute monster, my new favorite ship. After fumbling around in a Lasher/Wolf/Vigilance for a while, it's an absolute joy to just fly straight up against a Hound and pound six rockets into its hull, point-blank. It probably needs a nerf, to be honest—maybe a slight reduction in speed, or making the shield frontal—but if it doesn't get one, I certainly won't complain. Great-looking ship, too. Out of curiosity, how did you intend to balance this one? The fluff text implies that the missile-heavy armament is supposed to limit its endurance, but I've had no problems in that regard (and I've been running around with Quills on the universal mounts).

I'll also leap to the defense of the Kurmaraja, which I like a lot, visually and functionally—I've been using one as a flagship. With all due respect to Jonlissla, I actually think the weapon layout is excellent—strong coverage forward and aft, plenty of flexibility with your weapon choices, but also quite restrained, not some completely bananas setup with thirty-seven different turrets. It's actually fairly similar to the Dominator in terms of total firepower, with the Dominator have the edge in medium missile mounts, but the Kurmaraja having the advantage of mounting all its guns as turrets. My one quibble is that the fields of fire for the two missile mounts don't overlap, but in practice it's not really a problem.

Even with the Interdiction Array only in a half-functional state, I've found the Kurmaraja to be a lot of fun. It's by far the fastest ship to mount large ballistic weapons, and whereas the Dominator, Onslaught, and Conquest all have more or less limited fields of fire, the Kurmaraja can aim freely; with Entoptic Rangefinding (or whatever that perk is called), an ITU, and the IA, you can outrange anything in the game, and with those big engines you can move fast enough to maintain that range advantage.

Depending on how the Interdiction Array ends up working, though, the Kurmaraja might end up being a little too well-rounded. I might have misinterpreted the idea behind the IA, but I imagine that, fully functional, it's going to make the Kurmaraja untouchable from long (1000+?) range, forcing enemy ships to come in close. Being (insanely) fast and well-equipped to fight at long range, the Kurmaraja ought to become an awesome anti-capship platform. You'd want its weakness, then, to be smaller ships, right? If strike frigates or fighters get in close, they should be able to chew it apart (I imagine that phase frigates and Hyperions should be the nastiest threats). As it stands, though, the omni-shield, good maneuverability, and all-round weapons coverage mean that even a frigate that sneaks up on my Kurmaraja's stern can't accomplish much. A change to the shield, or maybe just removing two of the rear-facing ballistic mounts, might be enough to solve that potential problem.

Onward! I think the Nevermore is in a really excellent place, balance-wise and fun-wise; it's not easy to use effectively, but really satisfying when everything clicks.

I like the Revenant at 13 FP—it's more fragile than the Venture, and doesn't have the same potential for long-range support, but it's much stronger in close combat. Those Barracudas really can chew a ship apart, given the chance. There's an idea for a new weapon, actually—how about a heavy variant of the Ion Cannon, with 700 range or so? Stick a bunch of needlers on the Revenant's bow, give it an ITU and an Ion Cannon on the medium energy slot, and you can keep the enemy's shields down while using the new Ion Cannon EMP arc thingy to suppress their PD.

Both destroyers are very heavily armored; it works, lore-wise and functionally, for the Gonodactylus, but for the Desdinova I think it's a problem—other people have suggested boosting its FP cost, but I think you should bring down its armor instead, make it more of a glass cannon. As for the shrimp, to be honest, I'm not a fan, but I'll withhold judgement until you've revealed the secrets of the new Hammerclaw.

The Locust is fine, I think. Not every ship needs to be whiz-bang-flashy, and as it stands the Locust would actually make a very good starting ship—it's quite strong not just against fighters but 1-on-1 against other frigates too, especially slower ones. Still, it wouldn't hurt to either knock one FP off the price tag or crank the speed up just a wee bit to emphasize its strength in that department.

The Scarab's good, too. Very nicely balanced, with the crappy shield and poor PD coverage matched against the strong hull and heavy armament.

And I think that's everything!


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: mendonca on January 09, 2013, 03:54:10 AM
The Locust is fine, I think. Not every ship needs to be whiz-bang-flashy, and as it stands the Locust would actually make a very good starting ship—it's quite strong not just against fighters but 1-on-1 against other frigates too, especially slower ones. Still, it wouldn't hurt to either knock one FP off the price tag or crank the speed up just a wee bit to emphasize its strength in that department.

Was playing a bit of U's C 16.5 with BRDY add-on, and due to financial difficulties and a propensity for being destroyed rather easily, found myself in a Locust for a short while.

It's a decent ship, can cope adequately against evenly matched Pirates and it's certainly an interesting balance. I found myself wanting for a missile or two, and thought long and hard about quickly trading it in for a Lasher.

The two energy mounts are very useful, though, and with a LRPD and a Tac Laser, can kite e.g. a Lasher or a Hound adequately enough and should be able to cope with light missile threats. It can just about sustain a light Needler in the front mount (with a bit of care in flux management). It can't pack a lot of OP though on top of this, and I think that it probably IS a little bit underpowered for the cost.

It's a bit slow, with a too small shield and limited firepower to really justify being a burst concentrating ship IMHO. Not sure what could change this ... more speed, or more flux dissipation and switching the front hard mount to energy (encouraging an AM blaster?).

If it is supposed to be more range support, maybe more flux dissipation could encourage the prospect of mounting two Light Needlers? (at the minute I don't feel like I would dare do this due to the flux generation).

Maybe these things make sense, maybe they don't, but hope they help a little bit :)


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 09, 2013, 05:21:28 AM
If you get some points in Technology, it becomes very feasible to mount some needlers on the Locust. It's more of a close support/fighter killer frigate than an assault ship. I think the ship needs something truly unique though, but so far, I'm at a lack of ideas... I'm glad to hear your ruminations, though, mendonca, and I agree with most of it.

I don't have time to go through and quote-dissect all of you all's feedback, but I have to say that I read it all several times and I LOVE getting feedback like this. The praise and criticism is equally useful, and knowing you've played and enjoyed the mod is the best part.

Quote
I also agree with Meatsteak about the new kinetic weapons—bursty short-range kinetics don't really suit Starsector's shield mechanics; every time you scoot back out of range, the enemy can just drop shields and dissipate that flux. What you want from a kinetic weapon is the ability to keep up constant pressure from a distance, ideally beyond the range of most of your enemy's weapons…

Just want to say something about this, though - there's nothing wrong with bursty kinetic weapons, as long as you have missiles or longer-ranged HE weapons to punish your opponent for venting or trying to dissipate the flux in between bursts. If you don't like the BRDY weapon philosophy, there's nothing wrong with using stock kinetics - but my goal with everything is to make sure the faction is clearly differentiated from the stock factions in most departments. I am totally going to make more HE guns, though!

I've already made several adjustments to the mod internally in keeping with your feedback and my own experiences - I'm going to at least have a polish and rebalance release out in time for the next UsC version (which is going to be f'n sweet, by the way) but depending on real-life workload I may also have the time to squeeze in a few new features, like the new Hammerclaw.

As for the Shrimp, it's not a mining ship, it's a mining ship whose blueprint has had modifications done to it, turning it into a model of combat/utility vessel. The original mining ship is lost to the ages, but I might actually resurrect it if I need a mining ship for the eventual campaign layer. My dream implementation of the Hammerclaw will probably be very hard to realize, but if you've ever played Pudge in Dota/Dota II, you'll instantly know what I'm thinking about.

In other news, I'm starting to work on a different faction that will, for the time being, act as an antagonist to Blackrock. Picture a moon overrun with grey goo. Picture the grey goo starting a fierce internal evolution, hastened by curious exploration ships being consumed and disassembled by the oceans of nanomachines. Picture strange, ship-like "lifeforms", like multicellular creatures spawned from a primordial soup, flying out into the Sector in search of more ships to disassemble...

And gameplay-wise, picture hulking, slow vessels accented by huge swarms of little drones, with very few ships approaching frigate-size.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: EnderNerdcore on January 09, 2013, 12:53:23 PM
In other news, I'm starting to work on a different faction that will, for the time being, act as an antagonist to Blackrock. Picture a moon overrun with grey goo. Picture the grey goo starting a fierce internal evolution, hastened by curious exploration ships being consumed and disassembled by the oceans of nanomachines. Picture strange, ship-like "lifeforms", like multicellular creatures spawned from a primordial soup, flying out into the Sector in search of more ships to disassemble...

And gameplay-wise, picture hulking, slow vessels accented by huge swarms of little drones, with very few ships approaching frigate-size.
Love this idea. That'll make point-defense very, very important.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Jonlissla on January 09, 2013, 01:56:04 PM
but depending on real-life workload I may also have the time to squeeze in a few new features, like the new Hammerclaw.

I wouldn't mind the addition of some lighter fightercraft similar to the Talon. Would really improve the overall fleet composition.

Quote
And gameplay-wise, picture hulking, slow vessels accented by huge swarms of little drones, with very few ships approaching frigate-size.

Could be tricky if you're outmanuevered and end up with very little FP available in a battle, but a interesting concept nontheless. To make the faction less one-sided in terms of ship systems I presume you will add different drones for these ships? Speaking of which, is it possible to have several different ships as drones? I recall that the Mothership in the Ironclad mod has both these beam platforms as well as smaller drones. Would make for some very interesting gameplay.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: zakastra on January 09, 2013, 02:35:44 PM
You can make drones with smaller drones as the drones ship systems ... Well, they dont have to be smaller, but it makes sense, nothing to stop you having A tiny little Terminator attack drone made into a frigate, which spawns a tempest with a drone system that spawns an Aurora Which spawns a paragon.....

... Someone needs to make a russian dolls mod, hihi

More seriously, Huge tanky regenerating slabs of programmable nanomatter with frigate sized drones on several thousand unit roam ranges would be very scary. The Core ships would *Seem* Easy to outmaneuver, but if each has a guardian swarm or 3-4 frigates its another matter entirely, especially if these get cranked out terminator drone style every minute or so, Obviously they would lose out on capping FP's quickly, but would be able to slowly drift to the objectives and then turtle, Whilst their drones harrass the light units initially deployed.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 09, 2013, 02:51:04 PM
Could be tricky if you're outmanuevered and end up with very little FP available in a battle, but a interesting concept nontheless. To make the faction less one-sided in terms of ship systems I presume you will add different drones for these ships? Speaking of which, is it possible to have several different ships as drones? I recall that the Mothership in the Ironclad mod has both these beam platforms as well as smaller drones. Would make for some very interesting gameplay.

When I said drones, I mean as in CPU ships. They will be fighter wings, and the fighters will use drone shipsystems to exceed the max fighter wing size.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: silentstormpt on January 10, 2013, 07:45:57 AM
Just to remind that, with the new Decorative weapons, it also added a huge amount of possibilities for scripted weapons, you might come up with a few interesting ideas and cant make them yourself, post them


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 12, 2013, 08:52:54 AM
Just a little update, I'm well underway with the balance/polish update. Managed to squeeze in the kinetic buckshot weapon too, the Splinter Volleygun, and some other stuff. More to come. But balance input, please!

Changelog:
 0.21:
 
MISC:
- All Burst Jet-type systems generate a small amount of flux, meaning they no longer stack with 0-flux speed boost unless you have Helmsmanship skills
- Burst Jet-type systems generate more temporary speed

SHIPS:
 Desdinova:
 - Reduced armor to 500.
 - Increased FP cost to 13.
 - Increased deceleration
 - Increased shield upkeep slightly.
 Mantis:
 - Reduced HP by 100.
 
WEAPONS:
 - Added Splinter Volleygun
~
 Solenoid Quench Gun:
 - Increased damage to 450.
 - Slightly lowered projectile speed.
 - Increased range to 700 and flux cost to 600
 - Slightly lower refire rate
 Shard Autocannon:
 - Increased damage,
 - Increased EMP damage,
 - Slightly increased range.
 Argus Particle Beam:
 - Increased charges to 4
 - Lowered range to 450
 - Increased damage slightly
 - Increased flux cost slightly
 Quill Rocket Launcher:
 - Reduced damage to 250
 Fury-class Torpedo:
 - Reduced damage to 2500
 Antiplasma Blaster:
 - Reduced proj speed
 Achilles MRM/Pod:
 - Reduced OP by 1
 Squall Cannon:
 - Increased OP by 1
Ironveaver Chaingun:
- Increased proj speed, increased damage


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: conorano on January 12, 2013, 01:09:55 PM
when will the update be out?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 13, 2013, 03:29:32 AM
Sometime before UsC updates, hopefully.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 13, 2013, 10:31:03 AM
(http://i.imgur.com/Ioryd.png)

How could Blackrock possibly not have an Apogee equivalent?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Jonlissla on January 13, 2013, 10:46:44 AM
How could Blackrock possibly not have an Apogee equivalent?

As always, really stellar artwork. This one is a bit whiter than the others, is it to signify that it is a exploration vessel perhaps?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 13, 2013, 11:12:17 AM
Thanks. It's also supposed to be older than most of the Blackrock vessels, so yeah, I wanted it to look a bit separate. A bit millenium falcon-offwhite.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: conorano on January 13, 2013, 01:33:22 PM
Let me guess, the system will be some kind of temporary range boost?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 14, 2013, 02:33:40 PM
Let's say I'm considering different options.

First large weapon! Solenoid Quench Cannon. (http://i14.photobucket.com/albums/a350/cycerin/SolenoidQuenchCannon_zps9c3fd01f.gif)

Also, thanks to EnderNerdcore, the AI is now drastically better at using Blackrock systems, who are themselves drastically better!


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Dog on January 14, 2013, 06:43:39 PM
Let's say I'm considering different options.

First large weapon! Solenoid Quench Cannon. (http://i14.photobucket.com/albums/a350/cycerin/SolenoidQuenchCannon_zps9c3fd01f.gif)

Also, thanks to EnderNerdcore, the AI is now drastically better at using Blackrock systems, who are themselves drastically better!

Now that is a sweet new gun!  The new update looks awesome, keep up the solid work Cycerin!


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Kommodore Krieg on January 16, 2013, 05:09:55 PM
Your sprites are still, in my opinion, the absolute best in this modding community, and I say that with respect to all those other modders who do fine work of their own.  Very nicely done. 


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 18, 2013, 04:19:37 AM
Thanks a lot, Krieg. I really appreciate that. Note that I owe a lot to BSF community spriters like Kaelis, DSmk2 and HorseMonster. I wonder what even happened to Kaelis, he would totally love this game... most of the BSF old block would.

Thanks to LazyWizard I now have a script that perfectly controls the Solenoid Quench Cannon animation. I'm also working on further refinements of the Burst Jet system with EnderNerdcore.

I've also done some changes to the Shard that I'm curious about people's reactions to. I've turned it into a sort of suppression weapon - it fires low-damage (40 per shell) kinetic rounds to 600 range, and the shells also do 40 EMP damage with a high-procchance lightning discharge. Basically it forces the enemy to choose between flux buildup and EMP damage, but the weapon itself has a large flux buildup and low DPS. My other idea was to have a chance for the Shard to explode on impact dealing Energy damage, like a sort of critical hit that makes it occasionally punish the enemy for tanking the projectiles on armor - but I don't have the coding skills to make that work right now.

I like this approach better than the EMP approach, because it makes the weapon work more as a direct attack weapon and seems more unique and satisfying conceptually.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: sdmike1 on January 18, 2013, 07:49:40 AM
Dam that gun is going to be so sweet in game 8)


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 20, 2013, 10:35:18 AM
Speaking of guns: (http://i.imgur.com/JrdIo5f.gif) SQUALL BATTERY. (http://i.imgur.com/JrdIo5f.gif)

(http://i.imgur.com/jkr04nj.png)

Three squall cannons. One large mount. 20 Ordnance points. Immeasurable destruction.

Mostly spent time trying to get rid of the coasting bug on the burst jets with EnderNerdcore and rebalancing the faction's ships, weapons and variants, but I had to make this.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Brainbread on January 23, 2013, 09:52:33 AM
So, I've been trying out the capital ship, and found it to be... well. Not sure what role its supposed to fill. Two large ballistic slots and its other armaments don't feel like enough for a 19 FP ship. At the same time, the faction has a ton of different fighters, and its only carriers are very expensive to deploy for that role, without swapping into another factions ships.

An increase of 3 or 4 FP on the capital ship, plus 2 Flight Decks would go really far in making the ship have a specific role (close support carrier, like the other carriers!). Just my 2 cents. Maybe with the new guns, it'll be a more combat-orientated ship! Or if there was a third large slot :D

Other than that, I absolutely love Blackrock Drive Yards. The ships are gorgeous, the systems are fun and engaging, and the weapons feel like they have a real impact. Did I mention they're gorgeous and fun? I've been using BDY ships exclusively in my playthrough, but I had to start using a Conquest to give the fleet some capital ship firepower.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: EnderNerdcore on January 23, 2013, 11:45:35 AM
So, I've been trying out the capital ship, and found it to be... well. Not sure what role its supposed to fill. Two large ballistic slots and its other armaments don't feel like enough for a 19 FP ship. At the same time, the faction has a ton of different fighters, and its only carriers are very expensive to deploy for that role, without swapping into another factions ships.
Keep in mind the ship system on that ship is not fully working in the current available release.
In the next version the system (plus the AI for if you're not piloting it) are significantly more functional and make it feel like more of a true cap ship.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 26, 2013, 09:35:46 AM
This changelog is growing way too huge. What the hell is wrong with me.

But more importantly:
(http://i.imgur.com/ttO2XVC.png)


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Romeo_One on January 26, 2013, 09:42:19 AM
Well that certainly is a big missile(?)!


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: theSONY on January 26, 2013, 11:07:34 AM
according to weapon rande its jackhammer or anything like that


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Thule on January 26, 2013, 12:46:44 PM
Triple A - Awesome As Always


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 26, 2013, 12:57:54 PM
It's got a pretty long range, the range on the screenshot just looks weird cause it's a collage.

Other things: Burst Jets now works without bugs and correctly clamps down on movespeed. The cap ship now only has one large slot, but is faster and has better coverage. Had to do it, the new gravitic impeder is just too good. Hold out for the Sachumodo if you want a cap ship that can kill Onslaughts alone.

Nerfed the Desdinova down to 90 base movespeed, use the ship system to move fast. It's still really agile, though, sick if piloted correctly. Just not completely untouchable anymore (burst jets can't reverse anymore (http://i.imgur.com/1sBuVs6.gif))

The most important change is probably the fact that the Shard is now a legit weapon choice. It has a chance to cause a little plasma explosion when it hits hull or armor, so the enemy gets punished for lowering shields to tank the kinetic damage. It's a very interesting allrounder weapon for ships with high flux/OP and I'm gonna make a dual mount for medium slots.
The new cruiser, the Stenos, can launch a single drone called the Sentinel Drone that has one ironweaver chaingun and a shard AC, plus an omnishield. Having it out boosts your sensor range and the cleverness of the autofire algorithm. It's good for harassment and soaking missiles, basically a cute lil' buddy to have around.

(http://i.imgur.com/xCu7r1s.png)

The Solenoid Quench Gun has much more range and refire rate now, making it a sort of medium slot version of the Railgun. Its perk is the extreme projectile speed.

Hmm, what else..

There is a new small kinetic weapon, basically a shotgun that instantly overloads small ships if you get up close. It's nasty as hell and fun to use.

The ironweaver chaingun isn't useless anymore. It's a version of the Vulcan that is more effective at actually attacking stuff and less effective at panic defense against missiles, with higher flux buildup.

Things I'm still unhappy with:
Scarab shipsystem
Locust shipsystem


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Tarkets on January 27, 2013, 11:12:13 AM
For some reason the idea of an on-hit effect never really occurred to me until now, that's super neato


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 27, 2013, 03:43:45 PM
Pretty sweet avatar you got going on there


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Tarkets on January 27, 2013, 08:56:18 PM
sometimes a man labors for years for the right avatar sometimes fate smiles upon you


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: ValkyriaL on January 27, 2013, 11:15:14 PM
I sure worked an eternity for mine. ;D


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 28, 2013, 04:10:13 AM
Congratulations ???

So anyway, expect a day or two of bugfixing now, and then the release will probably coincide with UsC 17. Looks like there are some bugs to root out and probably a few last minute balance adjustments.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on January 30, 2013, 05:17:59 AM
Just posting to say that I'm using Uomoz' dev versions of USC 17 as a testing platform for the newest release. If you want to help test the next iteration of Blackrock content, you can head over to his thread and download it. I will upload my release here (and update the OP) after USC 17 is finished.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Brainbread on February 12, 2013, 09:39:08 AM
So, I am loving the capital ship now. Though I have one suggestion/ask. The front two missile slots don't have any overlap with each other. Though this is   ok, it would be a lot more effective, and a lot less frustrating if they did. With four Quill's, the middle two Universal Slots run out much more quickly than the front two, as they have limited effectiveness when firing at targets in front of the ship.

In order to max the effectiveness, I've been waggling my mouse left and right across the front arc of the ship to actually fire all of them. Would it be possible to rotate them so they cover the front of the ship, just so we don't deal with that?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 16, 2013, 03:14:31 PM
Yeah, I made the missile slots point at 45 degree angles a while ago. :)

Blackrock now has more energy weapons!

(http://i.imgur.com/1Y9ChpZ.png)

The "Voidspear" Plasma Discharge Emitter is a complex particle beam that easily melts enemy armor and hull, but is ineffective against force fields. It has a monstrous energy consumption, but with enough capacitors, a strongly reduced version can also be mounted in small energy slots.

Oh, and you can get rack-mounted Furies now.

In other news, I've made a custom ship for my fleet in UsC 17. It's an ancient vessel that started out as one of the first Nevermore-class cruisers ever produced, taken from Blackrock during a daring raid by Tri-Tachyon contractors. It has fallen from captain to captain and been repaired in countless battles, but Blackrock has never reclaimed it... until now. Currently in the hands of an infamous mercenary captain, the "Stormcrow" has recently had its failing engine replaced with Arcjet systems from Desdinova-class destroyers, and the unstable Antimatter Lance, with its cooling rods and all, was laboriously extracted from the ship and replaced with hardpoints for ballistic weapons, accidentally resulting in a much higher reactor output and maneuverability.

(http://i.imgur.com/pZMaavg.png)

So yea, capture this thing in Uomoz's Corvus 17 and you can produce it from the Omnifactory!


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: theSONY on February 16, 2013, 04:15:17 PM
(http://i.imgur.com/pZMaavg.png)
the center looks very hypnotic


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Brainbread on February 17, 2013, 10:41:25 AM
Jesus that looks amazing. I want all of them.

Anyways! A little suggestion from playing the hell out of BRDY ships. I'm think that the Quills do too much damage per rocket. 250x3, more so with multiple linked rockets wrecks everything under the sun.

I don't think there is a single ship that I've mounted any other small rocket system on, once I've acquired Quills. In my own versions, I've dropped the damage down to 175x3 - they are very accurate (unlike the dumbfire rockets), they are very fast, and they can easily overwhelm PD.

A good example of them being ridiculous is on those huge clunky Hegemony/Pirate destroyers, with four missile slots on the front. Firing 12 quills at once one-shots a lot of ships, regardless of shields.

So anyways, thats my suggestion. I'm loving the hell out of everything in the fleet (Hunters and Scarabs tend to get themselves stuck and killed a lot, though). Especially the Phase Fighters. Very, very, very survivable and fun <3


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 18, 2013, 06:43:29 AM
Great input, Brainbread. I've been thinking the same thing re: quills for a while now, I'll probably take them down to around 150-175 damage or reduce the missile speed. I think the spamminess is the fun part of Quills though, so I'll probably just nerf the damage. : D


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 18, 2013, 08:42:12 AM
(http://i.imgur.com/sE2qG5g.png)

The Scarab, reworked. It's supposed to be from around the same time as the Stenos, so I've changed it to reflect that. It also has one fixed small universal mount at the front now.

Overall, it's slower, tougher, and has more firepower. It still only has a sh*t-ratio 180 front shield for defense, but it can easily force other frigates into an unwinnable standoff with its frontal power and burst jets.

I also redesigned all the variants.

(http://i.imgur.com/UOJEaAm.png)
(Close Support, Assault, Fire Support, Point Defense)

Really happy with this, as I felt the Scarab just.. didn't feel as authentic as the other ships. It has more of a personality now.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Brainbread on February 18, 2013, 09:42:15 AM
Looks gorgeous, Cycerin!

Anything in the works for other large battery weapons? And please do not make any medium or large quills. I think that'd break the game -_-


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 18, 2013, 09:58:33 AM
Not sure, man! Any suggestions?


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Brainbread on February 18, 2013, 11:34:41 AM
Large Explosive Weapon with long range, less damage than Quench Cannon. Long charge up (like the anti-matter on that other destroyer, which's name I forget). I'm sort of a fan of extremely fast moving projectiles, hence my love for the medium and large slot weapons for BRDY. Something to give long-range support. I'm also a huge fan of EMP on explosive weapons.



Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Uomoz on February 18, 2013, 04:14:52 PM
Projectile speed is usually a very underrated OP stat for a weapon. many mods have projectile speed averages way above vanilla already.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 18, 2013, 04:19:55 PM
If I made another large weapon, it would probably be one intended to siege other capital ships with. Something like a Hellbore cannon with longer range, but lower DPS and possibly an interesting on-hit effect or some other gimmick.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 21, 2013, 09:12:06 AM
(http://i.imgur.com/Bx0X3rT.png)

Next up, the Desdinova. I thought it looked like it was much smaller than it really was, somehow. It looks sleeker and more interconnected now, as well as more high-tech. Just like the no-nonsense, highly efficient killing machine it is!

(http://i.imgur.com/lWGbC82.jpg)

Desty Nova approves.
(http://oi51.tinypic.com/141712o.jpg)


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: theSONY on February 21, 2013, 09:25:26 AM
looks awesome BUT are the new ver gonna replace old ones or they gonna be both versions like v1(old) & v2(new) ?
(http://i.imgur.com/Bx0X3rT.png)


[/quote]

looks nice but somehow i liked the 3 blue dots at front of an old one, looks less symmetric

PS: now your mod is OFFICIAL in Chinese community

                                                                                                                        ::)


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Lordzias on February 21, 2013, 09:26:14 AM
Desdinova... I knew I seen that name somewhere... :P


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 21, 2013, 09:27:33 AM
These are replacements.

Well I figured the three "lenses" on the front of the old one don't scale well. If they were sensor domes, they were several meters across, etc. But yeah, it's very symmetrical now - I want it that way, though, to make the Nevermore and Desdinova stand out from the "older" Blackrock ships like the Locust, Scarab and Stenos that are decidedly asymmetrical.

PS: What? Chinese? Official? Could you.. link me or something?

Quote
Desdinova... I knew I seen that name somewhere...

Heheh. I love Alita. Also, the song Astronomy by Blue Öyster Cult, which is probably where Yukito Kishiro got it from.

"Call me Desdinova
Eternal light
These gravely digs of mine
Will surely prove a sight"


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: zakastra on February 21, 2013, 09:40:26 AM
Desdinova... I knew I seen that name somewhere... :P

Yes, Its been gently bugging me for weeks, and now I know why.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: theSONY on February 21, 2013, 10:52:32 AM
PS: What? Chinese? Official? Could you.. link me or something?
http://tieba.baidu.com/p/2174399183

well maybe not so  "official" because you didn't post it in there but your name is in there blah blah blah ...
now your work has cross the oceans (or half a globe) to spred the joy yey :D


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 21, 2013, 12:16:39 PM
Whoa, that's really cool. I love the garbled google translations too:
Quote
Ah boat really exquisite passing ship Tucao under their own their own painting with PS completely three-dimensional large flat wood

 ;D


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 23, 2013, 11:14:30 AM
(http://i.imgur.com/UmoEtnS.jpg)

Here's the 15-minute pen sketches I did of the Desdinova and Scarab before I re-drew the sprites. Never really intended for anyone to see this, but what's the harm?

Might go sit down and do a proper drawing of them in perspective once, but I'm hopeless at mechanical perspective drawing. This should get the general "idea" across, though...

Someday I'll make David do it for me *slowly turns towards the camera, grins maniacally*


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: ValkyriaL on February 23, 2013, 11:39:16 AM
With that sketch, i think you should PM David about it, im sure he would be happy to sketch it for you, if hes got time.


Title: Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
Post by: Cycerin on February 23, 2013, 12:06:24 PM
It would be cool, but I'm quite sure he's got a lot of more important things on his plate.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on February 24, 2013, 08:26:55 AM
Right people, v0.30 is out. Check the updated OP for new ship list and the new download link.

0.30:
GENERAL:
- Changed all sound effects that had superfluos stereo channels to mono, and changed all intentionally stereo sound effects to mono.
As a result, the sound effects in this mod will now overlap more cleanly and not overload the game's sound engine in large battles.
Did slight modifications to all sound effects (normalization, variations, cutting and shuffling, etc) during this batch
- How did this patch become so huge? Seriously. Someone delete this game from my drive and save me from myself.

SHIPS:
- Tons of minor balance readjustments once again, some of which I've probably forgotten to list here.
- Added Stenos-class Exploration Cruiser
- Added Typheus-class Pocket Carrier (Destroyer)
 Desdinova:
 - Visual update
 - Reduced max speed to 90.
 - Increased HP to 5000.
 - Increased FP cost to 13.
 - Reduced accel/decel.
 - Increased Ordnance Points to 105.
 - Slight readjustments across the board.
 // Remains to be seen if it's in a good spot, but feels right.
 Mantis:
 - Reduced HP by 100.
 - Reduced top speed by 10.
 - Reduced acceleration and deceleration slightly.
 // Same here.
 Nevermore:
 // Yet more rebalancing to get the Feel right after Burst Jet changes...
 - Increased HP to 8500.
 - Slightly increased shield efficiency.
 - Slightly increased shield arc.
 - Increased shield upkeep to 0.45
 - Medium turrets now point in the ship's facing.
 - Reduced acceleration, and deceleration and turn rate.
 Squilla:
 - Lowered max speed, increased shield efficiency.
 Gonodactylus:
 // Much love has been vested upon the Shrimp.
 - Added a rear-facing small ballistic turret
 - Improved weapon arcs to grant wider coverage
 - Changed the Hammerclaw to function as an enormous kinetic missile. 2 shots per fight. Much largeness.
 - Changed ship system to Arcjet Burners, a modified version of the original Desdinova system.
 - Increased OP to 70.
 Kurmaraja:
 - Increased top speed and handling
 - Changed rear large ballistic turret to medium universal turret
 - Changed front missile slot angles to 45 degrees
 Scarab:
 - New sprite. Now looks more like it comes from the same period as the Stenos. More asymmetry!
 - Added a new weapon slot.
 - OP increased to 55.
 - Max speed decreased.
 - Changed side sponson hardpoints to turrets
 - Rear energy turrets now point to each side of the ship for greater coverage
 - Slight readjustments across the board.
 Locust:
 - Increased HP by 100
 - Increased Maxspeed to 165
 - Increased Armor by 30
 - Increased Ordnance Points to 35
 - Increased Max Flux to 2300
 - Increased Flux Dissipation to 210
 
 SHIP SYSTEMS:
 Burst Jets:
 - Can no longer use the bug that allows you to coast at 500+ speed for minutes at a time.
 - Can no longer decelerate or reverse using Burst Jets.
 - Burst Jets now correctly clamp speed at a fixed rate.
// Burst Jets made burstier.
 Desdinova Burst Jets:
 - Max charges lowered to 2.
 Sentinel Drone:
 - Added the Sentinel Drone system for the Stenos and Typheus. Launches a single drone armed with a Shard AC and Ironweaver MG, protected by an omni shield.
 Having the Sentinel Drone out grants +50% autofire accuracy and +30% sensor range.
 Interdiction Array:
// Increased Interdiction Array efficiency, added custom Interdiction Array AI, removed locked flux buildup from the system
 
WEAPONS:
 - Added Splinter Volleygun (Small, Ballistic)
 // Close-ranged small Kinetic gun that fires a fan-shaped blast of flechettes.
 - Added Solenoid Quench Cannon (Large, Ballistic)
 // Enormous kinetic cannon with large range and relativistic projetile speed.
 - Added Squall Battery (Large, Ballistic)
 // Three squall cannons on a single turret. That's two more chances to create space orphans and space widows per salvo!
 - Added Dual Shard Autocannon (Medium, Ballistic)
 // In case you just can't get enough Shards.
 - Added Fury-class Torpedo Rack (Small, Missile)
 // In case you... yeah.
 - Added "Voidspear" Plasma Discharge Emitter (Medium, Energy)
 // Beam weapon that deals HE damage. Melts fighters and unshielded targets. Enormous flux consumption. Bad against shields.
 - Added Pulsed Plasma Discharge Emitter (Small, Energy)
 // Same, but more geared towards use as an AM blaster-type strike weapon. Cannon turn, regardless of mounting type.
~
 Solenoid Quench Gun:
 - Reduced damage, increased fire rate.
 - Slightly lowered projectile speed.
 - Increased range to 650
 - Increased flux buildup
 Shard Autocannon:
 // Completely redesigned!
 - New sprite/graphics
 - Lowered damage
 - Lowered projectile speed
 - Increased range.
 - Added chance to deal Energy damage when striking hull/armor
 - Increased flux buildup
 Argus Particle Beam:
 - Increased charges to 4
 - Lowered range to 450
 - Increased damage slightly
 - Increased flux cost
 Quill Rocket Launcher:
 - Reduced damage to 150
 Fury-class Torpedo:
 - Reduced damage to 2500
 Antiplasma Blaster:
 - Reduced proj speed to 700.
 - Increased flux consumption slightly
 Achilles MRM/Pod:
 - Reduced OP by 1
 - Now fires three smaller sabots instead of one large. Damage adjusted accordingly, but slightly bigger if all three hit.
// Probably going to recieve the Shard on-hit effect when the bug preventing missiles from having on-hit effects gets fixed.
 Squall Cannon:
 - Increased OP by 1
 - Increased flux consumption
Ironveaver Chaingun:
- New graphics
- New sound
- Now fires bursts. Increased proj speed, increased damage, increased flux cost, increased range.

MISC:
- Changed faction spawn rates and fleet compositions. Now spawns a massive combat fleet featuring a Kurmaraja occasionally, as well as desdinova/mantis hunter fleets.
- Changed faction dialogue yet again.
- Added more ship names to the faction
- Changed some strings
- Adjusted base variants.


Title: Re: Blackrock Drive Yards - v0.30
Post by: sdmike1 on February 24, 2013, 10:38:55 AM
!!!


Title: Re: Blackrock Drive Yards - v0.30
Post by: hairrorist on February 24, 2013, 11:50:09 AM
One last question--does this mod suffer from the same vanilla bug where stations stop acquiring goods and ships after a short time?  I hate having to cheat myself millions of credits to buy out all the useless *** they acquire for every station every two months or so of playtime.  It takes a long time in Vanilla and the number of stations in this mod will make it very long indeed.


Title: Re: Blackrock Drive Yards - v0.30
Post by: theSONY on February 24, 2013, 11:51:18 AM
lol, i hope Uomoz's didnt miss that in his mod collection  ;D
BTW cant wait to check that out


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on February 24, 2013, 11:55:15 AM
One last question--does this mod suffer from the same vanilla bug where stations stop acquiring goods and ships after a short time?  I hate having to cheat myself millions of credits to buy out all the useless *** they acquire for every station every two months or so of playtime.  It takes a long time in Vanilla and the number of stations in this mod will make it very long indeed.

Not quite sure, I haven't personally encountered that bug.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Chronosfear on February 26, 2013, 12:40:36 PM
Hi there,
just tried out your mod a second time because now it´s included to oumoz . So I thought, I had to leave a comment.  8)

I like your design of all your ships and especially the "burst maneuvering jets" of the Scarab which makes it an awesome frigate :)
Also the proc of the "Shard Autocannons" makes those very cool and a unique sort of weapon. love them. great idea!

but :) ...
i think , that the ship system of your "Kurmaraja battlecruiser" is cool but to weak at the moment in comparison with other ship systems.
It does stop missiles, but only slow ones , so most of them don´t get influenced enough by that system, even when trying to evade them.
It might need a little buff and therefore a limited uptime.

best regards.
Chronosfear

Edit : ok seen it trys to stop bullets ,too .. but also to weak i think :)



Title: Re: Blackrock Drive Yards - v0.30
Post by: ssthehunter on February 26, 2013, 05:49:52 PM
This mod is amazing, however personally, I think you should add a flagship class ^^; (sorry, its just that I think all of these ships are amazing, but im wondering what a supercapital would be like)  Also, the gravitational system on the battleship is kinda weak, all its stopped for me before are the machine gun rounds from fighters....


Title: Re: Blackrock Drive Yards - v0.30
Post by: sdmike1 on February 26, 2013, 07:22:07 PM
Hi there,
just tried out your mod a second time because now it´s included to oumoz . So I thought, I had to leave a comment.  8)

I like your design of all your ships and especially the "burst maneuvering jets" of the Scarab which makes it an awesome frigate :)
Also the proc of the "Shard Autocannons" makes those very cool and a unique sort of weapon. love them. great idea!

but :) ...
i think , that the ship system of your "Kurmaraja battlecruiser" is cool but to weak at the moment in comparison with other ship systems.
It does stop missiles, but only slow ones , so most of them don´t get influenced enough by that system, even when trying to evade them.
It might need a little buff and therefore a limited uptime.

best regards.
Chronosfear

Edit : ok seen it trys to stop bullets ,too .. but also to weak i think :)


Personally i think it is vastly overpowered, I regularly have fights where i never have to raise my Shields lol


Title: Re: Blackrock Drive Yards - v0.30
Post by: Dog on February 26, 2013, 07:27:04 PM
This mod is amazing, however personally, I think you should add a flagship class ^^;

If you check inside of your mod folder, you will find a mysterious ship named the Sachumundo.  This may be the ship you are looking for.

Cycerin: after fooling around in the Stormcrow, I've found the lack of real big stompy gun for BRDY.  Might I suggest a large, slow projectile speed, high damage, high flux cannon.  Something more along the lines of the Vanilla Plasma Cannon, or a sort of midway point between the Plasma Cannon and the SQC.  Other weapons don't really give the Stormcrow much punch, and I'm obsessed with using Blackrock weapons everywhere.  On the surface, it seems rather similar to Squall Batteries, but I've found that the battery is outpaced quickly by superior weapons.  Throw a little Blackrock flair in and you could have a big angry new gun.  Anyway, solid mod, keep up the outstanding work!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Brainbread on February 26, 2013, 08:44:59 PM
Since I'm not a modder, and I don't know what is/isn't possible, is it possible to make a gun that fires a heavy kinetic, then immediately fires a heavy explosive round afterwords?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on February 27, 2013, 06:16:35 AM
Brainbread, I'm pretty sure that isn't possible. Weapon damage types are hardcoded, only on-hit effects let you mess with them.

I'm loathe to design a whole heap of large weapons, because right now there are exactly two Blackrock ships that can mount them. I see your point, though.

So I've been playing a lot of USC lately, with the "hostile to all, omnifactory only" setting, and I'm pretty happy with this faction's balance overall at this point. Are there any ships that feel too powerful or too weak? Having killed everything up to a Nevermore with frig escort using nothing but 2 lashers, a few hounds and a few Echo-class scouts (ifed), the designed weaknesses seem pretty okay to exploit for the player right now.

I'm thinking I'll probably make a phase ship next. I also want to have a throwaway frigate for the faction, they're so much fun... a 3fp or 4fp frig without a shield generator, but fast as *** and with decent weaponry. Also considering to make a Nevermore version that has an enormous plasma emitter as the built-in version and functions as a subcapital, but I'm gonna be cautious about making a ton of nigh-identical ships.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Brainbread on February 27, 2013, 06:31:23 AM
I've noticed that Auto-completing against the Pocket Carriers results in... pretty much losing any fleet. Its to the point where if there is a single pocket carrier, I can't auto-complete the fight or I will lose almost everything.

Not sure exactly whats doing this, but its frustrating as all hell >.<


Title: Re: Blackrock Drive Yards - v0.30
Post by: zakastra on February 27, 2013, 10:44:23 AM
Well if its any consolation, auto-resolve is probably going to be removed in the next starsector patch, so I'd take this as a wonderful opportunity to not use it.

...Waitaminute! that's not comforting at all!


Title: Re: Blackrock Drive Yards - v0.30
Post by: ValkyriaL on February 27, 2013, 11:17:11 AM
That's not good, i really can't be arsed fighting every single fleet i come across.


Title: Re: Blackrock Drive Yards - v0.30
Post by: ssthehunter on February 27, 2013, 03:10:47 PM
thats... thats a horrifying concept.  I really hope its not going to be removed.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on February 28, 2013, 09:49:29 AM
I guess if it was removed, it would be replaced by a better mechanic. I'm pretty sure Alex understands that nobody wants to fight a lone Hound with their 100fp fleet. The idea behind removing autocomplete, the way I see it, comes with the increased opportunity cost to deploying ships and the idea of wanting to ensure that there is a good reason to treat smaller battles seriously as they will be fought with smaller task forces, unless you want to invest resources into getting all your capital ships combat ready in order to swat a single frigate. Along with a general focus on more evenly matched, less one-sided combat. No reason for a player who has Onslaughts to seek out and fight small fry... when they could use them to siege an enemy factory planet for political power.

But this is a derail, people, take it to the blogposts thread.


Title: Re: Blackrock Drive Yards - v0.30
Post by: conorano on February 28, 2013, 02:29:16 PM
are you still taking weapon requests if so i have one here (i have more but i need to know if you want to know them first)

i was thinking about a medium variant of the tachyon lance only with high explosive damage and maybe a small emp chance. it would have low damage but long range and good rate of fire. it could be used as a good support weapon.just trowing an idea out there you can change it as you like.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sandremo on February 28, 2013, 03:25:01 PM
That's not good, i really can't be arsed fighting every single fleet i come across.

I concur! There are times when i'm flying around with my massive freespace 2 fleets and i see a pirate "Armada" which is like 80% destroyed having only 2 carriers and 1 fighter wing charging right at me shouting "HAVE AT THEE!"

Okay the last part was in my imagination but you get the drift... i hope.

-Sandremo


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 01, 2013, 08:25:12 AM
i was thinking about a medium variant of the tachyon lance only with high explosive damage and maybe a small emp chance. it would have low damage but long range and good rate of fire. it could be used as a good support weapon.just trowing an idea out there you can change it as you like.

Sounds like the Plasma Discharge Emitter to me! Add Advanced Optics and you've basically got it. I've briefly considered adding some sort of beam effect to it, though.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 01, 2013, 09:52:48 PM
Any chance of us getting a battlecruiser of some sort, slow ponderous, yet awesomely powerful?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Jonlissla on March 02, 2013, 12:17:06 AM
As always, excellent ship sprites and design. The balance is alot better this time around, and no surfing around at a speed of 600 with a cruiser. The faction is in a good place now, but it feels as if it's missing a few things. Is it possible for you to add a lighter fightercraft similar to the Talon, and perhaps a larger, heavier capital ship?

Also, it feels as if every ship has different versions of Manuevering Jets. For the Nevermore, I can understand the design, and I guess the Desdinova is about close-combat mobility, but what about the Scarab?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 02, 2013, 08:04:48 AM
Any chance of us getting a battlecruiser of some sort, slow ponderous, yet awesomely powerful?

You already have a battlecruiser - the Kurmaraja. The definition of a battlecruiser is a ship with the speed and protection of a cruiser, but the armament of a battleship, by the way. ;)

A slow, ponderous, enormously powerful vessel isn't in the Blackrock spirit, so to speak.. there will be a ship that is situationally more powerful than the Kurmaraja, though. But it will take a while for me to get everything I want about that ship to feel right. Picture a teleporter that only works at 0 flux coupled with a built-in weapon that causes enormous destruction in a close radius around the ship. Now picture that on a ship the size of an Onslaught - except it's a Blackrock ship, so its weapons are all close-range burst damage. That is the Sachumodo.

Quote
but it feels as if it's missing a few things. Is it possible for you to add a lighter fightercraft similar to the Talon, and perhaps a larger, heavier capital ship?

Also, it feels as if every ship has different versions of Manuevering Jets. For the Nevermore, I can understand the design, and I guess the Desdinova is about close-combat mobility, but what about the Scarab?

What's planned right now is a corvette - basically a 3fp frigate that functions more or less like a Hound. I am also going to make a phase destroyer and a second capital ship. I might also make research variants of ships, like a prototype Desdinova or prototype Nevermore that has to be captured or earned as a reward for gaining favor with the faction. I really want, for instance, to make a Nevermore that has a toggle Lucifer generator as well as a toggle superpowered Plasma Discharge Emitter for hyper-risky glass cannon play, but I don't want to touch the current version of the ship, which I feel has settled into a nice niche.

As for the Maneuvering Jets, the Scarab and Nevermore use the exact same shipsystem. It just handles differently due to the ship stats. However, the Desdinova's system is indeed focused on twitchier movement, I also wanted to keep it separate simply to give the ship some flair.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 02, 2013, 09:45:00 AM
Any chance of us getting a battlecruiser of some sort, slow ponderous, yet awesomely powerful?

You already have a battlecruiser - the Kurmaraja. The definition of a battlecruiser is a ship with the speed and protection of a cruiser, but the armament of a battleship, by the way. ;)

A slow, ponderous, enormously powerful vessel isn't in the Blackrock spirit, so to speak.. there will be a ship that is situationally more powerful than the Kurmaraja, though. But it will take a while for me to get everything I want about that ship to feel right. Picture a teleporter that only works at 0 flux coupled with a built-in weapon that causes enormous destruction in a close radius around the ship. Now picture that on a ship the size of an Onslaught - except it's a Blackrock ship, so its weapons are all close-range burst damage. That is the Sachumodo.

Quote
but it feels as if it's missing a few things. Is it possible for you to add a lighter fightercraft similar to the Talon, and perhaps a larger, heavier capital ship?

Also, it feels as if every ship has different versions of Manuevering Jets. For the Nevermore, I can understand the design, and I guess the Desdinova is about close-combat mobility, but what about the Scarab?

What's planned right now is a corvette - basically a 3fp frigate that functions more or less like a Hound. I am also going to make a phase destroyer and a second capital ship. I might also make research variants of ships, like a prototype Desdinova or prototype Nevermore that has to be captured or earned as a reward for gaining favor with the faction. I really want, for instance, to make a Nevermore that has a toggle Lucifer generator as well as a toggle superpowered Plasma Discharge Emitter for hyper-risky glass cannon play, but I don't want to touch the current version of the ship, which I feel has settled into a nice niche.

As for the Maneuvering Jets, the Scarab and Nevermore use the exact same shipsystem. It just handles differently due to the ship stats. However, the Desdinova's system is indeed focused on twitchier movement, I also wanted to keep it separate simply to give the ship some flair.

Just seems like Kurmaraja just seems a little underwhelming I guess maybe because its ability isn't working?

And I just realized that Sachumodo has a picture in the data files, I like it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Jonlissla on March 02, 2013, 10:54:57 AM
Just seems like Kurmaraja just seems a little underwhelming I guess maybe because its ability isn't working?

It works, and it's very powerful.

What's planned right now is a corvette - basically a 3fp frigate that functions more or less like a Hound.


Will it count as a fighter, hence the word 'corvette'? I wouldn't mind another light frigate but we already have the Mantis fulfilling that role quite nicely.

Quote
I also wanted to keep it separate simply to give the ship some flair.

Personally it felt as if all the ships I used had manuevering jets. Granted, while I used all the ships, I mostly piloted the Scarab, Desdinova and Nevermore, so I guess it's more of a personal experience of mine. Does the Scarab need it though? What about a pair of drones which have a large shield radius to act as support instead of giving it more mobility?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on March 02, 2013, 03:12:05 PM
Hello, I'm loving this mod.  I haven't played Starsector with mods much largely because everything looks out of place next to the stellar vanilla artwork, but your ships fit right in both mechanically and aesthetically.

For your phase cruiser, why not some variation of the burst thrusters you can use in phase cloak?  Coast up to your target while phased, burst jet through him and turn, then unload.  You could make it slower than the Doom to compensate, or give it a decent flux cost to make it tricky to pull off without overloading.  Alternatively, I like using the 0-flux boost and/or maneuvering jets to get to high speeds then coast past enemies and do strafing runs, allowing me to vent safely afterwards; you could have a system like the burn drive that doesn't throttle your speed down when it's done, allowing you to do high speed, difficult to target bombing runs.  I don't think the AI would like that one though.

I've been thinking that it would be interesting to have ways to weaponize flux.  For the Sachumodo, instead of having it activate at 0 flux, perhaps you could make it so it deals damage proportional to the amount of stored flux and overloads.

Finally, I have to know, because it's been driving me crazy: what the hell is the Lucifer generator?


Title: Re: Blackrock Drive Yards - v0.30
Post by: conorano on March 03, 2013, 12:28:41 AM
the lucifer generator was the first shipsystem of the nevermore. it was a timed ability that completely locked your engines down so it made you unable to move in any way except for the velocity you had. but on the bright side, you would get like 2 or 3 times more energy weapon damage. it was meant for the nevermores built in weapon


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 03, 2013, 03:27:23 AM
To Alfalfa: Well, it's going to be a phase destroyer, not a phase cruiser. And I had actually considered a weaponized flux venting system for that ship - an emergency flux vent that damages the ship slightly, does damage to everything in close range, etc. I'm worried that burst jets would be too good on a phase ship, it would be very fun to pilot though. Glad you're enjoying the mod.

The Sachumodo in the files is a very outdated sprite and the final ship probably won't look much like that at all. :)

Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Chronosfear on March 03, 2013, 06:40:51 AM
First i thought the the shipsystem of your BC Kurmaraja is not strong enough, but hell it is. the system reduces any ballistic damage depending on the impactspeed/power left. So it´s not a missile defense as i thought in the first place :)
Maybe the system could also affect asteroids and dead ships ? or even ships getting to close ( like missiles ) because it should affect anything in it´s range :)

Nevermore with 1 more guns on each side would be awesome. the port and starboard sides are it´s real weakness in my opinion.



Title: Re: Blackrock Drive Yards - v0.30
Post by: LazyWizard on March 03, 2013, 07:16:17 AM
Something to note about the Kurmaraja's gravity field is that it becomes more powerful the closer the projectile is to the center of the ship. So those using it to block projectiles from the side will have far more luck than those using it to protect the front or back, due to the shape of the ship.

Cycerin: I'd be willing to rewrite the Kurmaraja's ship system if you want. If I recall correctly, it was a quick replacement system since the API hooks necessary for the original idea weren't implemented yet. :)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on March 03, 2013, 03:53:37 PM
the lucifer generator was the first shipsystem of the nevermore. it was a timed ability that completely locked your engines down so it made you unable to move in any way except for the velocity you had. but on the bright side, you would get like 2 or 3 times more energy weapon damage. it was meant for the nevermores built in weapon

Oh thank you, that explains it.  I saw posts about how good it could be, how people would miss it, how it might come back in the future, et cetera, but not a word as to what it actually was!

To Alfalfa: Well, it's going to be a phase destroyer, not a phase cruiser. And I had actually considered a weaponized flux venting system for that ship - an emergency flux vent that damages the ship slightly, does damage to everything in close range, etc. I'm worried that burst jets would be too good on a phase ship, it would be very fun to pilot though. Glad you're enjoying the mod.

The Sachumodo in the files is a very outdated sprite and the final ship probably won't look much like that at all. :)

Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?

Well, if it's a destroyer, depending on its loadout it might not be too powerful with burst jets.  That flux venting system sounds good, though.  Being surrounded with high flux is pretty much a death sentence for phase ships in my experience, unless it has crazy venting, and I tend to prefer capacitors over vents on phase ships.

Aw, I thought the Sachumodo looked boss, but I'm sure you'll come up with something great.

As for the Nevermore, I'm currently using it as my flagship in my Blackrock fleet and haven't had much trouble with missiles, though that could just be the dual flaks being awesome.  I doubt a couple small turrets on a cruiser would unbalance it though.

Serket fighters are fantastic, by the way.  I think they're the most survivable fighters in the game, which is a big consideration for me.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Jonlissla on March 04, 2013, 05:06:52 AM
Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?

Not necessary if you ask me. It feels like it's in a solid place now. Wouldn't mind if it had the High Energy Focus subsystem though, it would be a perfect match.


Title: Re: Blackrock Drive Yards - v0.30
Post by: EnderNerdcore on March 04, 2013, 07:14:22 AM
Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?

Not necessary if you ask me. It feels like it's in a solid place now. Wouldn't mind if it had the High Energy Focus subsystem though, it would be a perfect match.
God no, the Nevermore's current ship system is perfect and is the reason I use it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 04, 2013, 04:56:47 PM
(http://i.imgur.com/3VJBKHr.png)

The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.

(http://i.imgur.com/YXgWaeT.png)

The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.


Title: Re: Blackrock Drive Yards - v0.30
Post by: sdmike1 on March 04, 2013, 08:25:19 PM
Well it is different, i don't know if that is a good thing yet but it certainly is different :)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Brainbread on March 05, 2013, 09:15:58 AM
(http://i.imgur.com/3VJBKHr.png)

The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.

Cycerin. Stop it. I'm having enough trouble playing any faction other than Blackrock, and this is just making it harder (though, I will admit. The frigates and non Serjit fighters feel like they're made of glass near the endgame, as does the Desindova. So I generally stick with the Carriers and Nevermores).

And I still haven't got my hands on the special edition Nevermore (I've killed that fleet a dozen times, its *** me off xD)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 05, 2013, 09:25:12 AM
(http://i.imgur.com/p9FPK7u.jpg)

I also touched up the Nevermore sprite recently, it looks a bit better now. The added turrets make it much less vulnerable to flanking by frigates, but the ship still has the base ordnance points. Might increase it to 155.

(http://i.imgur.com/u0NUpHD.png)

Wouldn't say the Desdinova feels glassy in the player's hands, with a well skilled character and enough kinetic weapons you can easily ruin high-tech ships. Extended shields is actually really good on it if you spec Technology and have the requisite OP - the AI can do fairly well with it then, but can quickly screw up with a glass cannon setup that a player might use well.

Was wondering if its shield would do with a wider base radius or if the ship should simply be given a tad more HP, its so easy to kill it when it's AI-piloted.


Title: Re: Blackrock Drive Yards - v0.30
Post by: HeliosRX on March 05, 2013, 05:38:21 PM
I gotta say, I absolute love this mod!

That said, I absolutely loath the changes you've made to the coolest and most useful ship system I've ever run across in Starsector. First, we had the amazing Arc Jet Burner, which I ended up slapping onto any modded ship without a preinstalled ship system because it was so good. Then, you nerfed it to the Burst Maneuvering Jets, which were still really useful and cool (and kind of balanced by the fact that you couldn't steer after reaching maximum momentum). And now it's lost most of its wonderful utility and all of its great lore, since
A) If I recall correctly, It's no longer fueled by shunting flux into an awesome system from the shield generators or something.
B) You can't infinitely coast if you time your acceleration really well.

In my eyes, B) was the primary use for such a ship system and it's what BRDY such a great threat at lower ship tiers. I highly doubt nerfing it was necessary, and now the Desdinova is just 'regular' instead of being a super-speed badass.

Please consider changing the system back. I'm addicted to the faction, so it just kinda sucks when the best ship is nerfed.

Thanks!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 05, 2013, 07:26:10 PM
First off I'm really happy that you've played and enjoyed my mod for so long. ;D

Well, the arcjet burner remains - the Gonodactylus is using it. The reason for this is the same as why Enforcers, Onslaughts etc. have Burn Drive and not Tempests - a slow, predictable ship suddenly becoming fast and unpredictable is more fun to play as and against than a fast ship that becomes even faster and thus impossible to avoid. That said, you can assume that the Arc Jet Thrusters for the Desdinova still work in a similar way lore-wise - the ship is built around the engines, after all. If you want a Desdinova with Arcjet Burners, all you have to do is change some stuff in the spreadsheets. ;0 I'd still say the Desdinova is quite far from regular, though - if you want to be a speed monster, you can spec your character accordingly and it is the fastest overall destroyer in the game.

I took out the coasting on the burst jets (it was quite an ordeal to accomplish, given how thrust works in the game) because it's kind of silly to deploy a cruiser first and just bully every single enemy frigate far out of being able to cap any nodes. There needs to be tradeoffs, unfortunately, for things to have balance, but nobody is stopping you from modding my mod to your own tastes. The feature was never intended in the first place, and I didn't realize what people were talking about in the thread until I accidentally discovered it on my own.


Title: Re: Blackrock Drive Yards - v0.30
Post by: MShadowy on March 05, 2013, 09:21:35 PM
(http://i.imgur.com/3VJBKHr.png)

The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.

Edit:  Nevermind, I somehow conflated the Sachimodo and Kumaraja.  Looking at them I'd say your redesign is actually generally quite improved.  Though I'm not so sure about the spines poking out of the side.

Quote
(http://i.imgur.com/YXgWaeT.png)

The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.

Nifty little ship.  I definitely like the hull shape on her.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on March 05, 2013, 11:12:23 PM
I've been playing around with the Kurmaraja's gravity field code and I've finally come up with something respectable that works closer to actual gravity (or actual reversed gravity that is).

Code:
public class GravityField implements ShipSystemStatsScript
{
    private static float FIELD_RANGE = 1000f;
    private static float FIELD_STRENGTH = 0.00000005f;
    private static float FIELD_STRENGTH_CONSTANT = 6f;
    private static float FIELD_STRENGTH_SQUARED = 3f;
    private static boolean MUTUAL_GRAVITY = false;
    private static boolean GRAVITY_PROPORTIONAL_TO_MASS = false;
    private static float PROPORTIONAL_GRAVITY = 0.1f;
    private static float INVERSE_GRAVITY = 10000f;
    private static float DISTANCE_WEIGHT = 1f;
    //private static Color FIELD_COLOR = Color.CYAN;
    private static Color FIELD_COLOR = new Color(142, 112, 248); // some color idk
   
    @Override
    public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel)
    {
        ShipAPI ship = CombatUtils.getOwner(stats);

        if (ship == null)
        {
            return;
        }
       
        Vector2f velocity;
        Vector2f shipvelocity;
        Vector2f gravvelocity = new Vector2f();
        Vector2f direction = new Vector2f();
        Vector2f curlocation;
        Vector2f shiplocation;
        CombatEntityAPI current;
        float curdistance;       
        float gravforce;
        List workdamnit = CombatUtils.getCombatEngine().getProjectiles();
        //workdamnit.addAll(CombatUtils.getCombatEngine().getShips());
        //workdamnit.addAll(CombatUtils.getCombatEngine().getAsteroids());
        for (Iterator iter = CombatUtils.getCombatEngine().getProjectiles().iterator();
                iter.hasNext();)
        {       
       
            current = (CombatEntityAPI) iter.next();
            curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;
           
            if ((current.getOwner() == ship.getOwner()) || (curdistance > FIELD_RANGE))
            {
                // Don't affect friendly projectiles
                continue;
            }
           
            velocity = current.getVelocity();
            shiplocation = ship.getLocation();
            curlocation = current.getLocation();
           
            if (GRAVITY_PROPORTIONAL_TO_MASS) {
            gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
            }
            else {
            gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
            }
           
           
            direction.x = curlocation.x - shiplocation.x;
            direction.y = curlocation.y - shiplocation.y;
           
            gravvelocity.x = gravforce * (direction.x / curdistance);
            gravvelocity.y = gravforce * (direction.y / curdistance);
           
            if (MUTUAL_GRAVITY)
            {
            shipvelocity = ship.getVelocity();
            shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
            velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
            } else {
            velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
            }
           
            //velocity.x += gravvelocity.x;
            //velocity.y += gravvelocity.y;
           
        }
       
        for (Iterator iter = CombatUtils.getCombatEngine().getShips().iterator();
        iter.hasNext();)
{       

        current = (CombatEntityAPI) iter.next();
           
            if (current.getOwner() == ship.getOwner()) {
           
            continue;
           
            }
           
            if (((ShipAPI) current).isFighter())
            {
           
            for (Iterator iter2 = ((ShipAPI)current).getWingMembers().iterator();
                iter2.hasNext();)
        {       
       
                current = (CombatEntityAPI) iter2.next();
                    curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;
                   
                    if (curdistance > FIELD_RANGE) {
                   
                    continue;
                   
                    }
                   
                    velocity = current.getVelocity();
                    shiplocation = ship.getLocation();
                    curlocation = current.getLocation();
                   
                    if (GRAVITY_PROPORTIONAL_TO_MASS) {
                    gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
                    }
                    else {
                    gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
                    }
                   
                   
                    direction.x = curlocation.x - shiplocation.x;
                    direction.y = curlocation.y - shiplocation.y;
                   
                    gravvelocity.x = gravforce * (direction.x / curdistance);
                    gravvelocity.y = gravforce * (direction.y / curdistance);
                   
                    if (MUTUAL_GRAVITY)
                    {
                    shipvelocity = ship.getVelocity();
                    shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
                    velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
                    } else {
                    velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
                    }
        }
           
            }
           
            curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;         
           
            if (curdistance > FIELD_RANGE)
            {
                // Don't affect friendly projectiles
                continue;
            }
           
            velocity = current.getVelocity();
            shiplocation = ship.getLocation();
            curlocation = current.getLocation();
           
            if (GRAVITY_PROPORTIONAL_TO_MASS) {
            gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
            }
            else {
            gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
            }
           
           
            direction.x = curlocation.x - shiplocation.x;
            direction.y = curlocation.y - shiplocation.y;
           
            gravvelocity.x = gravforce * (direction.x / curdistance);
            gravvelocity.y = gravforce * (direction.y / curdistance);
           
            if (MUTUAL_GRAVITY)
            {
            shipvelocity = ship.getVelocity();
            shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
            velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
            } else {
            velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
            }             
   
}
       
        for (Iterator iter = CombatUtils.getCombatEngine().getAsteroids().iterator();
        iter.hasNext();)
{       

        current = (CombatEntityAPI) iter.next();
            curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;
           
            if ((current.getOwner() == ship.getOwner()) || (curdistance > FIELD_RANGE))
            {
                // Don't affect friendly projectiles
                continue;
            }
           
            velocity = current.getVelocity();
            shiplocation = ship.getLocation();
            curlocation = current.getLocation();
           
            if (GRAVITY_PROPORTIONAL_TO_MASS) {
            gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
            }
            else {
            gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
            }           
           
            direction.x = curlocation.x - shiplocation.x;
            direction.y = curlocation.y - shiplocation.y;
           
            gravvelocity.x = gravforce * (direction.x / curdistance);
            gravvelocity.y = gravforce * (direction.y / curdistance);
           
            if (MUTUAL_GRAVITY)
            {
            shipvelocity = ship.getVelocity();
            shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
            velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
            } else {
            velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
            }
   
        }
    }

The replicated portions deal with ships and asteroids, respectively.  I had a more elegant implementation but concatenating the entity lists produced horrific lag.  The constants at the top allow you to modify the effects in various ways.  It's currently set so the force is inversely proportional to an object's mass, counter to how gravity typically functions.  The other way makes capital ships bounce off the field, which looks a bit silly.  I'm a bit tired now so I'll leave it at that.  If anyone is curious about anything regarding this I can answer your questions tomorrow.

Sachumodo looks mean, by the way.  Definitely more in-line with a Paragon or Onslaught than the old one.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 07, 2013, 09:09:32 AM
Thanks for the appreciation Shadowy! Regarding the Kurma's system, I am of the opinion that there currently isn't anything wrong with it. However I'm talking to LazyWizard about a possible redesign.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sandremo on March 07, 2013, 09:12:31 AM
(http://i.imgur.com/3VJBKHr.png)

The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.

(http://i.imgur.com/YXgWaeT.png)

The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.

 /piff (From ragnarok online :P) I want! <3

-Sandremo


Title: Re: Blackrock Drive Yards - v0.30
Post by: theSONY on March 07, 2013, 10:03:06 AM
(http://i.imgur.com/3VJBKHr.png)

The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.

(http://i.imgur.com/YXgWaeT.png)

The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.
i got I have mixed feelings about this
i like your ships designs & the whole mod it self
but there is something that disturb's  me in this ship, somehow it don't fit to the rest of the ships, i dunno maybe its just me


Title: Re: Blackrock Drive Yards - v0.30
Post by: conorano on March 07, 2013, 10:19:18 AM
i quite like the sachumodo, only i feel a heavy weapon slot or a built-in is missing... is this a cruiser?


Title: Re: Blackrock Drive Yards - v0.30
Post by: sirboomalot on March 07, 2013, 01:05:59 PM
(http://i.imgur.com/3VJBKHr.png)

The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.

(http://i.imgur.com/YXgWaeT.png)

The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.
i got I have mixed feelings about this
i like your ships designs & the whole mod it self
but there is something that disturb's  me in this ship, somehow it don't fit to the rest of the ships, i dunno maybe its just me

I think the difference is that the Sachumodo is a lot wider than the rest of this mod's ships, though it doesn't really bother me all that much. As for the robberfly class, I like it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 07, 2013, 01:23:22 PM
i quite like the sachumodo, only i feel a heavy weapon slot or a built-in is missing... is this a cruiser?

It will have a built-in weapon. It also has four large weapon slots.


Title: Re: Blackrock Drive Yards - v0.30
Post by: conorano on March 07, 2013, 01:25:49 PM
It does? Aah now i see it. I thought those were mediums ;D


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on March 07, 2013, 03:00:11 PM
Thanks for the appreciation Shadowy! Regarding the Kurma's system, I am of the opinion that there currently isn't anything wrong with it. However I'm talking to LazyWizard about a possible redesign.

Oh, I've grown quite fond of the Kurmaraja, that's why I was experimenting with it.  The system I made introduces some interesting behaviours, though.  It's about as effective as the original against projectiles, although heavy projectiles such as Hellbore rounds are difficult to deflect.  Faster missiles such as Sabots and Harpoons can power through it, Pilums are just barely stopped, and it's very amusing watching an Onslaught overload itself by throwing its swarm of Annihilator missiles back in its teeth.  The effects on fighters are significant as well, with bombers being held mostly at bay and others suffering from reduced agility.

If you have the time you should play around with it a bit; for inspiration, if nothing else.


Title: Re: Blackrock Drive Yards - v0.30
Post by: HeliosRX on March 07, 2013, 04:39:56 PM
First off I'm really happy that you've played and enjoyed my mod for so long. ;D

Well, the arcjet burner remains - the Gonodactylus is using it. The reason for this is the same as why Enforcers, Onslaughts etc. have Burn Drive and not Tempests - a slow, predictable ship suddenly becoming fast and unpredictable is more fun to play as and against than a fast ship that becomes even faster and thus impossible to avoid. That said, you can assume that the Arc Jet Thrusters for the Desdinova still work in a similar way lore-wise - the ship is built around the engines, after all. If you want a Desdinova with Arcjet Burners, all you have to do is change some stuff in the spreadsheets. ;0 I'd still say the Desdinova is quite far from regular, though - if you want to be a speed monster, you can spec your character accordingly and it is the fastest overall destroyer in the game.

I took out the coasting on the burst jets (it was quite an ordeal to accomplish, given how thrust works in the game) because it's kind of silly to deploy a cruiser first and just bully every single enemy frigate far out of being able to cap any nodes. There needs to be tradeoffs, unfortunately, for things to have balance, but nobody is stopping you from modding my mod to your own tastes. The feature was never intended in the first place, and I didn't realize what people were talking about in the thread until I accidentally discovered it on my own.

Thanks for the explanation, I believe I understand the background of the issue and the justification for the fix now. I personally loved running around in a superfast destroyer that required some decent trajectory planning to use properly, but I understand how detrimental that can be to game balance.

That said, I have nearly no experience with modifying the necessary files. Can you please tell me what I need to edit in order to remove the max speed clamp?

Thanks!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 07, 2013, 04:42:32 PM
Thanks for the appreciation Shadowy! Regarding the Kurma's system, I am of the opinion that there currently isn't anything wrong with it. However I'm talking to LazyWizard about a possible redesign.

Oh, I've grown quite fond of the Kurmaraja, that's why I was experimenting with it.  The system I made introduces some interesting behaviours, though.  It's about as effective as the original against projectiles, although heavy projectiles such as Hellbore rounds are difficult to deflect.  Faster missiles such as Sabots and Harpoons can power through it, Pilums are just barely stopped, and it's very amusing watching an Onslaught overload itself by throwing its swarm of Annihilator missiles back in its teeth.  The effects on fighters are significant as well, with bombers being held mostly at bay and others suffering from reduced agility.

If you have the time you should play around with it a bit; for inspiration, if nothing else.

Is there anyway of increasing the strength of the field?


Title: Re: Blackrock Drive Yards - v0.30
Post by: SainnQ on March 07, 2013, 07:32:22 PM
Is the Sachumodo a Capital by any chance? And if so is there any particular ETA?



Title: Re: Blackrock Drive Yards - v0.30
Post by: banehunter on March 07, 2013, 07:37:25 PM
Is the Sachumodo a Capital by any chance? And if so is there any particular ETA?



Indeed good sir, if I can draw your attention to the 4 large ballistic points I think you will understand your sillyness. Oh btw is this in the newest build of Uomoz's Corvus 17.1?


Title: Re: Blackrock Drive Yards - v0.30
Post by: SainnQ on March 07, 2013, 08:01:37 PM
Is the Sachumodo a Capital by any chance? And if so is there any particular ETA?



Indeed good sir, if I can draw your attention to the 4 large ballistic points I think you will understand your sillyness. Oh btw is this in the newest build of Uomoz's Corvus 17.1?

Spare me! I haven't been playing long enough to be able to recognize turret sizes at a glance.  :P


Title: Re: Blackrock Drive Yards - v0.30
Post by: banehunter on March 07, 2013, 08:15:05 PM
i quite like the sachumodo, only i feel a heavy weapon slot or a built-in is missing... is this a cruiser?

It will have a built-in weapon. It also has four large weapon slots.
:P


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on March 07, 2013, 09:28:29 PM
Is there anyway of increasing the strength of the field?

Yes, with the current settings changing the constant INVERSE_GRAVITY will alter the field strength.

For reference, an explanation on the constants:

    private static float FIELD_RANGE = 1000f;
This sets at what range the field will begin to have an effect on objects.  Depending on the other settings, the effect is likely to be negligible at this distance.

    private static float FIELD_STRENGTH = 0.00000005f;
    private static float FIELD_STRENGTH_CONSTANT = 6f;
    private static float FIELD_STRENGTH_SQUARED = 3f;
These are the original field strength constants and ones for previous implementations I made.  They are all unused in this iteration.

    private static boolean MUTUAL_GRAVITY = false;
This determines whether the Kurmaraja is affected by the gravitational forces it generates.  If so, the force is split depending on the respective masses of the Kurmaraja and what it is affecting.  Produces some odd results due to the disproportionate mass of projectiles to ships (missile surfing is quite entertaining ;)) and the implementation of engine thrust (which negates the force entirely).

    private static boolean GRAVITY_PROPORTIONAL_TO_MASS = false;
This determines whether the field operates as a direct reversal of normal gravity (where greater masses generate greater forces) or whether the force is inversely proportional to the objects mass.  Given the original function of the field I have it set to the inverse so it is more effective against projectiles and less so against ships.

    private static float PROPORTIONAL_GRAVITY = 0.1f;
    private static float INVERSE_GRAVITY = 10000f;
These are the field strengths of the proportional to mass and inversely proportional implementations, respectively, and are what you were looking for.

    private static float DISTANCE_WEIGHT = 1f;
This is simply a constant to scale the effect of distance to your taste.

I'm not trying to foist this off on anyone, by the way.  I simply found the idea of the system intriguing, wanted to test the limits of what could be done with it, and was pleased enough with the result that I wanted to share it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 08, 2013, 10:41:58 AM
(http://i.imgur.com/NDJpaL5.png)

Begin gratuitously evil and pulpy teaser:

"How are we going to find crewmen that are willing to serve aboard this thing? You're talking unavoidable gamma ray exposure, ambient lacerations to DNA... I'd put crew life expectancy around two months at most. Not even Deadbloods are going to want to climb into the airlocks on this... this vessel. You cancelled the job yourself, first time around, Sir - although, I don't mean to imply-"

Roland Augustmoon leaned forward in his chair, aged synthetic wood creaking in protest. His eyes met the Chief Designer's, who had to blink. The twin pinlights, those orbs - too *small* for their sockets, their attention always accompanied with a hypersonic keening. Familiarity didn't make it easier to deal with.

The model hovered over the table surface in an exploded view - pieces fitting together perfectly, joined by the metaphasic flux conduits that streamed out from the generator and filled the entire vessel. A spaceship, he knew, that would inevitably poison the life out of its crew.

Augustmoon's finger tapped the desktop as he spoke. "We don't deal in moral absolutes here at Blackrock, chief designer. Are you suggesting that there is some sort of tradeoff here that... we shouldn't be prepared to make?"

"N-no, Sir. I'm just saying that it will be an enormous resource drain on any fleet willing to accept the obvious risks. Why would we want to strain our lines of production with a new blueprint, when we already have the base model in steady production, with combat protocols already trialed in live combat, the Sector already spreading rumors-"

"The Nevermore guarantees nothing. Only this can guarantee that capital ships become a liability in the Sector. This is everyone's loss, and everyone's gain, Mr. Wondermere. This proves that we are through with being intimidated. It will be like a sword hanging over their heads, tied by a thin string, ready to snap."

"What do you mean, Sir?"

If Roland Augustmoon still had eyelids, he would have squinted. "An ancient idiom. You understand what I'm implying."

The Chief Designer nodded quickly, and gathered his papers with both arms.

"I will notify the committee, then... and call a meeting in two hours," he said.

He could feel Augustmoon's gaze creeping up the nape of his neck as he waited for the doors to slide open.

"Like a sword hanging over all our heads," he thought, exhaling in relief as he stepped outside into the dry air.


Title: Re: Blackrock Drive Yards - v0.30
Post by: conorano on March 08, 2013, 10:51:04 AM
this one looks much more.. fat XD i do like it though, but it needs to be durable.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 08, 2013, 10:55:22 AM
It's situationally as powerful as a battlecruiser, but classed as a cruiser. Also, it does not replace the current Nevermore.


Title: Re: Blackrock Drive Yards - v0.30
Post by: conorano on March 08, 2013, 11:07:39 AM
well this all looks promising. have you ever continued work on your drone faction or is that not on the agenda any time soon? if thats no project for you anymore i would like to see a blackrock drone support ship. maybe with long ranged lasers or something (yes im obsessed with long ranged wapons thats why i keep asking things like that  ;D)


Title: Re: Blackrock Drive Yards - v0.30
Post by: zakastra on March 08, 2013, 11:56:53 AM
Can We get some coders to make it actively kill crew in normal running conditions without any damage required? That would be a superb trade-off of power verses utility


Title: Re: Blackrock Drive Yards - v0.30
Post by: FlashFrozen on March 08, 2013, 12:17:22 PM
Hehe with a backstory like that, I'm almost surprised it isn't named Damocles :P


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 08, 2013, 12:33:25 PM
Funnily enough, its built-in weapon is named the Sword of Damocles!

zakastra: Eventually I'd like to make custom accidents for the ship involving crew loss.

All in all, in these little snippets of lore, I hope the ruthlessness of Blackrock Drive Yards is coming through. Megacorporations... never the good guys.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 08, 2013, 03:42:33 PM
Is there anyway of increasing the strength of the field?

Yes, with the current settings changing the constant INVERSE_GRAVITY will alter the field strength.

For reference, an explanation on the constants:

    private static float FIELD_RANGE = 1000f;
This sets at what range the field will begin to have an effect on objects.  Depending on the other settings, the effect is likely to be negligible at this distance.

    private static float FIELD_STRENGTH = 0.00000005f;
    private static float FIELD_STRENGTH_CONSTANT = 6f;
    private static float FIELD_STRENGTH_SQUARED = 3f;
These are the original field strength constants and ones for previous implementations I made.  They are all unused in this iteration.

    private static boolean MUTUAL_GRAVITY = false;
This determines whether the Kurmaraja is affected by the gravitational forces it generates.  If so, the force is split depending on the respective masses of the Kurmaraja and what it is affecting.  Produces some odd results due to the disproportionate mass of projectiles to ships (missile surfing is quite entertaining ;)) and the implementation of engine thrust (which negates the force entirely).

    private static boolean GRAVITY_PROPORTIONAL_TO_MASS = false;
This determines whether the field operates as a direct reversal of normal gravity (where greater masses generate greater forces) or whether the force is inversely proportional to the objects mass.  Given the original function of the field I have it set to the inverse so it is more effective against projectiles and less so against ships.

    private static float PROPORTIONAL_GRAVITY = 0.1f;
    private static float INVERSE_GRAVITY = 10000f;
These are the field strengths of the proportional to mass and inversely proportional implementations, respectively, and are what you were looking for.

    private static float DISTANCE_WEIGHT = 1f;
This is simply a constant to scale the effect of distance to your taste.

I'm not trying to foist this off on anyone, by the way.  I simply found the idea of the system intriguing, wanted to test the limits of what could be done with it, and was pleased enough with the result that I wanted to share it.

So what file would be edited to do the changes, the subsytem file?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Thule on March 08, 2013, 04:23:51 PM
(http://i.imgur.com/NDJpaL5.png)

"How are we going to find crewmen that are willing to serve aboard this thing? You're talking the whole load here - potential gamma ray exposure, ambient phasic bleed lacerations to DNA... I'd put crew life expectancy around two months at most. Not even Deadbloods are going to want to climb into the airlocks on this... this torture instrument! You cancelled Project Lucifer yourself, Sir - although I don't mean to imply-"

Roland Augustmoon leaned forward in his ostentatious chair, unimaginably expensive woodwork from Lodestone's resource-rich past creaking in protest. It wasn't a sight you could get used to easily - those charismatic, crow's feet-lined eyes... and then the cold light shimmering from within, those orbs - too *small* for their sockets, silently observing you. The chief designer swallowed, making a noise that easily filled the room.
The ship model hovered over the table surface in an exploded view - pieces fitting together perfectly, joined by the metaphasic flux conduits that streamed out from the Lucifer Generator and filled the entire vessel. A spaceship, he knew, that would inevitably poison the life out of its crew.

"We don't deal in moral absolutes here at Blackrock, chief designer. Are you suggesting that there is some sort of tradeoff here that... we shouldn't be prepared to make?"

"N-no, Sir Augustmoon. I'm just saying that it will be an enormous resource drain on any fleet willing to accept the obvious risks. Why would we want to strain our omnifacs with a new blueprint, when we already have the Nevermore line in steady production, with combat protocols already trialed in live combat, the Sector already spreading rumors-"

"The Nevermore guarantees nothing. Only this can guarantee... that capital ships become a liability in the Sector. This is everyone's loss, and everyone's gain, Mr. Wondermere. This proves that we are done being intimidated by the snivelling Tri-Tachyon hypocrites and their Domain battlestations. It will be like a sword hanging over their heads, tied by a thin string, ready to snap."

The Chief Designer nodded quickly, and gathered his papers, eager to leave the room.

"I will notify the committee, then... and call a meeting in two hours," he said.

He could feel Augustmoon's gaze creeping up the nape of his neck as he waited for the doors to slide open.

"Like a sword hanging over all our heads," he thought, closing his eyes as he stepped outside into the dry air.

Wow, great, really great.....it's great.


Title: Re: Blackrock Drive Yards - v0.30
Post by: sdmike1 on March 10, 2013, 07:21:29 AM
Funnily enough, its built-in weapon is named the Sword of Damocles!
Yesssssss!!!!2122321qefa!!

That is so great! lol (not necessarily funny just a feeling of great joy)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on March 14, 2013, 03:12:14 PM
I want that.  I need that.  Crew be damned.

So what file would be edited to do the changes, the subsytem file?

Go to the mod folder, then to data\shipsystems\scripts, open GravityField.java, and replace the apply function with mine.


Title: Re: Blackrock Drive Yards - v0.30
Post by: arcibalde on March 14, 2013, 03:31:49 PM
I just drop by to say that Nevermore is my favorite ship in UC. I usually go for biggest but this dude... It's just... DAMN! SO damn good man. It can shoot, it can push ships, it can push wrecks and kill someone with it... So fun  ;D  And that gun, o boy that gun is so wort every single crew lost do to overloading.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 14, 2013, 03:54:51 PM
I want that.  I need that.  Crew be damned.

So what file would be edited to do the changes, the subsytem file?

Go to the mod folder, then to data\shipsystems\scripts, open GravityField.java, and replace the apply function with mine.

Thank you much for the info, greatly appreciate it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Trylobot on March 15, 2013, 12:56:57 AM
Cycerin, you are a credit to the modding community. Great work here, all around.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 18, 2013, 08:33:31 AM
Thanks a lot Trylo. I wouldn't have been able to get very far without your ship editor. ;)

So in other news, I just tweaked the faction some more. Ironweaver has a new sprite and now fires twin bullets from both barrels at the same time. It does more DPS, has a bigger chance of hitting incoming missiles and builds a tad more flux. The Desdinova's ship system now provides a longer burst of thrust, doesn't have charges anymore and just a straight cooldown like the Burn Drive for better UI feedback. I also changed the sound effect of the Arcjet Thruster... AGAIN.

I'm also playtesting and working on the Nevermore B and the Sachumodo.

(http://i.imgur.com/F5EF00M.jpg)


Title: Re: Blackrock Drive Yards - v0.30
Post by: sdmike1 on March 18, 2013, 09:13:08 AM
It is so beautiful :'(


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 18, 2013, 12:21:22 PM
When can I has?


Title: Re: Blackrock Drive Yards - v0.30
Post by: theSONY on March 18, 2013, 01:07:33 PM
When can I has?
i don;t like the red beam ;/ maybe its just "the picture" & it will be better looking in the game
ow & the ship looks like cyber dreads sam fisher from the future :D


Title: Re: Blackrock Drive Yards - v0.30
Post by: SainnQ on March 18, 2013, 01:36:34 PM
Y'know I really underestimated the lethality of Quench cannons, untill I could mount more then 2 at a time.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 18, 2013, 03:18:31 PM
Yeah. The alpha strike is extremely useful against smaller ships. I'm wondering if I might have to bump up the OP cost to handicap quench gun based outfits a bit.. or lower the range.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Uomoz on March 18, 2013, 03:48:46 PM
Alpha strike is OP in general balance. That's why it's actually very rare in vanilla (am blaster and missiles generally).


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 18, 2013, 04:33:47 PM
Pretty much.. or ammo-capped harshly, like the Venture's sabot/harpoon + fast missile racks wombo combo.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 23, 2013, 04:51:49 AM
Just a suggestion for the Solenoid Quench cannon, since it has an animation of it cooling down, why not have the animation close when the gun is ready to be fired again, and while it can't fire have the heat shields open?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 23, 2013, 09:09:55 AM
The firing chamber needs to close to re-fill with ferrofluid.  ;)


Title: Re: Blackrock Drive Yards - v0.30
Post by: MShadowy on March 23, 2013, 09:44:09 AM
When can I has?
i don;t like the red beam ;/ maybe its just "the picture" & it will be better looking in the game
ow & the ship looks like cyber dreads sam fisher from the future :D

Well, I think it could be looking better, though I do kind of like that red.  It feels a bit too uniform, perhaps.  Well, we'll how it looks when we can play around with it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 23, 2013, 02:44:36 PM
The firing chamber needs to close to re-fill with ferrofluid.  ;)


Ah I understand now.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Fantastic Chimni on March 25, 2013, 02:33:47 PM
I cant wait for the next release of this mod, and the nevermore is just so much fun to jump around with. I will also say I like how the thrusters work on it. Not sure if its intentional, but the fact that they make it go everywhere but away from the enemy gives me a bit of a feeling that the nevermore should never be retreating.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on March 25, 2013, 04:44:04 PM
So....when can I has?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Brainbread on March 27, 2013, 06:41:16 AM
Can you increase the upkeep on the Phase Fighter's cloak? For 10 OP, they're one of the most frustrating and difficult things to kill. Even more so if you're using Ballistic Weapons. The only really effective method I've had of killing them is having ships loaded out with Burst PD weapons. Everything else is too slow to tag them.

So in short, I think their phase cloak is too good. They're scary to fight against (they do a ton of damage if they aren't idiots and miss with their Quills), and too difficult to kill compared to pretty much any other ship.

So thats all. Love them to death otherwise =P


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 27, 2013, 10:55:09 AM
What I'll probably do is give them Pulsed Plasma Emitters instead, so they need to expend flux to hurt large targets to a greater extent... or a variant of the quill that has less ammo and fires one rocket at a time. We'll see how it pans out, they are still a fighter wing that costs the same as a high-end destroyer in deployment points.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Wyvern on March 27, 2013, 12:51:43 PM
Hm.  For a competing viewpoint, I find them a bit of a nuisance, but not a serious threat.  Then again, I tool around in a Gedune cruiser with maxed combat & tech skills, hardened & extended shields, etc., so, err, I don't find high end destroyers to be serious threats either.

I do agree that their phase cloak upkeep seems a bit low, but they make up for that by randomly de-phasing so I can kill them (CEPC turrets work well enough for me), so...

I'd think that increasing phase upkeep, flux capacity, & speed, along with giving them some flux-hungry weaponry (AM blaster, or IR Pulse Laser, or the like) might be good... but I'd like to see them move in, hit a target, move out to vent, and I'm not sure the AI is smart enough to do that.  Worth some playing around, but the current state isn't bad.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 27, 2013, 03:24:53 PM
(http://i.imgur.com/7g9ixg3.png)

Meanwhile: small Arguses.


Title: Re: Blackrock Drive Yards - v0.30
Post by: FireBlitz8404 on March 28, 2013, 09:23:10 PM
Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on March 28, 2013, 09:36:23 PM
(http://i.imgur.com/7g9ixg3.png)

Meanwhile: small Arguses.

man, ill never get over just how good and cool looking your ship are


Title: Re: Blackrock Drive Yards - v0.30
Post by: ValkyriaL on March 29, 2013, 06:19:32 AM
Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?

It stops all ballistic projectiles with gravity before they hit your ship, missiles and energy weapons are not affected.


Title: Re: Blackrock Drive Yards - v0.30
Post by: sini002 on March 29, 2013, 06:25:32 AM
Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?

It stops all ballistic projectiles with gravity before they hit your ship, missiles and energy weapons are not affected.

it works on swarmer missiles too, but that's because they dont have fuel to propel themselfs


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 30, 2013, 12:06:51 PM
Made medium-sized Ironweaver, also go to the OP for a little promo picture. ;)


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on March 30, 2013, 01:00:36 PM
i mentionned it in another thread, but i'd also like to say it here in person.

your mod is currently my personall favorite.

big fat bucket of high-fives to you my good sir  8)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Psigun on March 30, 2013, 01:59:19 PM
It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on March 30, 2013, 02:21:16 PM
It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.

funny, i was wondering the same. almost scared that i might not be able to play BRDY when starsector goes gold :P


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 30, 2013, 02:39:12 PM
Thanks a lot, guys. I don't think I'll stop updating this mod, though.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on March 30, 2013, 03:10:07 PM
Thanks a lot, guys. I don't think I'll stop updating this mod, though.

thats actually very nice to know. i was wondering how/if many modders would keep updating theire mod as the game expands more and more and go gold


Title: Re: Blackrock Drive Yards - v0.30
Post by: Fantastic Chimni on March 30, 2013, 07:01:09 PM
Thanks a lot, guys. I don't think I'll stop updating this mod, though.

I really hope so, and when the campaign is integrated fully I really want to see your faction in it. I like it the most out of any of the fan made factions there is, it just feels like it fits, artwork and gameplay style.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on March 31, 2013, 05:58:28 PM
I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on March 31, 2013, 07:55:22 PM
I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.

what defines BRDY ships. visually id say its the shape and color scheme. i have no clue how to qualify it, but your ship have an exotic and coherent look between each other that just fits, the high details and little color marker adds a lot to this.

i'd say the solenoid quench weaponry and burst maneuvering systems are also pretty iconic of your faction


Title: Re: Blackrock Drive Yards - v0.30
Post by: Brainbread on March 31, 2013, 08:18:06 PM
I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.

The general vibe I get when I play with Blackrock ships is that they are maneuverable, dangerous, and fragile. The Desindova being the most obvious example. Lots of firepower, easily overloaded if it gets into a head on fight, but shines when it can hit a flank on pretty much any ship. The amount of burst damage the ships can push out is terrifying.

High flux costs on weapons but good damage is a nice trade, especially with ships that have a low max flux and not the greatest shields (I'd like to see their shields be a little less efficient, to be honest. The ships are, in their current state, much better than vanilla equivalents for the most part. The capital ship feels significantly less useful than pretty much any of the basic capital ships, or compared to the special edition Nevermore which is a terrifying death machine that knows no god).

Annnnnd I think the Gondactylus should have a price increase, due to it being pretty damn good and also cheap to buy early game.



Title: Re: Blackrock Drive Yards - v0.30
Post by: Doogie on March 31, 2013, 08:28:44 PM
Cycerin you should return to bsf, we miss you. :(


Title: Re: Blackrock Drive Yards - v0.30
Post by: FireBlitz8404 on March 31, 2013, 08:54:54 PM
It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.

funny, i was wondering the same. almost scared that i might not be able to play BRDY when starsector goes gold :P

I was lucky enough to pick this faction and ended up loving it. ;)
Keep up the good work 8)
My personal favorite faction.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Psycho Landlord on March 31, 2013, 09:01:58 PM
I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.

BRDY Ships emphasize high speed, low drag mentality taken to it's logical conclusion. Several Blackrock ships working in tandem will run rings around any enemy force, whittling them down and working them into a position where the BR ships can deliver a hammer blow and get the hell out before any sort of reprisal can be mustered. It's pretty obvious, when you look at BR ship systems - no fancy armor buffs, no fort shields or anything of the type, but you have a hell of a lot of systems to aid you in avoiding being hit in the first place. Even the Kurmaraja - a battlecruiser, a class not exactly known for it's dancing abilities - has a system built around nullifying enemy attacks as opposed to tanking them.

BRDY ships aren't just ships with big guns and big engines, that's too simple and easy to exploit. BRDY ships are fast, maneuverable, powerful, sure, but most importantly, they are designed to work in tandem with one and other to control the battlefield and force their opponent into a *** situation. When faced with opponents capable of denying them large amounts of space to maneuver through and set up attacks, like, say, a Conquest with tons of rapid-fire suppression weaponry, they stumble a bit. But if allowed free reign of the combat zone, BRDY is very, very hard to hit, very very hard to tank, and as a result, extremely hard to stop.

Also they look kickass and big spinal mounted guns will never not be cool


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 03, 2013, 11:37:53 AM
Erhm...ok so im not sure this is the place to post this but i got the problem mostly with BRDY ships.
Im playing a game as BRDY right now, with a small fleet composed of a kurmaraja, a nevermore and a desdinova.
I man the kurmaraja but im getting weird behaviors from the other two...
The desdinova keeps charging headlong against ships (even tho sometime its obvious the other is much stronger) while the nevermore is being a cowardly bloke that keeps lagging behind.
Theyre also both lowering theire shield at inapropriate times (they have plenty of flux) or just exposing theire flanks in really stupid moments (the desdinova was attacked by 2 ships from the same direction once and it just spinned around, exposing its flank. it didint even moved its omni shield O_o)
Is it just the game being derpy ?

My last problem might be intended tho, my favorite ships to use are the krait, the scarab, the desdinova, the nevermore and the kurmaraja.
But the way the station resupply is weird. its overflowing with mantis with almost no scarabs and it hasent resupplied a single desdinova nor nervermore since i bought the only 1 of each.
In fact, the only reason i have even more than 1 scarab/desdinova is because im receiving a lot of them in the UsC player resupplying fleet (and it gave me 4 stenos but not a single nevermore either).
Am i just being extremely unlucky ?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 03, 2013, 12:08:17 PM
Resupply is random. If you haven't gotten the ships you want, you're being unlucky. Use the Omnifactory to restock a specific ship type if you're playing UsC.

Also, I can't do much about the game AI not always acting ideally. Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder. Just as a vanilla gameplay tip, if you don't want ships to charge into danger, you should tell them to escort you or order them to attack a specific target. Managing the AI is part of mastering the game.

Introducing new things always has a risk of making the AI do weird things, I suspect this will be easier to mitigate as more API options open up.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 03, 2013, 12:32:27 PM
Resupply is random. If you haven't gotten the ships you want, you're being unlucky. Use the Omnifactory to restock a specific ship type if you're playing UsC.

Also, I can't do much about the game AI not always acting ideally. Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder. Just as a vanilla gameplay tip, if you don't want ships to charge into danger, you should tell them to escort you or order them to attack a specific target. Managing the AI is part of mastering the game.

Introducing new things always has a risk of making the AI do weird things, I suspect this will be easier to mitigate as more API options open up.

i kinda wanted to avoid using the omnifactory, not get used to it and such since uumoz plans on maybe taking it off/changing it drastically. that and since i only have 1 kurmaraja/nevermore and very few of the other classes i like, i'd be losing on my favorite ships for a moment (but thats just a personal issue)

as for the AI, i used to always tell them to escort me, but they were still acting weird (altho to a less apparent extent). i assumed it was just part of some escorting-related AI thingy.

oh well, if you say you cant do anything about it :/

otherwise, keep the good work ! im loving the balance of maneuverability and power your ships have.
And idk why some people diss the kurmaraja, i find it awesome  ;D

by the way, what does interdictor array do ? i cant even find it in the codex ?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on April 04, 2013, 01:25:58 AM
Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder.
I take it the same effect but based on the Burn Drive is not an option? The AI there definitely does look-ahead, so it would be a better fit if possible.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 04, 2013, 02:31:05 PM
phyrex: It brakes down projectiles. Energy weapons are unaffected. Given how often this question gets asked, I really have to write that Codex entry...

Taverius: That's an interesting idea, but then the AI would stop using it to reorient itself, I think. Which would lead to even more problems. Besides, eventually I can probably just interpret a burn drive-style lookahead anyway.

In other news resident art fiend MShadowy drew this kickass perspective Nevermore sketch. Got the underside right too based on vague descriptions. I might ink and clean it up later on for some splash screen related action or a more ridiculous version of the "blueprint" in the OP.

(http://i.imgur.com/qvR1TpO.jpg)


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 04, 2013, 03:12:51 PM
phyrex: It brakes down projectiles. Energy weapons are unaffected. Given how often this question gets asked, I really have to write that Codex entry...

Taverius: That's an interesting idea, but then the AI would stop using it to reorient itself, I think. Which would lead to even more problems. Besides, eventually I can probably just interpret a burn drive-style lookahead anyway.

In other news resident art fiend MShadowy drew this kickass perspective Nevermore sketch. Got the underside right too based on vague descriptions. I might ink and clean it up later on for some splash screen related action or a more ridiculous version of the "blueprint" in the OP.

(http://i.imgur.com/qvR1TpO.jpg)

you mean like it slows down projectile ? or you made a mistake and meant "break" in which case do you mean it basicly nullify ballistic guns ? now sure i get it.

and holy moly ! that sketch is awesome ! times two for me since the nevermore is my favorite


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 04, 2013, 04:31:05 PM
Try it out in the simulator against a Dominator that has annihilators. Then you'll quickly see what it does. :)


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 04, 2013, 07:13:01 PM
Try it out in the simulator against a Dominator that has annihilators. Then you'll quickly see what it does. :)

so by projectiles you meant missiles AND ballistic ? or just missiles ?

edit : scratch that, alright i see what you mean
pretty cool but not sure its as useful in a mixed fleet


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on April 04, 2013, 07:50:39 PM
So I've been playing this pretty solidly non-stop for some days ... aaaand iits aaaweeesssoooomeeee ...

Mantis: Nothing much to say here except that its got its fuel per light year set at 0, which isn't a problem now but you might want to touch that since it'll get used eventually ...

Scarab: Either its a little too slow, or the shield a little too inefficient. Or both. Its hard to hit and run when you can't run and you can't stay. I mean, you can still prawn things left and right no issue with care don't get me wrong, but if I put double quills and such on a Wolf I'll do it easier faster better for 1FP less. Double noticeable if you hand it to the AI, the 'rabs get damaged every other fight while the wolves never need a repair.

Stenos: Trade some shield efficiency for some shield upkeep, or up the flux capacity. I get it that relatively inefficient shields are a faction trait, but as it is in combination with minuscule flux capacity its just too much. That 'trait' is up so far I'm having more success with long range weapons and a targeting core on it and just sitting outside range, which is not how BRDY should be played!
The 2 front Universals are a little gimped - since they can't turn at all, they cant even aim for a single spot, which means 1 of 2 nearly always misses. Here's an interesting idea - make each one able to turn in ... 1-1.5 degrees? Guesstimating here. Enough so that they can aim for the same spot at 5-600 distance, but they'd still shoot at separate places closer up. Don't make them turn out at all.
Otherwise a solid ship, and figuring out that the Large Ballistic mount is about 100 'units' behind the front mounts means you can do some fun weapon synergies :3

Nevermore: The fun never ends! Especially if you mount Antiplasma Blasters, Solenoid Quench Cannons and Fury Torpedos! :D Also, expanded magazines = 3 charges for the lance.
I can't help but think though how much /more/ fun I could have if those front missile mounts were universals, because then I could put Ichneumons in there. But that may be because I'm overall not a fan of missiles, apart from the Quill. But yeah, essentially I'll always want all missile slots to be universal slots, so you can have the option to trade a bigger magazine for flux usage.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on April 05, 2013, 01:51:25 PM
WTB Stormcrow with the Nevermore's main gun.....lol


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 05, 2013, 03:52:21 PM
I might actually make a new built-in weapon for the Stormcrow at some point. ;D


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 05, 2013, 04:01:50 PM
the stormcrow ? what ship is that ?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on April 05, 2013, 07:03:28 PM
This one.
(http://i.imgur.com/wNi2Saa.png)



Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 05, 2013, 07:10:28 PM
This one.
(http://i.imgur.com/wNi2Saa.png)



oh. i was confused, its not named on the OP


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on April 05, 2013, 09:12:18 PM
Its on page one with ship descriptions


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 05, 2013, 09:29:42 PM
Its on page one with ship descriptions

yeah, the sprite is, the name isint there. its only marked as "unknown"


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 05, 2013, 11:20:51 PM
There is an in-game Codex too. Or you could have searched the thread for "Stormcrow" to find my post about it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 05, 2013, 11:59:50 PM
There is an in-game Codex too. Or you could have searched the thread for "Stormcrow" to find my post about it.

i sadly am still playing on an old version of UsC that dosent have it yet :P codex wouldnt have helped. strangely enough (in retrospective), it never occured to me that the stormcrow could have been that ship either :P

but anyways. dosent matter anymore


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 06, 2013, 10:41:09 AM
Why would you not play USC 17? :P


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 06, 2013, 11:14:19 AM
Why would you not play USC 17? :P

oh, i meant i have v17 and i havent updated to v17.1

i have a good BRDY game in v17 that is well complemented with player convoy, which were removed in v17.1

you're not gonna tell me the stormcrow is in v17 are you ?


Title: Re: Blackrock Drive Yards - v0.30
Post by: silentstormpt on April 06, 2013, 11:15:55 AM
I'd like to see the lightning arc effect being used on overloaded ships. Just overlaid here and there, a few discharges now and then, from one point on the ship's hull to another.

Code:
package data.scripts.plugins;

import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.input.InputEventAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.Color;
import java.util.Iterator;
import java.util.List;
import org.lwjgl.util.vector.Vector2f;

public class ArcEffectOnOverload implements EveryFrameCombatPlugin
{
        private CombatEngineAPI engine;
    
        public void init(CombatEngineAPI engine) {
            this.engine = engine;
        }

private IntervalUtil interval = new IntervalUtil(0.5f, 1f); //set the time you want the arc to happen
        public void advance(float amount, List<InputEventAPI> events) {
{
            if (engine.isPaused()) {
                return;
            }

                //Advances the interval.
                interval.advance(amount);

                //When the interval has elapsed...
                if (interval.intervalElapsed())
                {
                    List ships = engine.getShips();
                    Iterator it = ships.iterator();

                    while (it.hasNext())
                    {
                        ShipAPI ship = (ShipAPI) it.next();
                        
                        if (ship.isHulk()) {
                            continue;
                        }
                        
                        if (ship.getFluxTracker().isOverloaded())
                        {
                            Vector2f point = new Vector2f(ship.getLocation());

                            point.x += (ship.getCollisionRadius() / 2f) * (((float) Math.random() * 2f) - 1);
                            point.y += (ship.getCollisionRadius() / 2f) * (((float) Math.random() * 2f) - 1);
                            
                            //spawns one arc.
                            engine.spawnEmpArc(ship,point,ship,ship,DamageType.OTHER,0f,0f,100000f,"hit_shield_beam_loop",12f,new Color(155,100,25,255),new Color(255,255,255,255));
                        }
                    }
                }
}

    }
}

Ok heres a solution, change it at your liking, note that the "hit_shield_beam_loop" is not a correct sound (meaning it wont play anything), so set one if you want to.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 06, 2013, 11:36:18 AM
Why would you not play USC 17? :P

oh, i meant i have v17 and i havent updated to v17.1

i have a good BRDY game in v17 that is well complemented with player convoy, which were removed in v17.1

you're not gonna tell me the stormcrow is in v17 are you ?

Why would you assume it wasn't? Like I said, search the forums next time. Everything about the ship is in my posts that mention it here and in the USC thread. But yes, it's in v17 and you can only get it by capturing it from a certain boss spawn. It's not possible to get it outside of USC funnily enough.

@ Silentstormpt

I saw your post earlier! I just forgot to mention it. I'm going to try it out.


Title: Re: Blackrock Drive Yards - v0.30
Post by: silentstormpt on April 06, 2013, 01:31:11 PM
Just posted the code on this thread instead, since it makes more sense, the code i based on Psiyon's.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on April 06, 2013, 04:58:21 PM
Why would you not play USC 17? :P
Technically accomplished mod, but it makes Corvus too busy and chaotic for my tastes.

Too many factions with wildly varying graphical styles in various states of balance crammed into a tiny system. I really dig the allegiance system, the bosses and all of that, but I prefer to cherry-pick my factions.

Right now its just BRDY+Junk+Valkyrians+Omnifac here.



Anyways, back on topic, I feel like there's a hole for something like a Dual Squall Cannon. I keep wanting a 550-ish range explosive medium ballistic, and the single Squall really doesn't do a whole lot more dps than an Ichneumon. Keep the range, drop turn rate and accuracy a bit ... you could make it alternate the shots between the barrels so the single-strike stays the same? I find myself mounting Heavy Maulers when I utterly don't need the range just for the DPS without the grievous accuracy of the Assault Chaingun.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 14, 2013, 12:36:34 PM
(http://i.imgur.com/OwAoA2x.png)

Updated Gonodactylus sprite a bit. Also made the auxiliary engines inactive when the ship system isn't on.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on April 14, 2013, 01:05:26 PM
(http://i.imgur.com/OwAoA2x.png)

Updated Gonodactylus sprite a bit. Also made the auxiliary engines inactive when the ship system isn't on.

wow, the ship looks much more massive...


Title: Re: Blackrock Drive Yards - v0.30
Post by: theSONY on April 14, 2013, 01:23:47 PM
here's one for you: why Desdinova-class Advanced Destroyer have similar size Scarab-class Frigate on the battle map/stations ect. ? is there any way to fix this ?
(http://i.imgur.com/WbRV2Iy.png?1?1118)


Title: Re: Blackrock Drive Yards - v0.30
Post by: silentstormpt on April 14, 2013, 07:00:25 PM
here's one for you: why Desdinova-class Advanced Destroyer have similar size Scarab-class Frigate on the battle map/stations ect. ? is there any way to fix this ?
(http://i.imgur.com/WbRV2Iy.png?1?1118)

I think it has to do with the icon ship sizes


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 16, 2013, 05:10:19 PM
That's just how the game scales them.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Uomoz on April 16, 2013, 06:10:16 PM
Stop discussing while you doto.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on April 16, 2013, 06:13:00 PM
Drow Ranger can be played with one finger anyway. *** AR


Title: Re: Blackrock Drive Yards - v0.30
Post by: Reshy on May 31, 2013, 07:03:25 PM
The Desdinova destroyer can't regain engines when it's blown out.  They just re-disable the instant they're repaired.  Is that intended?  (This one had Unstable Injector and Augmented Engines)


(http://cloud-2.steampowered.com/ugc/633033939558846527/A4B3FAB8322496A00D2A3994C6EFC31F6ACD3AB0/)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on June 01, 2013, 03:03:49 AM
I think it's because you're also trying to use the maneuvering jets. There is an issue with using jets just as engines start to come back online which causes the engines to flameout again. Personally, I'd call it a feature, don't push your engines right into the red just after fixing them. "You just managed to start walking again? Great! Now do the 100m sprint". Though I thought the bug appeared because it was the activation of several more engines (as the Eagle, Falcon and Conquest do have special engines only active during maneuvers or while at cruise speed).


Title: Re: Blackrock Drive Yards - v0.30
Post by: Reshy on June 01, 2013, 11:50:43 AM
I think it's because you're also trying to use the maneuvering jets. There is an issue with using jets just as engines start to come back online which causes the engines to flameout again. Personally, I'd call it a feature, don't push your engines right into the red just after fixing them. "You just managed to start walking again? Great! Now do the 100m sprint". Though I thought the bug appeared because it was the activation of several more engines (as the Eagle, Falcon and Conquest do have special engines only active during maneuvers or while at cruise speed).


The problem is that when an AI controls the ship they always use the jets the second it comes back online.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on June 01, 2013, 11:58:33 AM
It's a bug with the core game that affects engine mod systems. If you use the system the instant the engines repair, you get a second flameout. I think Alex knows about it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alex on June 01, 2013, 11:59:39 AM
Right, aware and fixed for 0.6a.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on June 01, 2013, 12:04:44 PM
Since the thread got revived, I guess I might as well make some sort of statement re: mod development: right now, I'm busy with my finals and moving back to Norway, so I'll probably leave the mod be until the next version is released.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on June 01, 2013, 01:09:00 PM
I think it's because you're also trying to use the maneuvering jets. There is an issue with using jets just as engines start to come back online which causes the engines to flameout again. Personally, I'd call it a feature, don't push your engines right into the red just after fixing them. "You just managed to start walking again? Great! Now do the 100m sprint". Though I thought the bug appeared because it was the activation of several more engines (as the Eagle, Falcon and Conquest do have special engines only active during maneuvers or while at cruise speed).


The problem is that when an AI controls the ship they always use the jets the second it comes back online.

Unless the Desdinova is a part of your fleet and you're not personally flying it, it's probably best to assume control (http://suptg.thisisnotatrueending.com/archive/20710103/images/1347561308449.png) and stop letting the AI get your ships massacred.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Reshy on June 01, 2013, 04:09:14 PM
I think it's because you're also trying to use the maneuvering jets. There is an issue with using jets just as engines start to come back online which causes the engines to flameout again. Personally, I'd call it a feature, don't push your engines right into the red just after fixing them. "You just managed to start walking again? Great! Now do the 100m sprint". Though I thought the bug appeared because it was the activation of several more engines (as the Eagle, Falcon and Conquest do have special engines only active during maneuvers or while at cruise speed).


The problem is that when an AI controls the ship they always use the jets the second it comes back online.

Unless the Desdinova is a part of your fleet and you're not personally flying it, it's probably best to assume control (http://suptg.thisisnotatrueending.com/archive/20710103/images/1347561308449.png) and stop letting the AI get your ships massacred.

It does that when under AI control, I just showed this because it's easier than trying to show it in an actual battle.


Title: Re: Blackrock Drive Yards - v0.30
Post by: jeffg10 on June 10, 2013, 09:46:44 PM
is this something we need to know of? :O
*edit* sorry i couldn't get pictures working so i had to add them as attachments (Sorry!)

[attachment deleted by admin]


Title: Re: Blackrock Drive Yards - v0.30
Post by: sdmike1 on June 15, 2013, 02:46:17 PM
Very cool.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on June 18, 2013, 02:11:13 AM
Yeah, that was gonna be a thing way back then, now it might not become a thing. We'll see.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on June 18, 2013, 04:05:09 AM
If it turns into anything like the Serket Phase Fighter......

MRW... (http://i.imgur.com/mgf0p.png)


Title: Re: Blackrock Drive Yards - v0.30
Post by: ValkyriaL on June 18, 2013, 04:31:30 AM
Silver, for the love of god, use imgur, i can't see any image you link. :-\


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on June 18, 2013, 04:36:45 AM
As a pony picture in the region of 4k by 4k pixels, I think I will stick to using URLs
Not everyone likes ponies.
And I really don't think the mods approve of pictures that are ~4000 pixels tall.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Thule on June 18, 2013, 04:42:58 AM
With imgur you can resize every uploaded image, you can even post a convinient thumbnail of your pic


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on June 18, 2013, 07:43:34 AM
I'm actually thankful if you leave that as an URL so I can pretend it links to something else. ;D


Title: Re: Blackrock Drive Yards - v0.30
Post by: Uomoz on June 18, 2013, 12:21:47 PM
I'm actually thankful if you leave that as an URL so I can pretend it links to something else. ;D


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on June 18, 2013, 05:22:08 PM
Point still stands, I'll be a very happy bunny/pony if a new phase ship joins the BlackRock fleet and handles life as well as the Serkets do.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on July 12, 2013, 08:06:42 AM
The Serkets are going to have to go through a rebalance due to the fighter changes, but then again, so it is with almost every other Blackrock ship.

One of the things I've been thinking about is using the new natural deceleration of ships that move over their top speed to replace the awkward coding of the current Burst Jet-ish systems, so I can go back to the way it was before, where you could make your ship move like a fish jetting back and forth.

The Desdinova will be changed to degrade over combat time using CR. It's a prototype destroyer and it's meant to crush the enemy decisively, or cripple a target and then escape. This will create a more comfortable niche for it alongside the Gonodactylus and allow me to keep it comparatively powerful without forcing it to be a ship that gets crippled the moment the player makes a mistake.

We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.

Behind the scenes, work has started on the soundtrack to the mod. :)


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on July 12, 2013, 12:23:57 PM
The Serkets are going to have to go through a rebalance due to the fighter changes, but then again, so it is with almost every other Blackrock ship.

One of the things I've been thinking about is using the new natural deceleration of ships that move over their top speed to replace the awkward coding of the current Burst Jet-ish systems, so I can go back to the way it was before, where you could make your ship move like a fish jetting back and forth.

The Desdinova will be changed to degrade over combat time using CR. It's a prototype destroyer and it's meant to crush the enemy decisively, or cripple a target and then escape. This will create a more comfortable niche for it alongside the Gonodactylus and allow me to keep it comparatively powerful without forcing it to be a ship that gets crippled the moment the player makes a mistake.

We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.

Behind the scenes, work has started on the soundtrack to the mod. :)

the desdinova change is gonna be VERY interesting imo. that ship has always been so strong, using the CR that way will make for an interesting twist


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on July 12, 2013, 06:13:27 PM
When can I has?

(http://i.imgur.com/F5EF00M.jpg)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Gothars on July 13, 2013, 02:07:19 AM
@ Shield: Please use spoiler tags for big pictures.


We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.

Behind the scenes, work has started on the soundtrack to the mod. :)

It's great to see that you keep developing this mod, it's already so nice and polished with the beautiful sprites, detailed background lore and fine tuned balancing. Can't wait to be able to actually visit the Blackrock system with Blackrock and Lodestone.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Nanostrike on July 15, 2013, 10:21:00 PM
I like the Locust, but with it's default loadout, it's pretty anemic on the damage front against anything but fighters.

Is it meant to mix vanilla weapons and blackrock ones to get the most effectiveness out of it?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on July 18, 2013, 05:02:54 AM
It's meant to be a good frigate against fighters as well as a good escort for bigger ships. If you want firepower there are two other frigates for you to use, the Scarab and Mantis.

Currently, you can probably get the most out of it by mixing weapons, but some weapons and rebalancing in the dev version might make it overall more interesting to use if you only stick to Blackrock content. I was thinking it could benefit from having a different ship system, but it's hard to figure out what that should be.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Gotcha! on July 18, 2013, 06:52:59 AM
I've started a war against your faction and it's only now I see how detailed everything is. I also love that sudden strafe thing they do.
Very nice! /envy
Also a faction that'll never disappear from my mods folder. :)


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on July 18, 2013, 10:06:32 AM
my favorite faction ever, i hope you keep maintaining it as the games gain in complexity


Title: Re: Blackrock Drive Yards - v0.30
Post by: Nanostrike on July 18, 2013, 10:23:07 AM
It's meant to be a good frigate against fighters as well as a good escort for bigger ships. If you want firepower there are two other frigates for you to use, the Scarab and Mantis.

Currently, you can probably get the most out of it by mixing weapons, but some weapons and rebalancing in the dev version might make it overall more interesting to use if you only stick to Blackrock content. I was thinking it could benefit from having a different ship system, but it's hard to figure out what that should be.

It's decent at chasing down fighters, but the Corvettes seem to be better at that.  The thing that really throws me off is it having 2 energy and 2 ballistic slots.  Shard Autocannons are no-brainers for the Ballistics, but I can't seem to find any effective Small Energy weapons in your faction weapons.  Any suggestions?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on July 18, 2013, 01:17:15 PM
The corvettes will be a lot like Hounds. The Locust is more comparable to a Lasher. That said, there are going to some new energy weapons in the next build. Up until now, the faction's stock variants have included vanilla energy weapons because I haven't really made anything faction-specific for them to use. ;o

Quote
my favorite faction ever, i hope you keep maintaining it as the games gain in complexity
Quote
I've started a war against your faction and it's only now I see how detailed everything is. I also love that sudden strafe thing they do.
Very nice! /envy
Also a faction that'll never disappear from my mods folder. Smiley

Thanks, you two! I haven't tried out your stuff yet, Gotcha, but I will for sure when I get around to development again. It looks very impressive.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Nanostrike on July 18, 2013, 02:37:48 PM
Yeah, it's probably my second favorite faction in Excelerin (My favorite being the Valkyrians.  Dunno why, just like them!).

I love the burst maneuvering thrusters and a lot of the weapons.  Just needs more weapon variety, IMO.


Title: Re: Blackrock Drive Yards - v0.30
Post by: HELMUT on July 18, 2013, 02:50:40 PM
BRDY already got a lot of ballistics weapons and missiles. But yeah, they lack some small energy guns. I usually fit them with LR PD laser or burst PD laser. Work well enough.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on July 31, 2013, 03:48:39 AM
Due to the new possibilities with ship styles, when the patch drops, I'm going to further differentiate the visual theme of the faction. Some ideas I've had are a small lens flare for the Nevermore's reactor, differently colored shields, different engine sounds, etc. The differences won't be so big as to get jarring or obtrusive, but they'll add more flair.

I'm thinking about fire orange or pale green (same as engine flare) for the shield color.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Thule on July 31, 2013, 06:06:12 AM
I am really exited about the new modding stuff too. Can't wait to implement ringshape engines and custom sounds for the engine (i have the engine sounds since the first version of TL ;) )

I guess fire orange shields will suit your faction really well, would add to the slightl insectoid feeling. The possibility of custom colored shields makes me rethink the concept of TL, as the main
reason for going shieldless was the inability to change the colors of the shields.

Love your faction, keep awesome ;)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on July 31, 2013, 07:38:18 AM
Yeah man, I can't wait to see what you'll do with this too. ;D Ring engines is going to be so good. And you can use the new code to even make directional thrusters for any area on the ship.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on July 31, 2013, 12:13:59 PM
Due to the new possibilities with ship styles, when the patch drops, I'm going to further differentiate the visual theme of the faction. Some ideas I've had are a small lens flare for the Nevermore's reactor, differently colored shields, different engine sounds, etc. The differences won't be so big as to get jarring or obtrusive, but they'll add more flair.

I'm thinking about fire orange or pale green (same as engine flare) for the shield color.

Personally, with your ships having plating of orange color and the engines exhaust being green, i think pale green shield would fit better.
Kinda like a theme : physical things have the orange highlight and energy-based thing have the green highlight"

thats just my opinion tho.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on August 02, 2013, 07:38:09 AM
I kind of agree with that, although Blackrock has kind of sh*tty shields so I'm tempted to go with a "cruder" color than mint green.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on August 02, 2013, 08:14:04 AM
I kind of agree with that, although Blackrock has kind of sh*tty shields so I'm tempted to go with a "cruder" color than mint green.

I think thats unnecessary. Its not like your ship's shields have to differentiate themselve like the vanilla one


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on August 05, 2013, 09:58:44 AM
(http://i.minus.com/iXZMC8hHCLDhi.gif)

Work has resumed. So far I'm just playing to get a feel for things again, but I'm having fun making some gifs in the process.


Title: Re: Blackrock Drive Yards - v0.30
Post by: MShadowy on August 05, 2013, 10:01:42 AM
Yeeees.  Very good news.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on August 05, 2013, 10:11:54 AM
(http://i.minus.com/iIJAcopUIqZgW.gif)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Tarkets on August 05, 2013, 11:49:38 AM
Makin pew shweee shweee PAKOOM noises with my mouth irl


Title: Re: Blackrock Drive Yards - v0.30
Post by: Gotcha! on August 05, 2013, 12:08:03 PM
I am so fond of your ships' special abilities. Now I'm far away and now I'm in your face!
Kudo's, Cycerin.


Title: Re: Blackrock Drive Yards - v0.30
Post by: mendonca on August 05, 2013, 12:20:21 PM
Poor little Medusa.  :(


Title: Re: Blackrock Drive Yards - v0.30
Post by: GruntyThrst on August 05, 2013, 01:25:11 PM
I am so fond of your ships' special abilities. Now I'm far away and now I'm in your face!
Kudo's, Cycerin.

Also handy for dodging those pesky little mini nebulas in your way.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on August 05, 2013, 05:28:08 PM
Makin pew shweee shweee PAKOOM noises with my mouth irl

Is "PAKOOM" the sound of the Lance firing?  :D

Also, how do you edit weapon files. I kinda wanna trim the Lance's muzzle smoke and make it more of a flash than long lasting smoke. It just looks weird when I would dive in with the jets while charging the Lance, fire it mid jet-burst, slow down and yet the smoke careens off into the distance.

In that last .gif, you can see where the Nevermore turns to the side a little, abandoning the puff of smoke. Most blackrock guns have a similar.... I wouldn't call it an issue, but just a nitpick of mine.... where the smoke puff lasts long enough that the ship can leave it behind.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on August 06, 2013, 05:55:30 AM
Makin pew shweee shweee PAKOOM noises with my mouth irl

How did you figure out the secret to my creative process


Title: Re: Blackrock Drive Yards - v0.30
Post by: Gotcha! on August 06, 2013, 05:59:50 AM
Aha! I always use BADABANG. Maybe that's why I find my mods lacking.
I'm going to add some PAKOOM to them.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Foxer360 on August 06, 2013, 08:58:49 AM
@Cycerin How do you make your sounds? Free sounds are so lame, as are the paid ones too. I don't have a mixing program though, only audacity. XD


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on August 06, 2013, 09:03:00 AM
I use a combination of recording, synthesis and sampling in a digital audio workstation: most of it is done in FL Studio, FL Studio's Edison plugin, and Audacity (Paulstretch is fantastic). Also, Audacity has multiple tracks so per definition it's a mixing program.

If you want to make your own sound effects you need to learn a lot of the same things electronic musicians need to know. The easiest thing would be to simply mix other sound effects together until you have something that doesn't sound like its parts. The harder approach is to use synthesis, effects and recording to create something completely from scratch.

Longer version of that amlance gif trying to use gifcam as a literal camera
Too bad I couldn't capture the Stenos shelling the battlecruiser from the other side but can't make the window too large or I'll end up with 30mb gifs
(http://i.minus.com/igL1ft4koKoeG.gif)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Uomoz on August 06, 2013, 10:42:03 AM
SS sure is a f**ing pretty game. Amazing gif.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Thule on August 06, 2013, 10:48:31 AM
SS sure is a f**ing pretty game. Amazing gif.

Wow, awesome gif indeed.
Instantly downloaded GifCam, tried it out and couldn't figure out what "colorcode" you used. Mine looked always hideous.


Title: Re: Blackrock Drive Yards - v0.30
Post by: MShadowy on August 06, 2013, 12:11:23 PM
Holy crap that is amazing.  Incredibly shot, Cyc!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on August 06, 2013, 02:22:04 PM
SS sure is a f**ing pretty game. Amazing gif.

Wow, awesome gif indeed.
Instantly downloaded GifCam, tried it out and couldn't figure out what "colorcode" you used. Mine looked always hideous.

Quantize or Nearest seems to always do the trick for me.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on August 30, 2013, 10:51:41 AM
SS sure is a f**ing pretty game. Amazing gif.

Wow, awesome gif indeed.
Instantly downloaded GifCam, tried it out and couldn't figure out what "colorcode" you used. Mine looked always hideous.

Quantize or Nearest seems to always do the trick for me.

Have you thought about making some energy based destroyers/cruisers? Just out of curiosity have you also thought about some more energy based weapons or strictly stick with the more ballistic based route?


Title: Re: Blackrock Drive Yards - v0.30
Post by: angrytigerp on August 30, 2013, 01:31:38 PM
Just thought I'd drop in and mention that Blackrock ships are the bee's knees. I'm rocking a Desdinova-Class in a Uomoz run and it is one of the best sub-capital ships I've ever run.


Title: Re: Blackrock Drive Yards - v0.30
Post by: phyrex on August 30, 2013, 01:59:16 PM
Just thought I'd drop in and mention that Blackrock ships are the bee's knees. I'm rocking a Desdinova-Class in a Uomoz run and it is one of the best sub-capital ships I've ever run.

cycerin mentionned before the desdinova was meant to be a hyper efficient prototype ship. i think he mentionned somewhere he might use the frigate CR system to it (the one where it goes down over time) to represent its prototype nature


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 02, 2013, 03:40:15 AM
I had a mind to make a phase destroyer with energy/ missile weapons, and there are currently three energy weapons in the internal build that aren't in the release build: a beam that does heavy HE damage at high flux cost, a small version of the Argus PD Beam, and one that's still on the drawing board.

And the Desdinova is indeed going to become unreliable in protracted engagements. Think of it as a shock weapon you deploy to try to blitz an engagement into a quick victory or draw. If you are expecting a protracted engagement, it might not be that much worth deploying, unless you are crazy good at piloting it...

In return for its unreliability, the ship is probably going to have the ability to reverse using Burst Jets back.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sabaton on September 02, 2013, 11:38:30 PM
 Been plaiyng this game for a while and I thought I'd stop by to tell you how cool your faction is. Love the desindova, because it's a fast& furious kind of ship with the firepower to threaten even cruisers and such. Maxing the combat skills can turn it in a real monster, thou you gotta be careful about flanking because of the narrow shield.
 The nevermore is also a beast, the main gun is fun and satisfying to use, great for sniping and as a finisher, and adding double anyplasma blasters, fury torpedoes and solenoid guns turns it into a real heavy hitter.
 Finally the cap ship: nice design and cool unique system, great for sniping and breaking off for venting or a get away, making up for the lack of firepower compared to vanilla cruisers, decently fast and agile by default.
 They can all be turned into really self sufficient ships via the red skill tree, never felt like I need more firepower or speed, can take a bashing if needed to vent in the middle of an enemy crowd.
 Looking forward to seeing this mod grow.
 Also: what are those two screen shots a few pages ago? What's that thing that looks like a Nevermore? And are you planning to add a battleship?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 03, 2013, 10:23:35 AM
Thanks for chipping in, I enjoyed reading your thoughts.

Aah, those are, respectively, a second capital ship and an anti-capital/planetary siege version of the Nevermore. I'm still holding off working on them until I get some java assistance and the new patch to work with.

If anyone has name suggestions for the capital ship, throw them at me. I'm sure you've noticed Blackrock has a pretty esoteric naming theme so far... I was actually considering on consolidating them a bit. Less random shoutouts, more crustacean/insect-themed stuff. But it's hard to stick with Nature sometimes!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on September 03, 2013, 11:38:16 AM
Make a ship, call it the crab and give it modified burst jets that do not affect forward or backwards motion but allow for incredibly fast sideways motion......
Or is that too obvious?  :P


Title: Re: Blackrock Drive Yards - v0.30
Post by: Doogie on September 03, 2013, 12:09:39 PM
Easy, the Carcinos, named after the crab that nipped at the heel of Heracles.
You should make it have incredible forward fire, and give it strafing jets. Or whatever the hell you want. But definitely stick with that name.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on September 03, 2013, 12:14:27 PM
Nautilus
Krill
Fauna

Just a few to tide you over


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 03, 2013, 12:57:37 PM
Easy, the Carcinos, named after the crab that nipped at the heel of Heracles.
You should make it have incredible forward fire, and give it strafing jets. Or whatever the hell you want. But definitely stick with that name.


I really like this one. Also, if people hate it, they can start calling it "cancerboat" or whatever. :P


Title: Re: Blackrock Drive Yards - v0.30
Post by: Doogie on September 03, 2013, 07:33:26 PM
See? Us Wyrdysm people are on a brainwave or something.


Title: Re: Blackrock Drive Yards - v0.30
Post by: MShadowy on September 03, 2013, 08:18:57 PM
Easy, the Carcinos, named after the crab that nipped at the heel of Heracles.
You should make it have incredible forward fire, and give it strafing jets. Or whatever the hell you want. But definitely stick with that name.


I really like this one. Also, if people hate it, they can start calling it "cancerboat" or whatever. :P

Sounds like it'd be fun to me, but that's most of your ships, heh.


Title: Re: Blackrock Drive Yards - v0.30
Post by: NITROtbomb on September 03, 2013, 08:27:13 PM
whoot more blackrock ships :D


Title: Re: Blackrock Drive Yards - v0.30
Post by: Nick XR on September 07, 2013, 11:45:26 PM
Just started playing this and wanted to say I'm really impressed with the quality of the ships and weapons.  The detail is amazing!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Uomoz on September 08, 2013, 05:15:20 AM
Just started playing this and wanted to say I'm really impressed with the quality of the ships and weapons.  The detail is amazing!

In my opinion, the most polished and balanced faction, maybe tied with SHI.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Shield on September 08, 2013, 11:49:11 AM
Just started playing this and wanted to say I'm really impressed with the quality of the ships and weapons.  The detail is amazing!

In my opinion, the most polished and balanced faction, maybe tied with SHI.

Yeah all it needs is just a bit more of faction related weapons on par with the vanilla weapons and it is platinum, right now its gold, but could be platinum :)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 08, 2013, 11:57:34 PM
I've got a lot of stuff, both on the drawing board and in the dry dock, when it comes to new ships, new weapons, new details and new mechanics. :)

Here's a list of the current new weapons in the internal build:

IW Battery (medium fragmentation gun, dual mounted version of the now double-barrelled Ironweaver)
Argus PD (small energy weapon, single beam version of the medium Argus PD, which has been renamed Argus PD Array)
Plasma Discharge Emitter (medium energy beam that deals HE damage)
Pulsed Plasma Discharge Emitter (small energy beam that cannot turn, and deals HE damage)
I'm also considering turning the Volley Gun into an energy weapon that fires a "wave" of interlocking projectiles that deal Kinetic damage. If so, I'm going to rename it something fancy.

There's also a few new ships: the Robberfly-class Corvette and the Karkinos-class Battleship, as well as the triclops Nevermore that has been posted here before, although that one needs a lot of work.

I might as well also reveal that I've been slowly replacing old sound effects, inspired by StianStark's recent overhaul. I decided to emphasize punchiness, uniqueness and a slightly more minimalist vibe, but I think most people will find the new approach more satisfying.

These are all things I've been able to work on without the new patch features, but obviously, the arrival of the new patch is going to bring both new features and heavy rebalancing on all fronts. Don't get too attached to anything that isn't absolutely iconic of the faction.


Title: Re: Blackrock Drive Yards - v0.30
Post by: MShadowy on September 09, 2013, 06:41:31 AM
Eeexcellent.  I'm looking forward to what you come up with.


Title: Re: Blackrock Drive Yards - v0.30
Post by: ValkyriaL on September 09, 2013, 08:01:19 AM
Il be looking forward to blowing the new ships up. ;D


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sunnyko on September 09, 2013, 08:42:56 PM
Small nitpick, and sorry about this, but you may want to add two zeros or atleast one to your blueprint of the nevermore under the weight. O_o

Even for space aloys that is super light, a nimitz class carrier which is 332.8 meters long clocks in at 100,000 tones.

That aside, love your mod and I cant wait for the new stuff. :D


Title: Re: Blackrock Drive Yards - v0.30
Post by: ValkyriaL on September 09, 2013, 09:35:23 PM
Starsector is a game, not reality, so just because something is as big or bigger doesn't mean it weights about the same, at least not with the current mechanics in here. ::) nevermore weights 1600 mass in game, so it does the same on the blueprint.

(Mass is more a factor to determine how much damage you deal/take with ramming/crashing into asteroids, having a "realistic" mass would kill you before you even leave the starting grid.)

---> Me thinking it was cool and tried his schematic idea. http://i.imgur.com/G9rvIHy.png


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sunnyko on September 09, 2013, 09:43:11 PM
Ohhhh, so its what the mass is in the games code.  :P

I thought it was suposed to be the actual weight for some reason, sorry.


Title: Re: Blackrock Drive Yards - v0.30
Post by: SainnQ on September 10, 2013, 03:36:40 AM
Small nitpick, and sorry about this, but you may want to add two zeros or atleast one to your blueprint of the nevermore under the weight. O_o

Even for space aloys that is super light, a nimitz class carrier which is 332.8 meters long clocks in at 100,000 tones.

That aside, love your mod and I cant wait for the new stuff. :D

I'm not sure this genre of Sci-Fi lends credence to such levels of science facts. It's not Hard-Sci :/


Title: Re: Blackrock Drive Yards - v0.30
Post by: MesoTroniK on September 10, 2013, 03:41:32 AM
Mass also effects how hard Exigency Incorporated Repulsor Fields and beams push your ships.

Well if we are including mod vs mod and not mod vs vanilla mechanics...


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 10, 2013, 03:57:34 AM
Hmm, I just realized it's sort of incongrous to list the ingame mass there. Maybe we should try figuring out what the ship's actual mass would be?


Title: Re: Blackrock Drive Yards - v0.30
Post by: MesoTroniK on September 10, 2013, 04:02:43 AM
I've thought about ways to do that in some sort of accurate manner, but in the end it would be to much work trying to even estimate the volume of a ship and the density of the materials.

Instead I just look at the closest vanilla ship to the class and adjust it from there based on my gut feeling.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Erick Doe on September 10, 2013, 04:23:05 AM
Just base your weight around vanilla values. Like stated above somewhere, weight is little more than a deciding factor of which ship can push what ship out of the way.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sunnyko on September 10, 2013, 01:56:19 PM
Just add 2 zero's maybe?

Make it comparable to a Nimitz class carrier +60%

Since I would assume it is built much denser, since it is not a carrier craft, and the crew of 140 would lend to much atomization, and a dense hull construction for more armor?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Voyager I on September 10, 2013, 03:29:51 PM
Starsector is a game, not reality, so just because something is as big or bigger doesn't mean it weights about the same, at least not with the current mechanics in here. ::) nevermore weights 1600 mass in game, so it does the same on the blueprint.

What is Verisimilitude?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Doogie on September 10, 2013, 11:14:03 PM
Not gonna lie, I'm super excited to see what the Karkinos looks like.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 14, 2013, 04:16:26 AM
(http://i.imgur.com/u2viyLF.jpg)

Back on track. Gonna try orange shields too.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sabaton on September 15, 2013, 02:45:20 AM
 Nice, theres still something missing tho, I think in vanilla you have like a faint overlapping shield layer over the ship, yours seems to lack that, also I don't think orange would go well, it wouldn't match the engines and wouldn't blend in with the ship. 


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 15, 2013, 07:42:01 AM
Things I've done so far:

SOUNDS:
- Custom engine loops for all Blackrock ship sizes
- Custom flux sounds for all Blackrock ships
- Remade a ton of ship system/ship weapon sounds

REBALANCING
- Added all 0.6a-relevant ship stats
- Hull HP cut by 10% and armor increased by 10% (roughly) for all Blackrock combat ships
- Flux vent rate lowered by 30% and flux capacity lowered by roughly 15% for all ships
- Added built-in hull mod to all Blackrock ships: Blackrock Flux Core (Doubles active flux vent rate)
- Added CR decay to desdinova and all frigates
- Made all ships a tiny bit more agile
- Burst Jets now work like they used to do, but it's impossible to coast
- A zillion small adjustments everywhere

NEW CONTENT
- Custom hull spec for all blackrocks (pale green shields, etc)
- Gale Cannon. 900 range squall cannon with slow refire rate. Costs 13 OP to mount. Good as a support weapon on a Scarab or Gonodactylus.
- Spark Drive. New ship system for the Locust. A microteleporter with short delay.
- Linear Pulse Gun - small energy weapon that deals kinetic damage
- PDE /PPDE - beam weapon that deals HE damage
- Argus Particle Beam - small fragmentation beam, medium variant with 3 arguses still exists
- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)
- Karkinos-class Monitor
- Robberfly-class Corvette

MISC THINGS / WHAT'S NEXT:
- Renamed the Ironweaver MG to Shredder MG
- Uomoz is working on a star system for Blackrock using ModPlugin
- I really need someone to give me a hand with some semi-complicated java stuff

Looks like I'll do a release soon and then a bigger more polished one down the road. I will probably cut unfinished content from said release, including the Karkinos, unless I get java help so I can do what I want with it. I need playtesting and balance feedback so the sooner people get updated content to play with, the better :)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on September 15, 2013, 08:19:52 AM
- Flux vent rate lowered by 30% and flux capacity lowered by roughly 15% for all ships
- Added built-in hull mod to all Blackrock ships: Blackrock Flux Core (Doubles active flux vent rate)
Iiiinteresting :D

- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)
<Wilhelm Scream>! I thought it was one the cooler weapon names out there. D:

Also shredder sounds like it would work better on the Volley Gun.

P.S. If you rename the Ichneumon we shall have a reckoning ;D


Title: Re: Blackrock Drive Yards - v0.30
Post by: sirboomalot on September 15, 2013, 04:56:09 PM
- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)
<Wilhelm Scream>! I thought it was one the cooler weapon names out there. D:


I also kinda liked the ironweaver, it was a fitting name for the gun, what caused the change?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 15, 2013, 05:31:19 PM
Sort of long weird name for a simple weapon I guess. Dont worry, I'll use the name somewhere else. Besides, shredder is more apt for how the weapon feels now.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on September 15, 2013, 07:19:52 PM
What kind of Java help do you need Cycerin?  I'd love to help if I can.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 16, 2013, 01:51:20 PM
Mainly ship systems scripting.

(http://i.imgur.com/wiO9KgQ.jpg)

Working on Blackrock's home system. Uomoz implemented it using the new ModPlugin format.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on September 16, 2013, 02:10:42 PM
The "Ironweaver Heavy Assault Chaingun". The IHAC. I HACk.

No?
Okay.  :(


Also that nebula is giving me the finger, Cycerin.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Sabaton on September 16, 2013, 02:23:18 PM
 Heheheh, what can you do when the universe hates you?
 Edit: or perhaps he put that there to empathize how inhospitable the black rock system is. ;D


Title: Re: Blackrock Drive Yards - v0.30
Post by: SpaceRiceBowl on September 16, 2013, 03:48:36 PM
I want this naowww  :o


Title: Re: Blackrock Drive Yards - v0.30
Post by: singlespace on September 16, 2013, 06:52:34 PM
Me too. Blackrock is my go to mod.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Alfalfa on September 16, 2013, 08:12:52 PM
Mainly ship systems scripting.

Well, I did mess around a bunch with the Kurmuraja's ship system, so I could certainly take a look.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on September 16, 2013, 08:39:30 PM
Eta Carinae always makes an impression :D


Title: Re: Blackrock Drive Yards - v0.30
Post by: Vinya on September 16, 2013, 08:50:12 PM
.. that nebula is giving me the finger, Cycerin.

To the sig it goes!


Title: Re: Blackrock Drive Yards - v0.30
Post by: JWill on September 16, 2013, 09:29:39 PM
Mainly ship systems scripting.

Well, I did mess around a bunch with the Kurmuraja's ship system, so I could certainly take a look.

I'd love to take a look too, if you end up not working on this.  I've been itching to play with Starsector scripting for a while, and contributing to such a great mod would be awesome!

I've been working with java for several years now, so I could probably help with a ship systems script.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 17, 2013, 03:29:42 AM
Eta Carinae always makes an impression :D

I've got half a mind to edit it so you can't tell it's Eta Carinae as easily, but then again, it is a gorgeous nebula.

JWill and Alfalfa, I wouldn't mind putting you two to work. If you two got skype that would be great. PM me


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 17, 2013, 05:41:09 AM
(http://i.imgur.com/rIzO9go.jpg)

The system continues to take form. What is it, you ask? Only a gas giant overrun by nanomachines.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Silver Silence on September 17, 2013, 05:50:16 AM
Grey goo is bad for your health, mmkay


Title: Re: Blackrock Drive Yards - v0.30
Post by: Uomoz on September 17, 2013, 06:09:44 AM
You guys need to hear the new sounds


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on September 17, 2013, 06:12:03 AM
nanomachines.
https://www.youtube.com/watch?feature=player_embedded&v=7kNrIn8H32c (https://www.youtube.com/watch?feature=player_embedded&v=7kNrIn8H32c)
P.S. Spoilery if you haven't played MGS4 and want to, I guess ...


Title: Re: Blackrock Drive Yards - v0.30
Post by: MShadowy on September 17, 2013, 06:46:46 AM
Alright, things are starting to look delectably neat, Cyc.  I'm really looking forward to the next release!

nanomachines.
https://www.youtube.com/watch?feature=player_embedded&v=7kNrIn8H32c (https://www.youtube.com/watch?feature=player_embedded&v=7kNrIn8H32c)
P.S. Spoilery if you haven't played MGS4 and want to, I guess ...

Metal Gear?!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on September 17, 2013, 07:03:19 AM
Metal Gear?!
Nanomachines.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Doogie on September 18, 2013, 02:08:03 PM
Any preview of the Karkinos? I would love to see what you can do, being one of the old gods of Wyrdysm.


Title: Re: Blackrock Drive Yards - v0.30
Post by: etherealblade on September 18, 2013, 10:22:32 PM
Any preview of the Karkinos? I would love to see what you can do, being one of the old gods of Wyrdysm.

Um I've played bsf and have known some of the legendary ships for years....but what is the Karkinos? I never heard of it.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 19, 2013, 01:59:18 AM
The Karkinos has been posted a long time ago. The sprite has actually been finished for ages, but I haven't been able to do the ship system yet/mod development took a break this summer

Anyway, reposting (bottom one): http://i.imgur.com/F5EF00M.jpg


Title: Re: Blackrock Drive Yards - v0.30
Post by: cell on September 19, 2013, 03:10:26 AM
http://i.imgur.com/F5EF00M.jpg

your mod is truly on a level of its own. sprites / sounds / weapons are all top notch.


Title: Re: Blackrock Drive Yards - v0.30
Post by: etherealblade on September 19, 2013, 04:30:37 AM
The Karkinos

That ship is epic and really completes the fleet. Are dem new advanced energy weapons I see on that thing? :o

Also breaks are good. They help rejuvenate inspiration and help prevent burnout. Once can get bored if he spends more time modding a game than playing the game.  

I too have much love and appreciation for this mod.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 19, 2013, 05:15:11 AM
The weapons are good old Solenoid Quench Cannons. They are ridiculously nasty when you field 4 of them, almost makes me want to code diminishing returns on the weapon.

Thank you so much for enjoying the mod ;D it makes it so rewarding to keep investing all this effort in it!


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on September 19, 2013, 06:00:09 AM
The weapons are good old Solenoid Quench Cannons. They are ridiculously nasty when you field 4 of them, almost makes me want to code diminishing returns on the weapon.
I miss my alpha-strike Raven with SQCs so much :D

ram-fire-overload-fire-boosh-repeat

I called it the 'Dramatic Pause' because of the long RoF pauses when it seemed like nothing was happening :D


Title: Re: Blackrock Drive Yards - v0.30
Post by: etherealblade on September 19, 2013, 06:27:57 AM
The weapons are good old Solenoid Quench Cannons.
Oh yes i've seen how nasty they can be. I was thinking. Interested in doing antimatter energy torpedos? Basically Its a like an energy weapons that fires a slower moving ball of energy and have massive explosion like that of powerful missile. Then again...I think your faction is more about hyperadvanced projectile warfare?


Title: Re: Blackrock Drive Yards - v0.30
Post by: Taverius on September 19, 2013, 07:12:43 AM
The weapons are good old Solenoid Quench Cannons.
Oh yes i've seen how nasty they can be. I was thinking. Interested in doing antimatter energy torpedos? Basically Its a like an energy weapons that fires a slower moving ball of energy and have massive explosion like that of powerful missile. Then again...I think your faction is more about hyperadvanced projectile warfare?
I've never been happy with how energy missiles have been handled in mods. They usually have no ammo limit and guidance, which somehow doesn't feel like it lines up with the tech level in Starsector.

I'd love a well done guided energy missile and unguided torp though. You can balance that out with lower DPS easy enough - they become more of a main/support weapon rather than a finisher like Harpoons and Reapers.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 19, 2013, 07:16:43 AM
I wanna make a homing energy weapon that's like the Gaitori Homing Pulse from ARES at some point. Those things were nasty as ***. Probably wont see it on Blackrock ships though.


Title: Re: Blackrock Drive Yards - v0.30
Post by: SpaceRiceBowl on September 19, 2013, 03:38:14 PM
Man, these ships are gonna be fun as hell to fly and shoot


Title: Re: Blackrock Drive Yards - v0.30
Post by: Plasmatic on September 20, 2013, 08:54:21 AM
I might just be blind but I can't find anywhere in the last couple pages (currently 34 pages in total)or in the OP where it says what version of Starsector it works with..

I have no idea if BDY 0.3 is for 0.54.1 or 0.6a?

Would probably be helpful to many just adding that in the OP.


Title: Re: Blackrock Drive Yards - v0.30
Post by: Cycerin on September 20, 2013, 10:50:09 AM
Right, that's the version number of the mod itself. It works with .54 and up but hasnt been patched FOR 0.6a yet (All the posts in the last pages have been about content im working on right now)


Title: Re: Blackrock Drive Yards
Post by: x Daedalus on September 21, 2013, 07:06:13 AM
I can't wait.

(http://25.media.tumblr.com/72c4b1f8592f4539eafabfab3a2b3ac3/tumblr_mltlwpGPKt1sojn6ro1_500.gif)


Title: Re: Blackrock Drive Yards - v0.30
Post by: Ishman on September 22, 2013, 06:49:46 PM
Solenoid Quench Cannons

MY. OH. MY.

All props to you for knowing what these are, and I'm looking forward to your update. You've got good taste in media :3

Also, ehrmahgerd another person who likes Ares. Give a guess where I took my name from.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 23, 2013, 03:10:49 AM
Ehehe. Well, it's not only a Gunnm shoutout, it's also simply a convoluted name for "accelerator cannon". And we all like convoluted names. I've had a lot of entertainment out of seeing people refer to the Kurmaraja as "kormana", "Kurojo", "Kurmaruma" and basically everything under the sun that isn't "Kurma" or "kurmaraja." ;D

Ares is also an insanely underrated game that suffered under an awful publisher until Ambrosia got ahold of it.

ANYWAY.

I just took a lot of BRDY frigs under the chopping block.

Scarab lost Burst Jets and now has the Sentinel Drone instead. The Mantis has Burst Jets and its hardpoints have changed. (but don't worry, you can still rock 2x rockets on the front)
The Locust has a teleporter that "stutters" you in your current vector, which makes it a lot more evasive.

Currently, the breakdown is a lot like this:
Locust: Workhorse frig, good for chasing, point capping and overall combat duty, relatively undemanding out of combat. Like an inbetween of a Wolf and Lasher.
Robberfly: A pair of souped up engines and three weapon mounts tacked on to a reactor. No shield. Like a more aggressive Hound, except it hardly has any logistical demands/benefits.
Scarab: A slow, huge frigate with ample cargo hold and a very heavy weapons capacity, that is expensive to deploy, but beneficial to your fleet out of combat. Very slow CR decay.
Mantis: High-performance frig. Think Tempest, Hyperion.

Also, the Sentinel drone now has one Shard and one small Argus beam, the Krait has a pair of Ichneumons and a Shredder, and the Serket has two Linear Pulse Cannons and a Shredder. The Cetonia is going to fill a Mule-like role in BRDY fleets and a bigger freighter is in the works for civilian heavy lifting.

Also touched up fighter sprites:
(http://i.imgur.com/TNqCQKb.png)
(http://i.imgur.com/cc2Dwmc.png)

Thoughts? :)


Title: Re: Blackrock Drive Yards
Post by: Taverius on September 23, 2013, 03:33:53 AM
Sounds fine. I never had any major complaints with the frigates, and these changes don't seem like they will cause any.

The only thing that ever bothered me was that the 2 universals on the nose of the Stenos didn't have the 5 degrees mobility necessary for them to shoot the same spot.
I always felt that was unnecessary cruelty to the pilot.

P.S. Yer gonna need a whole lot more civilian ships to be a complete faction in 0.6.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 23, 2013, 09:35:20 AM
Yep. Making civilian ships can be fun, though.

But for now, the Mantis got a facelift.

(http://i.imgur.com/VSGdZDt.jpg)


Title: Re: Blackrock Drive Yards
Post by: Taverius on September 23, 2013, 10:16:53 AM
That's a gorgeous little thing :D


Title: Re: Blackrock Drive Yards
Post by: phyrex on September 23, 2013, 10:28:45 AM
jeebus krakendoodly cheesestake devil, that is awesome.

So, just to be sure, is your mod 0.6 compatible ? (just to be sure)


Title: Re: Blackrock Drive Yards
Post by: Shoat on September 23, 2013, 11:13:49 AM
Yep. Making civilian ships can be fun, though.

But for now, the Mantis got a facelift.

(http://i.imgur.com/VSGdZDt.jpg)

But... it's .. it's ... IT'S NOT SYMMETRICAL! AARARRARARARRARASRASRASRARfnvr pkg

On some ships whose design is completely asymmetrical I can tolerate that, but this ... part of it is symmetrical and the other isn't. It's too much for me to handle.


Don't get me wrong, I'm not going to tell you to change your design. Thankfully I can just adjust the position of the weapon mounts myself to bring my OCD to peace.


Title: Re: Blackrock Drive Yards
Post by: x Daedalus on September 23, 2013, 01:22:22 PM
jeebus krakendoodly cheesestake devil, that is awesome.

So, just to be sure, is your mod 0.6 compatible ? (just to be sure)

it's not yet; but hopefully soon.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 24, 2013, 10:42:50 AM
(http://i.imgur.com/t6QkBvi.gif)

Yes, it is ingame, the gif compression just makes the rest of the ship look static.


Title: Re: Blackrock Drive Yards
Post by: doodlydee on September 24, 2013, 11:11:38 AM
It looks very menacing, cant wait to try it out or fight it


Title: Re: Blackrock Drive Yards
Post by: Doogie on September 24, 2013, 12:10:19 PM
It might be able to benefit from some larger armor covering on the whiter spots. It would cut down on the clutter a lot. However, I can't exactly see it so I could be incredibly wrong.


Title: Re: Blackrock Drive Yards
Post by: Thule on September 24, 2013, 03:09:03 PM
beautiful sprite


Title: Re: Blackrock Drive Yards
Post by: ssthehunter on September 24, 2013, 04:39:48 PM
RAMMING SPEED.


Title: Re: Blackrock Drive Yards
Post by: Gotcha! on September 24, 2013, 05:17:59 PM
Blinking lights! Awesome. :) Looks very menacing.


Title: Re: Blackrock Drive Yards
Post by: MShadowy on September 24, 2013, 05:42:39 PM
It does indeed.  The Kakarinos is awesome.


Title: Re: Blackrock Drive Yards
Post by: Foxer360 on September 24, 2013, 06:16:07 PM
You bring up a good point Cycerin. Should all ships technically have navigation lights? Kinda like in the latest Star Trek movies. (minus the gratuitous lens flares.)


Title: Re: Blackrock Drive Yards
Post by: Shield on September 24, 2013, 06:43:46 PM
GIMME!


Title: Re: Blackrock Drive Yards
Post by: Erick Doe on September 24, 2013, 06:44:36 PM
(http://www.nauticaldecorstore.com/cw4/images/product_expanded/portstrbd12touchlamp.jpg)

A red port light and a green starboard light.  :)


Title: Re: Blackrock Drive Yards
Post by: Cosmitz on September 25, 2013, 02:48:14 AM
This mod really needs to be added to the main game. It's just so high quality and polished.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 25, 2013, 04:52:49 AM
It might be able to benefit from some larger armor covering on the whiter spots. It would cut down on the clutter a lot. However, I can't exactly see it so I could be incredibly wrong.

Yeah, it does look very cluttered when you zoom it out. Going to do something about that. :)

And I'll add these lights to all ships eventually, plus assorted other greeblies.

In other news my friend Erlend doodled up some Blackrock logotypes. The brutalistic ones are probably close to what I'll end up having.

(https://dl.dropboxusercontent.com/u/23502117/blackrock.png)


Title: Re: Blackrock Drive Yards
Post by: Taverius on September 25, 2013, 05:14:33 AM
The more abstract ones remind me of the stuff Designer's Republic did for Wipeout/Wipeout XL


Title: Re: Blackrock Drive Yards
Post by: phyrex on September 25, 2013, 10:06:54 AM
(http://i.imgur.com/V2LTuqN.png)

That would be my favorite personally


Title: Re: Blackrock Drive Yards
Post by: MShadowy on September 25, 2013, 10:28:50 AM
It's mine as well, but ultimately it's Cyc's call.


Title: Re: Blackrock Drive Yards
Post by: Silver Silence on September 25, 2013, 10:51:00 AM
I like the variant just above the one that Phyrex pointed out. The stylised "BLACK"


Title: Re: Blackrock Drive Yards
Post by: ValkyriaL on September 25, 2013, 11:15:42 AM
BRDY gets so much love and praise, i'm so jelly. :-[

Anyone, finally seeing the Karkinos (sachumondo) complete makes my competitive side come to life. :o


Title: Re: Blackrock Drive Yards
Post by: joey4track on September 25, 2013, 02:56:17 PM
I agree with Phyrex


Title: Re: Blackrock Drive Yards
Post by: Thule on September 25, 2013, 04:07:42 PM
Finally a logo for BRDY ;)
Unfortunate the readability (is that a word?) is really not that good if you zoom out.

Maybe go for a more stylized and abstract approch as seen on the vanilla logos?
Can only imagine what BRDY looks like as a logo with their essence shown in two or three colors.
Depends of whether you stick to a logotype rather than a single logo as seen by vanilla factions.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 26, 2013, 06:20:29 AM
Glad you like it. That is indeed the logo I'm going to work out of.

Thule, you gave me a really nice idea. I need to get the transparent vector graphics from the guy and then I'm going to try a logotype with stylized letters/a sort of tricolor emblem, and a variation on the current title. There's no need to be limited to one logo or one logotype.

The fun idea here is that it's both a corporate brand AND something that has basically assumed the identity of the prime mover in the politics of the system in which said corporation originated.


Title: Re: Blackrock Drive Yards
Post by: Doogie on September 26, 2013, 07:47:39 AM
The fun idea here is that it's both a corporate brand AND something that has basically assumed the identity of the prime mover in the politics of the system in which said corporation originated.
So...just a regular corporation then?


Title: Re: Blackrock Drive Yards
Post by: Thule on September 26, 2013, 10:52:31 PM
When i did my research to make the thule logo i came around those japanese town logos. They are mindblowingly good.
Maybe they'll inspire your, if not they are just beautifull ;)

http://pinktentacle.com/2010/04/50-japanese-town-logos-with-kanji/


Title: Re: Blackrock Drive Yards
Post by: Lifeforce on September 27, 2013, 12:57:06 AM
Hi there, iv'e got some problems with your mod since i use 0.6

Code:
100327 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.title.super.new(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.B.super(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

And

Code:
48180 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.G.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.void.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ôø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.return.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)




Title: Re: Blackrock Drive Yards
Post by: Thule on September 27, 2013, 01:21:25 AM
looks like issues due to the new id's introduced to the sounds.json in .6.
And as far as i can recall cycerin hasnt released a .6 compatible versionor has he?


Title: Re: Blackrock Drive Yards
Post by: Foxer360 on September 27, 2013, 06:56:03 AM
Not yet, but can we all wait patiently... I think?


Title: Re: Blackrock Drive Yards
Post by: Taverius on September 27, 2013, 07:00:23 AM
wait patiently
Negatory. *spazzes out*


Title: Re: Blackrock Drive Yards
Post by: Uomoz on September 27, 2013, 07:10:22 AM
(http://i.imgur.com/nidKRo9.png)


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 27, 2013, 07:10:59 AM
Don't torture 'em, Uomoz.

Since most of the features I want are on the backburner due to lack of java expertise, I'm going to release the 0.6a compatible version with the new stuff soon. Minus certain things that aren't ready yet.


Title: Re: Blackrock Drive Yards
Post by: MShadowy on September 27, 2013, 08:38:08 AM
Ooh!  Ooh!  Can I torment them instead?

(http://i.imgur.com/yzDvaSG.png)

[karking further intensifies]


Title: Re: Blackrock Drive Yards
Post by: Foxer360 on September 27, 2013, 08:49:29 AM
The Mod Gods be cruel, yea, what can we poor folk do?  :'(


Title: Re: Blackrock Drive Yards
Post by: Destroyer140 on September 27, 2013, 09:00:09 AM
Hi there, iv'e got some problems with your mod since i use 0.6

Code:
100327 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.title.super.new(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.B.super(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

And

Code:
48180 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.G.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.void.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ôø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.return.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

I can add that the second type of crash happens when trying to fit an Argus Particle Beam, haven't seen the first one tho. Hope this helps in fixing it quicker :)


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 27, 2013, 09:21:16 AM
That is because the mod tries to use an old core-game sound effect. To fix it, go comment out the fireSound entry in the weapon file. Of course, it's fixed in the upcoming version.

(http://i.minus.com/ijBmQlWdFARtI.gif)

Blackrock for 0.6a is coming.


Title: Re: Blackrock Drive Yards
Post by: doodlydee on September 27, 2013, 10:19:12 AM
You are killing me with these teasers


Title: Re: Blackrock Drive Yards
Post by: x Daedalus on September 27, 2013, 01:24:56 PM
Please, oh god, Please T_T


Title: Re: Blackrock Drive Yards
Post by: mendonca on September 27, 2013, 02:23:48 PM
Incredible :)

Poor Lasher never stood a chance ...   :'(


Title: Re: Blackrock Drive Yards
Post by: Uomoz on September 27, 2013, 02:26:37 PM
The best thing is, that ship is not overpowered! It fair good vs other capital ships, but an onslaught wins (AI vs AI). As much awesome the Kark is, it's still balanced. As always cyc's ships fill a well rounded niche. That's a good job.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 27, 2013, 02:48:39 PM
Thanks, but jury's still out on if it's overpowered or not. Then again, I like to go a little bit crazy with this one, since after all, it's a capital ship, and capital ships are supposed to be a little crazy.


Title: Re: Blackrock Drive Yards
Post by: ValkyriaL on September 27, 2013, 02:56:38 PM
 ::) I like your way of thinking with capital ships, thats the logic i use when i make mine. ;D


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 27, 2013, 03:00:28 PM
What's the fun otherwise? ;D


Title: Re: Blackrock Drive Yards
Post by: Wyvern on September 27, 2013, 03:05:19 PM
Don't torture 'em, Uomoz.

Since most of the features I want are on the backburner due to lack of java expertise, I'm going to release the 0.6a compatible version with the new stuff soon. Minus certain things that aren't ready yet.
Out of curiosity, which features are those that are being backburnered?


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 27, 2013, 03:08:56 PM
Basically, a perfect implementation of the Karkinos' Scalar Deracinator ship system, but thanks to LazyWizard I have it 90% of how I want it to be. all hail the wizard

The other stuff is mostly detail and polish, but I have a lot of ambitiously crazy things planned for the future.


Title: Re: Blackrock Drive Yards
Post by: Destroyer140 on September 27, 2013, 07:17:45 PM
For those who have "[missile_medium]" and "[beam_light_loop]" related crashes, I threw together a patch for the current BETA v0.30 (0.54 and up) release for those who would still like to play without crashes but didn't knew how to fix it: http://www.mediafire.com/download/pnb98eziibdfynr/BRDY_Weapon_fix_0.6.rar

All you need to do is extract the 3 files to "Starsector\mods\Blackrock Drive Yards\data\weapons" and over write the 3 file.

This should fix the crash related to the Achilles Misiles (and pod version of it) and the Argus Particle Beam.


Title: Re: Blackrock Drive Yards
Post by: Ishman on September 27, 2013, 11:34:24 PM
Running lights are pretty neat. Now all we need is vapor trails from launched missiles due to outflowing gas.


Title: Re: Blackrock Drive Yards
Post by: Gotcha! on September 28, 2013, 05:15:27 AM
That ship is looking mighty fine indeed. *thumbs up*
It scares the living daylights out of me though.


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 28, 2013, 11:36:17 AM
(http://i.minus.com/i7OHZcYcg8Fye.gif)
(http://i.minus.com/ibsj9HaaOpIfvH.gif)


Title: Re: Blackrock Drive Yards
Post by: cell on September 28, 2013, 11:45:43 AM
that ship looks incredible! what does its system do?


Title: Re: Blackrock Drive Yards
Post by: MShadowy on September 28, 2013, 11:46:11 AM
awesome!


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 28, 2013, 11:52:34 AM
that ship looks incredible! what does its system do?

Teleportation with a long cooldown. When you arrive, everything nearby gets blasted with energy damage and EMP.


Title: Re: Blackrock Drive Yards
Post by: Sabaton on September 28, 2013, 11:54:40 AM
 Hehe, you weren't joking when you said you wanted to do something crazy with it.
 How far can you teleport? And what's the damage radius?


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 28, 2013, 11:57:16 AM
1250 units, and the damage radius is exactly what you see on the gif with the explosion. Also, everything gets pushed away from the ship, most notably fighters, who get pretty screwed up.


Title: Re: Blackrock Drive Yards
Post by: Uomoz on September 28, 2013, 11:58:50 AM
Don't torture 'em, Uomoz.


Title: Re: Blackrock Drive Yards
Post by: Sabaton on September 28, 2013, 12:01:42 PM
 So it can be used for wrecking stuff and/or running away. S.W.E.E.T!


Title: Re: Blackrock Drive Yards
Post by: Cycerin on September 29, 2013, 06:00:09 AM
(http://i.minus.com/i21Uad6a8jOUk.gif)

Havin fun fighting the Blackrock Sovereignity Fleet. Wrapping up everything now.


Title: Re: Blackrock Drive Yards
Post by: Weh on September 29, 2013, 12:09:15 PM
Oh man, I am so hyped for this.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 29, 2013, 03:07:06 PM
(http://i.imgur.com/f2O3xYh.png)
DOWNLOAD BLACKROCK FOR STARSECTOR 0.6a! (http://www.mediafire.com/download/cd1m4a2ryrych51/Blackrock+Drive+Yards.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

(http://i.minus.com/ijBmQlWdFARtI.gif)
Mod version 0.4

Changelog:
0.4:

- Rebalanced just about everything related to gameplay and ship slots/stats
- Redid every sound effect
- Custom hull spec
- Added built-in hullmod to all Blackrock ships. Doubles active flux vent rate.
- Added Karkinos, Robberfly, PDE, PPDE, Linear Pulse Gun, Gale Cannon, Shredder Battery, Argus PD Beam
- Old Burst Jets are back
- Greeblies everywhere
- Explore Gneiss, the home system of Blackrock Drive Yards!
- Say "Did something else" twice in the campaign start dialog to start as Blackrock!


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Doogie on September 29, 2013, 03:10:59 PM
Pure and utter joy is surging through my veins.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: MShadowy on September 29, 2013, 03:14:41 PM
Eeeexcellent!


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 29, 2013, 03:15:40 PM
Just need to give shoutouts to LazyWizard once again for making crazy cool gameplay possible and lending a helping hand despite being a busy man.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Magician on September 29, 2013, 03:34:01 PM
I can't describe how awesome are those new sounds and visuals. They are space-like, alien-like, simply awesome. Even new logo is perfect. Time to play some Starsector.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cosmitz on September 29, 2013, 03:40:29 PM
Can't wait to play this in Uomoz.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Vayra on September 29, 2013, 03:57:00 PM
I love you, Cycerin.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: doodlydee on September 29, 2013, 03:58:11 PM
SUPER!!! I cant wait to try it out


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: SpaceRiceBowl on September 29, 2013, 03:59:45 PM
ERMAHGHAD!  :D :D :D :D :D :D


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Dogpot on September 29, 2013, 04:03:30 PM
Yay, been spamming F5 half the evening. Thanks for the mod, amazing quality.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: doodlydee on September 29, 2013, 04:16:54 PM
I have to say I LOVE IT!!!


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: x Daedalus on September 29, 2013, 04:55:14 PM
Yes! :D


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Dogpot on September 29, 2013, 05:11:58 PM
Potential crash bug found. Click the Desdinova Codex entry (the '?' button) in the 'F'leet menu. Sometimes works properly the first time but crashes when you exit and click the button again. 100% reproducible on my box.

Code:
5594535 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [exported_variant_desdinova_a90ef979-ad25-40a8-99b2-abd4c061db7b] not found!
java.lang.RuntimeException: Ship hull variant [exported_variant_desdinova_a90ef979-ad25-40a8-99b2-abd4c061db7b] not found!
at com.fs.starfarer.loading.for.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.C.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.E.super(Unknown Source)
at com.fs.starfarer.codex.ui.E.do.super(Unknown Source)
at com.fs.starfarer.codex.ui.E.øo0000(Unknown Source)
at com.fs.starfarer.coreui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Turdicus on September 29, 2013, 06:27:02 PM
Nice, I'm new here so I'm curious if this mod plans on getting support within Exerelin? I noticed some blackrock strings in some of Zaphide's scripts so it did at one point.

Gonna have a go testing this wonderfulness out


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: FlashFrozen on September 29, 2013, 07:37:38 PM
Just wondering, is the Blackrock flux core supposed to be installable on any ship? =o
Double venting is always welcome on an onslaught x)

But yeah Amazing improvements all round, gotta stare at them blinky lights some.
Also of note, love planet verge, though I kinda wish the huge debris ring rotated a little more.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: valefore on September 29, 2013, 08:20:28 PM
Yay!!!
And Kudos to the awesome logo! The Green Orange box looks really cool with BlackRock. I personally disliked the sun symbols cause they reminded me of the imperial japanese flag... so Yay!


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Dragar on September 29, 2013, 09:16:30 PM
Got a crash during gameplay, says the Blackrock Personnel convoy/fleet couldn't be found.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Ishman on September 30, 2013, 01:05:38 AM
Fabulous release!

Just wanted to point out that the tonnage of that 327m long craft in the top post is off by an order of magnitude though. Presuming dimensions of 327 meters by 70 by 70, it's got a density of one kilogram per square meter, about the same density as aerogel.

Might want to up the tonnage by an order of magnitude to something more similarly sized like a Nimitz class carrier, which weighs ~100,000 tons.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 03:20:44 AM
Oh yeaaaah. Never bothered to fix it to be more in-universe as opposed to a boneheaded copy/paste from the .csv... until now.

Got a crash during gameplay, says the Blackrock Personnel convoy/fleet couldn't be found.

Do you have a starsector.log report?

Just wondering, is the Blackrock flux core supposed to be installable on any ship? =o
Double venting is always welcome on an onslaught x)

Uuuh, shouldn't be possible except for in missions/the dev mode variant editor, where I can't really do anything to prevent it. Do you mean in the campaign?


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 05:17:39 AM
Hahaha. Oh yeah, I remember the chuffy Scarabs.

That's mainly because slot types don't affect what a fighter does, except they have to exist and have a swivel radius/heading and be hidden or not. You can still say that a missile slot will hold an energy weapon if you want. Next update the game won't even list what slots a fighter has, because they can never be refitted anyway.

So basically I changed the weapons from what they used to be, and haven't been arsed to clean it up yet because it has no bearing on gameplay. :) Heh, Serkets sh*tting Quills all over the place was a bit broken. Their current Linear Pulse Guns mean that they need to build flux if they want to hurt something.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Vayra on September 30, 2013, 05:27:25 AM
I have to say, I'm not sure about forcing the player to start in Gneiss. Not only does it seem to happen regardless of if you choose BRDY or NO_BRDY at character creation, respawning there is really inconvenient especially early on. You'll end up using a big chunk of your respawn supplies and fuel to get back to a system with things to fight, and you don't necessarily respawn with much money to buy more unless you were rich when you died.

Everything else is fantastic though! I think the Locust is my new favorite ship to fly personally, and I especially love the sounds. I might add that your soundcloud (https://soundcloud.com/fastland/) that the "hypothetical theme song" is hosted on is full of really good stuff, and makes an awesome soundtrack for flying around and blowing up spaceships. :)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 05:40:10 AM
Thanks a lot! I am playing through the campaign now and enabled Kadur and some other stuff, going to be fun to see how it ends up.

Respawning is supposed to suck, though. But Gneiss will contain things to fight in the future. That huge ominous grey planet isn't just for show.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Vayra on September 30, 2013, 05:49:42 AM
Make sure you grab the new version (http://fractalsoftworks.com/forum/index.php?topic=6649), then. ;) I just implemented the BRDY integration I messaged you about a while back, so let me know how that strikes you whenever you take a look at it.

And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore?  :)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Borgoid on September 30, 2013, 05:57:47 AM
Sheesh the Nevermore isn't messing about anymore with its new Blackrock Flux Core ( Curse you unintentional rhymes)

Feels like I'm flying around a Neutrino ship if I tack on flux resistant conduits and Safety Override. Go go gadget Heavy Blasters.

Great update, everything feels a lot more fun to fly, with possibly the exception of the Gonodactylus which still feels like a three legged cow with a cannon strapped to it.

Big fan of the Sunfire PDE, nice to see an energy weapon that benefits from increased fire rate.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 06:05:05 AM
And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore?  :)
Well, might as well hype a bit about the distant future of the mod.

Space monsters, basically. Uchuu Kaiju stuff. You will see swarming, pale, glittering creatures being vomited out of gashes in the bodies of pale behemoths of comet ice and lattice metal. Screaming energy rays thrown out of the mouths of void creatures who look like Rorschach blots of twisted obsidian. And insane human splinter groups who worship these creatures as demigods who will deliver them from the dystopic reality of the Sector. This is what Blackrock has to deal with, and you'd be crazy if you think the Hegemony or any other Sector power wants to touch it with a ten foot pole.

Is all of this just an excuse to go completely crazy with modding? Yes.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Chronosfear on September 30, 2013, 06:13:36 AM
1st note : Yay BRDY is back !!!1111  ;D

2nd note : did the interdiction array got an improvement or kurmaraja at all ?
 

... because i think it´s even more awesome then it already was in 0.54 :)







Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 06:14:06 AM
No, that's one of the future things I'm going to be looking at. Kurmaraja is still strong though :P


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Borgoid on September 30, 2013, 06:15:28 AM
In other news, Cycerin should probably start writing sci-fi horror.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Chronosfear on September 30, 2013, 06:18:31 AM
No, that's one of the future things I'm going to be looking at. Kurmaraja is still strong though :P

then the difference must be the BRDY hull mod .. so freaking fast :)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 06:19:36 AM
I think I might have slightly buffed the engine stats on that corncob... hmm. Oh well. Damn, if I wrote a complete changelog for this version I think my brain would have melted halfway in.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Ishman on September 30, 2013, 07:10:55 AM
And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore?  :)
Space monsters, basically. Uchuu Kaiju stuff. You will see swarming, pale, glittering creatures being vomited out of gashes in the bodies of pale behemoths of comet ice and lattice metal. Screaming energy rays thrown out of the mouths of void creatures who look like Rorschach blots of twisted obsidian. And insane human splinter groups who worship these creatures as demigods who will deliver them from the dystopic reality of the Sector. This is what Blackrock has to deal with, and you'd be crazy if you think the Hegemony or any other Sector power wants to touch it with a ten foot pole.

Come now, is it not every man's dream to stand together in a United Front against the Enemy? Hand in hands, we shall let them taste the Actinic fury of our mastery over the fundamental forces of the universe!

Catching some of the references you've strewn about in your descriptions (Gamma level AI? IS CAN HAS LIGHTHUGGER?) I'd love to see some more homages to exotic tech weaponry. (Bladder mines, conjoiner drives used as a weapon, quark weaponry, and a few other fundamental particles like the muon and meson as penetrating weaponry)

DID I MENTION THAT I AM IMMENSELY ENJOYING ALL YOUR REFERENCES TO SOME OF MY FAVORITE SCI-FI SERIES?!


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Dragar on September 30, 2013, 07:22:29 AM
Here's the crashlog:

2740510 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
   at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.BRConvoySpawnPoint.spawnFleet(BRConvoySpawnPoint.java:46)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:45)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 07:39:15 AM
And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore?  :)
Space monsters, basically. Uchuu Kaiju stuff. You will see swarming, pale, glittering creatures being vomited out of gashes in the bodies of pale behemoths of comet ice and lattice metal. Screaming energy rays thrown out of the mouths of void creatures who look like Rorschach blots of twisted obsidian. And insane human splinter groups who worship these creatures as demigods who will deliver them from the dystopic reality of the Sector. This is what Blackrock has to deal with, and you'd be crazy if you think the Hegemony or any other Sector power wants to touch it with a ten foot pole.

Come now, is it not every man's dream to stand together in a United Front against the Enemy? Hand in hands, we shall let them taste the Actinic fury of our mastery over the fundamental forces of the universe!

Catching some of the references you've strewn about in your descriptions (Gamma level AI? IS CAN HAS LIGHTHUGGER?) I'd love to see some more homages to exotic tech weaponry. (Bladder mines, conjoiner drives used as a weapon, quark weaponry, and a few other fundamental particles like the muon and meson as penetrating weaponry)

DID I MENTION THAT I AM IMMENSELY ENJOYING ALL YOUR REFERENCES TO SOME OF MY FAVORITE SCI-FI SERIES?!

A little googling later... heh, I actually haven't read Revelation Space. Most of my literary shoutouts go to Cordwainer Smith, David Brin, Larry Niven, Peter Watts and Iain Banks. Then you can add a bunch of nods or inspirations that point to assorted games, comics, manga and anime on top of that. :) And apart from that, I simply invent a lot of sh*t.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Taverius on September 30, 2013, 08:15:50 AM
I actually haven't read Revelation Space.
You oughta, its good stuff.

Since we're talking of shout-outs, when making example crafts for KSP's B9 Aerospace pack I named them Heinlein, Strugatsky, Bradbury, Vonnegut, Vance and Haldeman. Still looking for one I can name Banks.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Gothars on September 30, 2013, 09:58:43 AM
Let me just say, I love how well you incorporated peak time into your balancing. Especially the Desdinova, I always wanted to play it fast and overly aggressive but knew it wasn't the way to get the most out of it. Now it's the perfect way to play it!

Exited for where the mod is going  :)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Dragar on September 30, 2013, 11:14:28 AM
Can't play with BRDY till that bug I posted about gets fixed because every time Blackrock's personnel convoy spawns it CTDs.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Gotcha! on September 30, 2013, 01:49:42 PM
Starting a new game automatically puts the player in Blackrock's system. When the player dies this happens as well.
Any chance this'll get fixed?

Edit: To be clear: This happens when you decide not to go with Blackrock at game start.


Other than that, well, no words necessary. :)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Chronosfear on September 30, 2013, 01:54:52 PM
Just bought a Karkinos and i must say the sound of the Scalar Diracinator is so *words can´t descripe*  :o
The effect really fits to that also. I fear this ship !
A bit slow for BRDYs .. well it has to have some sort of weakness ;)

The balancing at all seems quite good already.
Can´t steamroll everything at least until you´re high leveled and then it doesn´t matter much which ship to choose.

though i like their style of play : hit fast and hard then run away.
I prefer that over pure staying power.






Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Borgoid on September 30, 2013, 02:29:02 PM
The Karkinos's Turbo Encapulator ( Its real name is too hard to type) is pretty crazy, I've been carving through Qamar Caliphate fleets like a hot knife through a lepper, poor bastards.

Have to say that the Blackrock Flux Core is a bit much on the capitals, the Karkinos in particular has SoOoOo much dps if you're willing to vent in combat, which usually isn't an issue because you can overload a Paragon in seconds.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 02:44:15 PM
I'll probably end up implementing bonuses based on hull size for the Flux Core.

Anyway, having some fun doodling up and solidifying the space monsters. Gneiss is very empty right now. I'm pretty sure Verge will be teeming with weird creepy crawlies down the road for recruits to shoot down the stragglers that escape.

Beyond that, I'll throw in some temporary pirate presence when I do the bugfix/balance patch.

(http://i.imgur.com/9Z2fSCr.jpg)

(yes, it's a space monster-nevermore)

What do we know about the void beasts?
- They are cellular, but not organic. Organization on the lowest level is nanomechanical.
- They seem to be completely self-sufficient, highly aggressive, internally competitive and predatory, with a keen interest in sapient or sophont lifeforms.
- They are motile, cunning, and capable of adaption, but do not show any capacity to communicate or form complex behaviors ( Note: ? ? ? ? ? ? have propensity for long-term organization on the level of ? ? ? ? ? ? ? ? ? ?.)
- Land or atmosphere-based pseudolife size range stretches from microscopic to 20-30m in length.
- Space-capable pseudolife can reach sizes rivalling capital ships - Dimension-tunnelling pseudolife can reach sizes rivalling ? ? ? ? ? ? ? ?


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: HELMUT on September 30, 2013, 03:14:16 PM
Eh, funny, i am currently working on something similar. Space crystals lifeforms and stuffs.

I'm looking forward to discover Gneiss local fauna.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on September 30, 2013, 03:29:08 PM
Fix patch for the missing fleet spec crash (http://www.mediafire.com/download/cd1m4a2ryrych51/Blackrock+Drive+Yards.zip)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Foxer360 on September 30, 2013, 04:33:54 PM
Hehehe... I saw the secret content! *CENSORED* is very useful for testing out my stuff... as well as yours!!!
Anyways, I really love the new sounds. Good job with the mixing and foley and whatnot!


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Gothars on September 30, 2013, 04:42:14 PM
You might want to change the faction color from yellow to something that is a little more distinguishable from the hegemony color.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Sproiet on September 30, 2013, 06:41:21 PM
I agree with Gothars, I threw like 8 mods together and there was a huge 'arena' like starsystem and saw orange and was like "Nice! Blackrock are included in this duel!" but no, just Hegemony  :(


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: x Daedalus on September 30, 2013, 11:54:47 PM
Iain Banks.

I -was- wondering where all the catchy culture-esque ship names were coming from :3


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on October 01, 2013, 02:41:34 AM
You might want to change the faction color from yellow to something that is a little more distinguishable from the hegemony color.

Yeah, Hegemony brightened a bit this patch and it sorta made it a bit confusing... orange is the faction's color, though, so I don't know what to do about it. Maybe I could darken the color even further or desaturate it.

Blackrock Drive Yards itself is mostly concerned with its brand, but since it is basically synonymous with Blackrock Interstellar Authority, the faction which rules Gneiss, we can look at their flag (courtesy of my friend Anthony):

(http://i.imgur.com/bDiZxkQ.jpg)

And as you can see, orange is the predominant theme. I will find a way to tweak it though.

Iain Banks.

I -was- wondering where all the catchy culture-esque ship names were coming from :3

Hee hee. He emboldened me to just go crazy and throw weird names everywhere.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Turdicus on October 01, 2013, 12:17:03 PM
First time seeing the Nevermore in action and the Antimatter Lance is SO COOL. Very well done sir hands down the coolest weapon ever implemented into SS so far. I have yet to see all of your weapons yet but very nice mod


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Gotcha! on October 01, 2013, 12:30:04 PM
Two things:
- (Minor) Your space station is occupying a part of the planet it's orbiting. Maybe you done it on purpose, but personally I don't think it looks good, nor vanilla.
- I think you might have missed my earlier post. Players always end up in your system when starting a new game or respawning.
This is regardless of the option you choose at game start.

Other than that, very nice, but I expected nothing less. Your ships look terrifying, yet seem to be nicely balanced. And I love the background of your system too. Damn fine work.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Erick Doe on October 01, 2013, 03:20:04 PM
Maybe these can help you decide on a faction colour?
(http://www.seducingwithstyle.com/wp-content/uploads/2012/08/orange.png)

(http://nettehargreaves.com/wp-content/uploads/2012/10/pantone-orange-1.jpg)

http://en.wikipedia.org/wiki/Category:Shades_of_orange


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Hyph_K31 on October 01, 2013, 05:17:28 PM
That is a surprisingly useful link... Thank you, even though it wasn't for me!  ;D


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: etherealblade on October 02, 2013, 01:03:42 AM
Anyway, having some fun doodling up and solidifying the space monsters.

OMG....Did he just say he was throwing in space monsters!?
He did.  :o...................
(http://kristamoore.com/wp-content/uploads/2013/06/yes-man1.jpg)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Gothars on October 02, 2013, 04:23:57 AM
It has probably been answered earlier in this thread, but can someone please explain to me what the interdiction array does exactly and in what tactical situations it should be used? From my observations it slows down ballistic projectiles, but only small ones (that are quite harmless anyway) are slowed down enough to actually not hit me. What is the point?


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: ValkyriaL on October 02, 2013, 04:34:12 AM
it slows down ballistic projectiles

enough to actually not hit me.

^ you said it yourself :P


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Uomoz on October 02, 2013, 04:44:13 AM
It has probably been answered earlier in this thread, but can someone please explain to me what the interdiction array does exactly and in what tactical situations it should be used? From my observations it slows down ballistic projectiles, but only small ones (that are quite harmless anyway) are slowed down enough to actually not hit me. What is the point?

I think it as a support ship, while those projectiles are not much against a cap ship, those could be shots to frigates or fighters. Also is a very good system against annihilators :D


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Vayra on October 02, 2013, 04:44:57 AM
IIRC it slows them gradually but continuously, so the farther away the firing ship is the more of an effect it will have. Also, the ship it's on is fairly maneuverable for a capital, so if you try to maneuver either away from the source of fire (effectively giving it more distance to slow the projectiles) or out of the line of fire (because they'll be slower) it's even better. Also, every little bit helps.

Of course, it's at its most helpful against things that are already slow and that you really don't want to get hit by. Plasma cannons and Reaper torpedos come to mind -- I'm pretty sure it works on all projectiles, not just ballistics?


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: LazyWizard on October 02, 2013, 04:46:46 AM
It's most useful at longer ranges where it basically negates range-extending hullmods. You're also almost completely immune to Annihilator spam. It's actually pretty powerful if you use it right, especially since the AI doesn't know it can't hit you and will happily waste most of its ammunition against the field. ;)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on October 02, 2013, 05:15:50 AM
It's a kiting tool. For those who aren't well versed in gaming slang, it means keeping your distance to an enemy, dictating the range of the engagement to where it's in your favor and to the enemy's detriment. Archetypical example is a mage running away and casting frostbolt over and over at a warrior who desperately wants to close in to melee range in WoW.

Since the Interdiction Array doesn't actually slow your enemy, but just their projectiles, it works by tricking the AI into wasting flux trying to get to you when the shots stop just short of your hull. Playing the Kurmaraja is a matter of constantly choosing whether you need to raise shields to take a hit, or if you can use the more flux-saving method of keeping the Interdiction Field up and slowly whittling things down. If you master this, you can easily kill ships that would normally wipe the floor with you, such as the Onslaught.

BUT. I have had plans to redesign the system for a long time, because it seems like many players find it confusing and unsatisfying to use. Also, a mechanic that tricks the AI is inherently somewhat cheesy, if you ask me.

The idea I want the most is to make it a long-recharge system that instantly near-freezes any ship in the AoE. Frigates get braked down and cannot turn, cruisers and capital ships can strain against it. Any non-energy projectile is instantly stopped. This has an unlimited duration, but very, very rapidly builds soft flux, and as soon as you toggle it off, it has a cooldown.


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Gothars on October 02, 2013, 05:30:23 AM
Thanks for the explanation, guys! I will try to use it that way, sounds good.

Your new plans sound even more exiting Cycerin, hope you can pull it off.





Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Chronosfear on October 02, 2013, 06:50:30 AM
That thing can even stop heavy weapons like a hellbore round or those nasty rockets
Its all about movement then !
and can give your PD more time to shot incoming missiles ( works well agains pillums ) ;D

no, please don´t change it.
just add a better description. I love the shipsystem as it is .. You just need some time with it to get the "feeling" for it  :D

http://www.youtube.com/watch?v=FZApWD0SM70
just a quick battle i´ve done some minutes after this post, but you probably see how well this system can perform vs most ballistics threads ::)


Edit : Kurmaraja vid added in spoilers


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: Magician on October 02, 2013, 10:46:11 AM
I have mixed feelings about redesign. On the one hand it sounds interesting and a little more aggressive, which is interesting. On the other hand I think that old system is one of the most beautifull in Starsector. Its very creative. Which is why its difficult to grab the essence of this system and use it properly without any experience.
I can't ask to change your decisions, but it will be a little sad if old Kurmaraja will be completely removed from BR lineup. (Though lore wise it is an interesting twist - old prototype could only stop projectiles in very short range, while new prototype is able to affect even ships)


Title: Re: [0.6a UPDATE!] Blackrock Drive Yards
Post by: HELMUT on October 02, 2013, 10:59:54 AM
Yep, i also like the Kurmaraja interdiction array as it is. And just look at Chronosfear's video, it's pretty awesome stuff, wouldn't change it for anything. Your idea is good as well but maybe for another Blackrock ship then? Probably some kind of weird prototype. Kurmaraja stuff is already pretty experimental technology, freezing everything in a radius is a step even further ahead of this.



Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on October 03, 2013, 10:09:57 AM
Blackrock patch. (http://www.mediafire.com/?cd1m4a2ryrych51)

Changelog:
0.42
*This patch will break save files*
- Changed some hull ids to have the brdy_ prefix: this enables me to ensure Blackrock Flux Core can't be installed on non-Blackrock ships in missions (thanks FlashFrozen)
- Added a small Pirate presence to Gneiss to make it more forgiving for new players
- Fixed bug where you'd always respawn in Gneiss if the mod was installed
- You now longer start in Gneiss if you select Blackrock in the starting dialog, but you will respawn there. Inavoidable consequence of the fix
- New Shard Cannon sound effect
- Changed Robberfly system to Burst Jets + small armor and maneuverability buff
- Increased shield upkeep for all Blackrock hulls
- Lowered shield efficiency for all Blackrock hulls
- Slightly reduced armor of all Blackrock hulls
- Other tiny nerfs here and there. Faction felt too strong
- Added ship system descriptions and a tiny bit more Karkinos lore
- Added some name generation ***
- Added some WIP portraits
- Fixed Kurmaraja repair cost
- Fixed resupply bug (Thanks Vayra aka The Good Professor)
- Fixed bug where WIP weapon would get spawned by trade fleet


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Cr0wnxx on October 03, 2013, 12:14:15 PM
Hi, thanks for the mod and the update, but

since the new update i cant start a new campaign because i get following error:

74607 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [scarab_Hull] not found!
java.lang.RuntimeException: Ship hull variant [scarab_Hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.vayraBRDYInterface.initConvoys(vayraBRDYInterface.java:92)
   at data.scripts.VayraModPlugin.initVayra(VayraModPlugin.java:54)
   at data.scripts.VayraModPlugin.onNewGame(VayraModPlugin.java:111)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.??000(Unknown Source)
   at com.fs.super.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


It seems Blackrock Drive Yards has become uncompatible to Kadur Theocracy(it wasnt before)
I hope you can fix it :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Vayra on October 03, 2013, 12:51:56 PM
Yeah, I'll have an update to my mod in a few minutes to restore integration.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Taverius on October 03, 2013, 12:54:11 PM
Would be wonderful if you added package version information back to the thread title so we don't have to read the thread to check for updates, Cycerin :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Cr0wnxx on October 03, 2013, 01:07:23 PM
Yeah, I'll have an update to my mod in a few minutes to restore integration.

wow thats great, thanks :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Vayra on October 03, 2013, 01:42:41 PM
Kadur Theocracy (http://fractalsoftworks.com/forum/index.php?topic=6649.0) should properly integrate BRDY again now.

Loving the changes btw, Cycerin. :) The new Robberfly feels much more fun, like an insane Blackrock Hound that wants to get directly into the face (or engines) of the enemy and blow them up with a PPDE or a Linear Pulse Gun.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: TGAMCallahan on October 03, 2013, 02:20:23 PM
I just wanted to let you know, that this is quite literally my favourite faction mod on the forums. I love what you've done with backing up your lore, creating the system, adding fluff text to the weapons, what have you. I look forward to what you do with the mod, and have confidence that it'll be great fun. Space monsters are always fun.

Although I may not like to FLY BRDY ships, I do occaisionally buy their weapons systems, and a handful of their strike craft, because it's difficult to argue with their effectiveness. The reason I have your mod installed, is because they're a deep and interesting faction, rivalling and even beating the current factions in the game (hegemony, et, al.) They add a depth and flavour to the Starsector universe that isn't currently available.

Now that event texts are added though, I'd love to see how you could incorporate this into the BRDY system, and other systems- allowing the player to rout or assist BRDY in various operations across the sector.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Taverius on October 03, 2013, 03:39:16 PM
Ah btw Cycerin, the starting Locust that you hand out has 20 crew out of a possible 18 and marines on top ... probably want to adjust those numbers? :D

Also, whoa, Squilla wings are ruinously expensive to maintain! 46 supplies per deploy (cr*count / repair/day * supplies/day) compared to 16 for Tridents and 18 for Daggers?

P.S. BRDY needs a tug :)
P.P.S. Also a fuel transport.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Kothar on October 03, 2013, 04:14:04 PM
Is the Mantis supposed to only regen 5% CR per day instead of 15% like most frigates? I can't quite tell from the description if it's supposed to be super expensive to deploy like the Hyperion, but right now it seems really high to me. Even the Desdinova regens 8% per day.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Cycerin on October 03, 2013, 06:03:34 PM
Both of those are unintended. I'll have a look at it later.

I just wanted to let you know, that this is quite literally my favourite faction mod on the forums. I love what you've done with backing up your lore, creating the system, adding fluff text to the weapons, what have you. I look forward to what you do with the mod, and have confidence that it'll be great fun. Space monsters are always fun.

Although I may not like to FLY BRDY ships, I do occaisionally buy their weapons systems, and a handful of their strike craft, because it's difficult to argue with their effectiveness. The reason I have your mod installed, is because they're a deep and interesting faction, rivalling and even beating the current factions in the game (hegemony, et, al.) They add a depth and flavour to the Starsector universe that isn't currently available.

Now that event texts are added though, I'd love to see how you could incorporate this into the BRDY system, and other systems- allowing the player to rout or assist BRDY in various operations across the sector.

VVVV VVVV Sperg warning VVVV VVVV
Glad to hear you enjoy the lore, did you have fun reading the little blurbs I added to this patch? It's fun to write, sort of low-expectations material given what this is, but fun nonetheless. I've made it up as I went along - starting just with the no nonsense, Blackwater-esque brand name, which has its roots in the Battleships Forever Metagame 5 years ago, where players created corporations that designed ships used by the other players through the GM. Since then, I've made some adaptions to keep it fun and sort of ease it into the Starsector universe- the problem here is how to fit an enormous arms and spacecraft company into a setting where society is decaying rapidly and nobody understands how to develop new technologies. I realized it could quickly get silly if I just blew it over entirely, and I like Starsector too much to simply pretend the ground rules aren't there... so in the end, I figured BRDY is pre-collapse, a weird event gave them their flavor and also created THE ENEMY that makes'em tic. The details mostly stem from wanting to throw homages to stuff I like and concepts that fascinate me (humanity weakly holding on to a dystopic existence, brave thick-eyebrowed pilots who sign up to blast space monsters, Von Neumann probes, the idea that most of the traits of "life" as we know it could be divorced from organic chemistry and blown into a fantastic and mind blowing scale)

Its funny how, in this picture, all the power players in the Sector are people who were somehow weirdly untouched by the Collapse - the Hegemony are powerful because they were a Domain sleeper fleet, the Tri-Tachyon are powerful simply because they are more or less exactly what they were before everything went to hell, and BRDY was a minor business based on a crapsack world until something from the great beyond upset everything and caused the planetary government in the system to become synonymous with the brand of the arms dealers and spaceship producers who prevented everything from being overwhelmed.

Nobody wanted to touch Gneiss, nobody had time to, and in time, Blackrock Drive Yards grew, unopposed on its home turf, being able to relentlessly integrate both forgotten and new knowledge into its existing designs, securing infrastructure and food for its barren systems by unscrupulously dealing in volatile technologies to any planet that had the trading power and freedom to accept it: angering the other major powers beyond belief. Whatever planetary government that ruled Lodestone and Blackrock before the planet became synonymous with the corporation that carries its name, has long since become a weak, faded memory - a running joke, consumed and fed upon by the churning gears of history. Now, Blackrock sustains itself through a mix of political pressure and outright threats - "if we don't keep it in check, who will?" In one way, it's just hypocrisy - the void beast is both the greatest problem Blackrock faces as a cohesive entity, as well as the faction's greatest natural resource. Tri-Tachyon fleets constantly clash with Blackrock fleets during attempts to retrieve and analyze void beast carcasses, and the Hegemony seek to contain the internal cabals most loyal to Gneiss itself as close to the system as possible, to prevent Blackrock from splitting the Sector further.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on October 03, 2013, 09:56:02 PM
15319 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.missions.BRDY_randomvs.MissionDefinition]
java.lang.RuntimeException: Error compiling [data.missions.BRDY_randomvs.MissionDefinition]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/missions/BRDY_randomvs/MissionDefinition.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/missions/BRDY_randomvs/MissionDefinition.java, Line 140, Column 59: "DEFEND" is neither a method, a field, nor a member class of "com.fs.starfarer.api.fleet.FleetGoal"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6319)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6224)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4948)
   at org.codehaus.janino.UnitCompiler.access$135(UnitCompiler.java:4947)
   at org.codehaus.janino.UnitCompiler$17.visitAmbiguousName(UnitCompiler.java:4733)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:2223)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
   at org.codehaus.janino.UnitCompiler.findMostSpecificIInvocable(UnitCompiler.java:6968)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6869)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6768)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3553)
   at org.codehaus.janino.UnitCompiler.access$63(UnitCompiler.java:3552)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2967)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2993)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4017)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2413)
   at org.codehaus.janino.UnitCompiler.access$38(UnitCompiler.java:2412)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2381)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2407)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1426)
   at org.codehaus.janino.UnitCompiler.access$8(UnitCompiler.java:1425)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:926)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1447)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more

i keep getting this error


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Trylobot on October 03, 2013, 10:32:21 PM
Yeah, one of the mission enums was removed from the API. I got hit with that myself.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Foxer360 on October 03, 2013, 10:50:57 PM
If ya know any cut'n'paste skills like me... :( ... then you can open up the missions file in the mod and edit the mission.java file. Look for a DEFEND and replace it with an ATTACK.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 03, 2013, 10:53:43 PM
If you get that error you're running an old version of the mod ...


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on October 04, 2013, 12:06:30 AM
If you get that error you're running an old version of the mod ...

Just downloaded the newest version still the same problem.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards
Post by: Vayra on October 04, 2013, 02:09:58 AM
VVVV VVVV Sperg warning VVVV VVVV

this is perfect please keep posting forever

Although, I wouldn't exactly call the Hegemony untouched by the Collapse given that it's grown far beyond its originations as a Domain sleeper fleet and was only really able to gain power due to the Collapse occurring. But I get your point about them all having strong roots in the pre-Collapse universe, and I love your writing.  :)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 05, 2013, 08:01:23 AM
How does Blackrock feel, balance-wise, for those who've had time to play with things after the recent patch? My opinion is still on the "they're a tiny bit too strong" side, but I'd like to get some feedback.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Gotcha! on October 05, 2013, 08:20:55 AM
I have no idea how the creator of the Codex calculates stuff, but according to his latest version your mod has an overall score of 1.20, where 1 would be perfectly balanced.

Anyway, my own experience is that that score seems right.
I really have a fun time fighting against your faction. They are challenging and tougher than vanilla, but it doesn't feel like they're tearing me apart without any effort from their side. I think it's fine as it is. :)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 05, 2013, 08:39:38 AM
They feel good so far.

I'm kinda wary of trying to go for total parity with stock ... the change to the % bonuses for the ordnance points skills has made some stock ships work like some ships did/do in EVE, where lazy balancing meant lots of slots, which would make it too powerful, so lets balance it by making it impossible to use all of them. Which of course doesn't balance it all but merely means most setups are terrible on it and a very few are godly.

If anything, I would say the ships in general are fine, possibly some of the large-alpha weapons might need a tiny bit of a nerf because of how alpha strike affects overload and bleed through on armor etc. Those are always hard to account for properly.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Carroy on October 05, 2013, 08:50:37 AM
How does Blackrock feel, balance-wise, for those who've had time to play with things after the recent patch? My opinion is still on the "they're a tiny bit too strong" side, but I'd like to get some feedback.

I think they are pretty well balanced, they do have huge amounts of killing power but any mistakes can cost you your ship. I would say the reason that they feel slightly to strong is because the ship systems that are in Blockrock ships are more powerful to their vanilla counterpart if applicable.

And while they feel strong in your own hands, I wouldn't even let the AI retreat with a Blackrock ship.  ;)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 05, 2013, 01:20:39 PM
By the way Cycerin, is it intended that the Sunjet PPDE does not regenerate charges? Cause that's ... very strange for an energy weapon ...

P.S. You probably want to add ANTI_FTR to the energy PD weapons so the AI treats them as it does the stock Burst/Guardian PD.

P.P.S. might wanna check the station supply script, I think this maaaaaay be too many capital ships:

(https://dl.dropboxusercontent.com/u/42665548/Starsector/Screenshot_1.png)

P.P.S. On balance:
The Squall weapons are too flux efficient. Its true the DPS is low (like most BRDY weapons) and so is the range, but the alpha strike is ~twice the second-best in its class.
On the other hand, the Solenoid Quench Cannon feels plinky. For 14% more alpha than a Gauss, at the same OP cost, I get less than a third of the DPS, less range and flux efficiency that's essentially twice as bad. I'd also love a quad shard, but that's another issue.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 05, 2013, 03:42:38 PM
I actually think the pre-balance changes for all the weapons felt about right - as a faction the blackrock ship's are very dangerous if you let them into range, but the low flux capacity and high venting makes them pretty easy to fight with high alpha setups on your fleet.

Though some of the large weapons felt a bit on the weak side, similar range to medium and low slot weapons, barely improved flux efficiency, low dps, and average alpha for a large increase in OP cost? Might as well slap another sunjet on instead and spend the OP on more flux capacity/vents.

The sunjets and the shard cannons particularly feel absolutely AMAZING to use.

Those furious explosions on impact with armor are a joy to see.

With the large inefficiency in most vanilla ship configurations, the blackrock ships feel too strong, but they're a nice fun fight with ship layouts I've designed - however I've noticed that except for black rock capital ships, they simply cannot handle phase ships - even in the abysmal hands of an AI pilot - whether I'm against or piloting a blackrock fleet.

Have I mentioned how much I love the argus PD Line? IT ACTUALLY STOPS SALAMANDERS FROM MAKING TENDER LOVE TO MY ENGINES!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 06, 2013, 01:13:51 PM
By the way; ship system drones are not supposed to run down the peak CR counter when they're out doing nothing, but the one for the Scarab does.

The Tempest has the correct behaviour, i.e. if you put the drone out and its not shielding or shooting the peak timer doesn't run down. Not sure how Alex is doing it, but I doubt its too involved.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 06, 2013, 07:08:12 PM
Also, are you going to update the shiplist pictures with the "phase ship", "rrrr", and robberfly?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 06, 2013, 10:38:34 PM
Ah, another thing!

You're still using DP the old way when it comes to the Cetonia - since it doesn't limit the amount of ships in a fleet, these days it should only be used as a measure of combat ability to help the enemy admiral AI make correct decisions viz. engage/flee.

Looking at the mounts it has and the OP it has, 6 looks about right, like the Tarsus, compared to the current 8.

Personally I think the civ ships in the stock files already have too high DP values, the Tarsus certainly isn't equal to 6DP worth's of frigate in a fight, but that's another issue. :)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 07, 2013, 04:59:08 AM
Thanks for the balance feedback, everybody! It's highly useful to me.

Also, are you going to update the shiplist pictures with the "phase ship", "rrrr", and robberfly?

Outdated or non-implemented content isn't going in the OP. ??? Thanks for reminding me to remove those from the folders, actually, and to add the Robberfly.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 07, 2013, 11:56:08 AM
Ah well, I was hoping to see them soon, they look amazing. Looking forward to more, this is such a joy to play with.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 07, 2013, 12:45:10 PM
Hmm, an anti-fighter launcher that fires the secondary projectiles from the Achilles might be interesting :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 07, 2013, 03:17:54 PM
I'm interested in what Cycerin has planned for a BRDY tugship :3


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 08, 2013, 03:56:00 AM
Glad you enjoy it Ishman. Well, civilian ships take priority now, and I'm gonna make a third large-slot weapon. Either a large, revolving Shard Artillery that fires larger-caliber shards, or a sort of huge volley gun that fires shards instead of inert slugs.

Internally I just gave the Robberfly a tiny bit more flux dissipation, a tiny bit more agility, and changed the rear turret to an universal slot. You can make a lot of crazy Robberfly setups now, my personal favorite is one with two Quills and expanded missile racks.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Magician on October 11, 2013, 07:29:41 AM
Recently I found some spare time to play mods and I really enjoyed new BRDY. Especially how drastically changed all frigates. If in older versions I considered most BRDY frigates as mostly situational starting ships, which I should replace as soon as possible, now they are a big part of my fleet along with cruisers and capitals. I can't stress enough how much more fun I have now with BRDY frigates.

Also I don't know if that was intentional all pure luck, but CR timers are perfect in some sense. Even if I stomp enemy in small battles, my ships end up with almost completely exhausted CR timer. Of course in bigger battles they run out of CR time long before battle is ended, but they still have impact and at this point of the battle I usually already don't mind that. It just seems so perfect that these timings match how my battles go.

Anyway, thanks for your work!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 11, 2013, 05:26:49 PM
That's great to hear! I spent a lot of time trying to find a niche for each frigate, and I think removing the burst jets from the Scarab and giving it to other ships was the best move of 'em all.

Just rebalanced a bit on Blackrock to further reward close range hit n run and discourage Shard-based kiting setups. They are still viable if you invest heavily in it, but no longer flat out better than higher risk setups. Oh, and I went through the missions and changed things to keep them challenging.

Misc stuff so I remember it for the changelog:

    - ichneumon now 6 OP, 3 shot burst with higher per shot damage, new sound effect, tad higher proj speed. overall a better weapon option

    - volley gun now 25x25 dmg per volley, slightly lower flux cost, slightly higher time between shots, new sound effect

    - shredder battery and squall cannon now both 10 OP, squall cannon now 550 dmg per shot, slightly longer time between shots, slightly higher flux

    - shard cannon range now 580, dualshard 620, damage and flux cost slightly increased to compensate

    - linear pulse gun new sprite, new sound effect, now has 350 range, enormous DPS and flux buildup and some EMP damage. Basically a balls to -the wall frigate weapon that requires shields-down play with frequent venting, very bad on big slow ships due to its low range and inability to function as PD, unless you want a "blaster boat" Kurmaraja or something (yes you do). Side bonus of keeping Serkets in line by making sure they get more vulnerable to overloads.

    - shot cooldown on sunjet slightly decreased, damage sunfire decreased slightly. one burst from the sunfire now does 600 HE damage total

    - antiplasma preshot chargeup removed, range lowered slightly, shot speed slightly increased, flux cost slightly decreased

    - increased turn arc of Stenos forward hard points

    - changed all variants because of the OP reshuffling and whatnot


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on October 12, 2013, 05:19:19 PM
Hello Sir! I just Cant Express how much i Love this mod! It has really Brightened up my onslaught, Speaking of which, I dont know How to put up files to download, Wait, I think i can copy...
Dear CEO of Blackrock;
I am here to present a Request from the Hegemony navy: Using Systems from
your greatest and finest, Like NeverMore Beta, And StormCrow, The Devils
Wives, I would like A Onslaught with a Blackrock look and Colour systems as such
If this is too much, I would be happy to return my request, I would call it
Onslaught S6 Prototype (Shorten Please!) It would include the Visual Flux Core
you see on every of your finest, The Scalar Flux conduit Around a Large weapon:
GSVPT (Giant Super Voltaic Plasma Cannon) A larger array of engines, And so on.

WEAPON SYSTEMS:
X4 Achilles MRM Pod :)
X7 Solenoid Quench Gun :)
X5 Solenoid Quench Cannon :)
X5 Gale Cannon :)
X8 Ichneumon Attack gun :)
X4 Duel Shard Cannon :)
X3 Shredder MG :)
Duel Sword of Damocles (Or Nevermore Antimatter thingy) Replacing Thermal Pulse Array
X1 Onslaught Beta Built Around Super Voltaic Plasma Cannon (Giant EMP Slug)
INTERNAL SYSTEMS (Systems) :
Omni Shields... CHECK
Extended Shields... CHECK
Blackrock Flux Core.. CHECK
Scalar Flux Conduit.. Please?
EXTERNAL SYSTEMS (Looks and weapon Systems,
 Duplicates are How many their are ) :
HEAVY ARMOUR
FLUX DISTRIBUTOR
ADVANCED TURRET GYROS
ARMOURED TURRETS
SOLENOID COLLECTOR
SOLENOID RADIATOR
SOLENOID COMPRESSOR
SOLENOID IGNITER
SOLENOID ACCELERATOR
SOLENOID DISTRUBUTOR
SOLENOID ELECTRIFICATION
SOLENOID EXPLOSIVE
OMNI GENERATOR
HEAVY BRDY CHEMICAL ENGINES
HEAVY BRDY CHEMICAL ENGINE INGITER
AIR COMPRESSOR
AIR DISTRIBUTOR
SOLAR ENERGY ARRAY
TURRET GYRO CLAW
TURRET GYRO DOCK CLAMP
ONSLAUGHT BUILT AROUND DUAl SWORD OF DAMOCLES AND GSVPC
SHARD STORAGE
MRM STORAGE
GALE STORAGE
ICHNEUMON STORAGE
SHREDDER 100 CAL STORAGE
HULL EMP DRIVE
HYPER DRIVE
POWER PLANT EJECTOR SRB
POWER PLANT CLAMP
LUCIFER ARRAY
LUCIFER VEINS
ANTIMATTER ACCELERATOR
EXTREME POWER STOWAGE
140000 VOLT CORE BUILT ON LUCIFER ARRAY
FIGHTER BAY 1
FIGHTER BAY 2
FIGHTER BAY 3
FIGHTER BAY 4
FUEL STORAGE: 2000 GALLONS OF UNDISTERBED ANTIMATTER
ELECTRIC CLAMPS FOR REFILLING OF REPAIR BOTS, SCOUT BOTS AND FIGHTERS
FRIGATE CLAMPS


SECTOR 6 ONSLAUGHT BASED SUPER CAPITAL: GO.


So that is my coded Request, Thankyou CEO, And If you please take this
Into mind as a prototype, Not Urgent, Not Too late (If you know what I
Mean) and Part Of the BRDY Special Division (Maybe Make A new station That
Only Elite Blackrocks Can Buy From, Like Buying a VERY expensive card to get in if you are already part of BRDY navy,
Like something 1M, Or 500K) So, If you please.
The Machines Cost Would be around 800K Fully Armed, Nevermore Beta would be
450K, StormCrow 500K, It Would be AMAZING if you took this into mind, I will love you forever if you actually do this, My hopes arent high, Nobody should feel bad, Im just suggesting, BUT that was my letter and I am ;

GGMC, Anyone Notices Uomoz' Prodigous? DONT GET THE MOD IT WILL RUIN THE GAME  ;D

Dual not duel...proper grammar or I can't take you seriously.

And what is Uomoz's Prodigous???


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: SpaceRiceBowl on October 12, 2013, 05:23:43 PM
Man, thats a mouthful


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Piemanlives on October 12, 2013, 10:22:26 PM
Can weapon information be found anywhere?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 13, 2013, 12:40:30 AM
Some more thoughts on your ballistic weapon balance Cycerin - most of the medium/small (except the solenoid quench gun, range is way too short) weapons seem vanilla balanced (I'll play with the reduced shard cannon effectiveness but that seems iffy, they're the best supplemental weapon for raising flux in BRDY's arsenal) except for a near universal lack of ammo.

There's a handful of vanilla ballistics (PD all) that will actually run out of ammo within a minute if you hold down the fire button, you've got 3 or 4 guns that will last MORE than a minute. Most vanilla balanced ballistics can shoot for 2 1/2 minutes at base ROF with no increased ammo hullmod.

BRDY ballistics should either see about 50% increase in effectiveness or DOUBLED ammo supply (small sunfires seem especially limited since they can't turn, and don't regenerate - though HE burst in a small slot that is not a missile is admittedly fantastic).


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: GGMC on October 13, 2013, 01:18:50 AM
Hello Sir! I just Cant Express how much i Love this mod! It has really Brightened up my onslaught, Speaking of which, I dont know How to put up files to download, Wait, I think i can copy...
Dear CEO of Blackrock;
I am here to present a Request from the Hegemony navy: Using Systems from
your greatest and finest, Like NeverMore Beta, And StormCrow, The Devils
Wives, I would like A Onslaught with a Blackrock look and Colour systems as such
If this is too much, I would be happy to return my request, I would call it
Onslaught S6 Prototype (Shorten Please!) It would include the Visual Flux Core
you see on every of your finest, The Scalar Flux conduit Around a Large weapon:
GSVPT (Giant Super Voltaic Plasma Cannon) A larger array of engines, And so on.

WEAPON SYSTEMS:
X4 Achilles MRM Pod :)
X7 Solenoid Quench Gun :)
X5 Solenoid Quench Cannon :)
X5 Gale Cannon :)
X8 Ichneumon Attack gun :)
X4 Duel Shard Cannon :)
X3 Shredder MG :)
Duel Sword of Damocles (Or Nevermore Antimatter thingy) Replacing Thermal Pulse Array
X1 Onslaught Beta Built Around Super Voltaic Plasma Cannon (Giant EMP Slug)
INTERNAL SYSTEMS (Systems) :
Omni Shields... CHECK
Extended Shields... CHECK
Blackrock Flux Core.. CHECK
Scalar Flux Conduit.. Please?
EXTERNAL SYSTEMS (Looks and weapon Systems,
 Duplicates are How many their are ) :
HEAVY ARMOUR
FLUX DISTRIBUTOR
ADVANCED TURRET GYROS
ARMOURED TURRETS
SOLENOID COLLECTOR
SOLENOID RADIATOR
SOLENOID COMPRESSOR
SOLENOID IGNITER
SOLENOID ACCELERATOR
SOLENOID DISTRUBUTOR
SOLENOID ELECTRIFICATION
SOLENOID EXPLOSIVE
OMNI GENERATOR
HEAVY BRDY CHEMICAL ENGINES
HEAVY BRDY CHEMICAL ENGINE INGITER
AIR COMPRESSOR
AIR DISTRIBUTOR
SOLAR ENERGY ARRAY
TURRET GYRO CLAW
TURRET GYRO DOCK CLAMP
ONSLAUGHT BUILT AROUND DUAl SWORD OF DAMOCLES AND GSVPC
SHARD STORAGE
MRM STORAGE
GALE STORAGE
ICHNEUMON STORAGE
SHREDDER 100 CAL STORAGE
HULL EMP DRIVE
HYPER DRIVE
POWER PLANT EJECTOR SRB
POWER PLANT CLAMP
LUCIFER ARRAY
LUCIFER VEINS
ANTIMATTER ACCELERATOR
EXTREME POWER STOWAGE
140000 VOLT CORE BUILT ON LUCIFER ARRAY
FIGHTER BAY 1
FIGHTER BAY 2
FIGHTER BAY 3
FIGHTER BAY 4
FUEL STORAGE: 2000 GALLONS OF UNDISTERBED ANTIMATTER
ELECTRIC CLAMPS FOR REFILLING OF REPAIR BOTS, SCOUT BOTS AND FIGHTERS
FRIGATE CLAMPS


SECTOR 6 ONSLAUGHT BASED SUPER CAPITAL: GO.


So that is my coded Request, Thankyou CEO, And If you please take this
Into mind as a prototype, Not Urgent, Not Too late (If you know what I
Mean) and Part Of the BRDY Special Division (Maybe Make A new station That
Only Elite Blackrocks Can Buy From, Like Buying a VERY expensive card to get in if you are already part of BRDY navy,
Like something 1M, Or 500K) So, If you please.
The Machines Cost Would be around 800K Fully Armed, Nevermore Beta would be
450K, StormCrow 500K, It Would be AMAZING if you took this into mind, I will love you forever if you actually do this, My hopes arent high, Nobody should feel bad, Im just suggesting, BUT that was my letter and I am ;

GGMC, Anyone Notices Uomoz' Prodigous? DONT GET THE MOD IT WILL RUIN THE GAME  ;D

Dual not duel...proper grammar or I can't take you seriously.

And what is Uomoz's Prodigous???
Super Giant Omega Dreadnaught, Basically, 120 burst PD lasers, 30 guardians, 8 Autopulse lasers, and alot more, but if you want to be god, go ahead, Btw Changed Dual, Thanks :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 13, 2013, 11:35:14 AM
... Noted, GGMC.

In the meantime, we've got a new firing effect for the PDEs, with help from Trylo:

(http://i.imgur.com/humVTZ3.gif)

I've also been tinkering with balance and the engine flare effects and a lot of miscellaneous blah. Ishman, I'm probably going to bump up the ammo here and there, but when you play Blackrock, you don't aim to outlast anyway, so it's sort of intentional that I want to force the player to make the most out of their time. And Shards will still be useful, their damage and proj speed is a tiny bit higher which makes the hits really matter once you are in medium as opposed to long range.

I decided to increase CR active time on most ships by 20-30 secs or so to make up for the fact that it goes down enormously fast with Burst Jet spam.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 13, 2013, 12:26:55 PM
I decided to increase CR active time on most ships by 20-30 secs or so to make up for the fact that it goes down enormously fast with Burst Jet spam.
The drones too - stock drones don't decrease the counter unless they're firing or shielding, but the scarab's does so continuously. I noticed that earlier bit might have forgot to mention it.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 13, 2013, 12:37:40 PM
No, I took note when you mentioned it, just forgot to say so. I'm going to take a look at it before the next release, thanks for the report. :)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Withering on October 13, 2013, 03:18:47 PM
Hypothetical Theme Song From Blackrock Driveyards: The Animated Series
https://soundcloud.com/fastland/theme-from-blackrock

Wow. Really liking these sounds. :)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Weh on October 13, 2013, 04:30:19 PM
I'm not the only one who thinks the Solenoid Quench Cannon is a little underwhelming am I?
Not to cherrypick or anything, but it just sounds and looks so powerful for it to add a measly 800 to the flux counter. It just comes off as a weapon that would devastate shields and armor alike.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 13, 2013, 04:39:02 PM
Hmm, I personally disagree. It's an almost instant hit at enormous range, with four of them on the Karkinos you can freely eliminate or overload anything destroyer-size or lower. The closest comparable weapon, the Gauss cannon, does more damage over time, but the shots are much harder to hit. There is more to a weapon than the tooltip numbers. If anything, I'd call the weapon almost too strong.

Hypothetical Theme Song From Blackrock Driveyards: The Animated Series
https://soundcloud.com/fastland/theme-from-blackrock

Wow. Really liking these sounds. :)

Glad you like it! Actually, there will be a theme for the mod more in keeping with the Starsector vibe down the road, but I'm not concerned with the soundtrack while there are so few ways to integrate music in the game.

Also, I bring you nevermore.gif

(http://i.minus.com/ib0WxuTEOgvAa8.gif)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 13, 2013, 09:29:56 PM
SQC and Antiplasma?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Trylobot on October 13, 2013, 10:10:55 PM
Also, I bring you nevermore.gif

That is the most badass SS gif I've seen yet. I can never capture anything cool with Gifcam. Takes a real pro to play while that clunky frame is in the way, lol.

Also, Cycerin: I just uploaded Nomads 0.9.4 with all your sounds :) It's really satisfying.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: NightmareOwl on October 13, 2013, 11:57:18 PM
Sunfires + Nevermore = The End, Love them, thank you so much


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 14, 2013, 04:56:20 AM
SQC and Antiplasma?

My personal favorite Nevermore setup. Fury racks, Antiplasma x2, squall cannons, and then some volley guns or shard cannons. Most burst damage you can get in the game without using Reapers and fast missile racks, you just use Hold Fire/weapon group juggling to wait for the right moment.

Also, I bring you nevermore.gif

That is the most badass SS gif I've seen yet. I can never capture anything cool with Gifcam. Takes a real pro to play while that clunky frame is in the way, lol.

Also, Cycerin: I just uploaded Nomads 0.9.4 with all your sounds :) It's really satisfying.

Awesome!! Going to go download it now. Also, gifcam is easy to use if you pre-record. I mean, I wasn't piloting that ship and fiddling with Gifcam at the same time. ; D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on October 14, 2013, 06:43:24 AM
My personal favorite Nevermore setup. Fury racks, Antiplasma x2, squall cannons, and then some volley guns or shard cannons. Most burst damage you can get in the game without using Reapers and fast missile racks, you just use Hold Fire/weapon group juggling to wait for the right moment.
Interesting.

The Fury racks are a given, of course, but I run shredders on the front smalls, and either Antiplasma/Squall or SQG/Sunfire.

The SQG/Sunfire is slightly less impressive against destroyers - it doesn't overload as hard - but its much better against cruisers and caps, and the Sunfires are hilarious on frigates and fighters. Plus between the SQG projectile's speed and the beams its really hard to miss.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 14, 2013, 06:52:38 AM
Yeah, it's more reliable, which is why I mostly put the Advanced variant with SQGs and sunfires in the hands of AI fleets. However the potential for big plays is very high with the aforementioned setup. Antiplasmas are quite cumbersome, but devastating when they are used correctly.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Trylobot on October 14, 2013, 07:41:05 AM
... if you pre-record. I mean, I wasn't piloting that ship and fiddling with Gifcam at the same time. ; D

MIND = BLOWN
(http://www.reactiongifs.com/wp-content/uploads/2011/09/mind_blown.gif)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 14, 2013, 07:46:04 AM
(http://i.imgur.com/bDsZsTi.gif)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Uomoz on October 14, 2013, 08:27:15 AM
GIF FOLDER = INCREASED!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 14, 2013, 02:25:24 PM
(http://i.imgur.com/sr7DqeE.png)

Stenos redesign. It's time to explore!

The Stenos can now field two Sentinel Drones at the same time, and has a medium universal turret on the side away from the large hardpoint instead of two small ballistic hardpoints. The turret below that has also been changed to an energy turret.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Foxer360 on October 14, 2013, 02:44:42 PM
Wow! Lookin' sexy, as ever!
How long did it take you to assemble all of the parts for the BSF editor?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 14, 2013, 02:46:02 PM
I draw by hand nowadays, in photoshop. I think I started with some of Kaelis' old sprites on this one, but I more or less just sketch, assemble it as a collage and then draw over it. Haven't used BSF in ages.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 14, 2013, 08:57:20 PM
Nice redesign - I like the slot changes quite a lot.

I'd actually use the Stenos as my piloted ship in any fights below capital brawling as I love the slot layout, 3 sunfires in the top slots, SQG in the large, and shards everywhere else.

Great ship to fly, probably my favorite after the karkinos.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Weh on October 14, 2013, 09:40:06 PM
Hmm, I personally disagree. It's an almost instant hit at enormous range, with four of them on the Karkinos you can freely eliminate or overload anything destroyer-size or lower. The closest comparable weapon, the Gauss cannon, does more damage over time, but the shots are much harder to hit. There is more to a weapon than the tooltip numbers. If anything, I'd call the weapon almost too strong.


Yeah, you're right. I didn't take those into consideration.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Trylobot on October 15, 2013, 11:18:23 AM
Love the new Stenos sprite, cyc.

Also, FYI: I'm seeing a lot of complaining about your mod on the Exerelin thread, mostly clueless end users trying to get it to work; and since Zaphide doesn't want to include static copies of all mods, he requires those users to make local modifications to get some mods to work together. Since I know you care about production value, I feel I should point out that it's entirely possible to make the incompatibility that's causing them so much pain turn transparent with a few additions to your CharacterCreationPluginImpl:
http://fractalsoftworks.com/forum/index.php?topic=7136.0

You will want to rename your class from "CharacterCreationPluginImpl" to something unique also, to distinguish between it and Exerelin. I've found that most end-users prefer playing with these curated compilations to adding/removing individually, so it's worth all our time to increase compabitibility.

Peace ~

P.S.: You may also need to look at:
https://github.com/Trylobot/ss-nom/blob/master/data/scripts/TheNomadsModPlugin.java   and
https://github.com/Trylobot/ss-nom/blob/master/data/scripts/misc/Utils.java    for the can_be_loaded function

Which prevents an unwanted sector generation call in Exerelin.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 16, 2013, 08:10:34 AM
Thank you, Zaphide has been PMing me about it too and I'm gonna sort it out for the next release.

(http://i.imgur.com/9fT51Lh.png)

In other news, I redid the Typheus too (god that thing was ugly) and started sketching out a support cruiser, intended to fill a gemini/venture-type role. The Revenant will instead be redesigned and fill the role of Tactical Cruiser more dedicatedly, which I'll get to at some point later.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Gothars on October 16, 2013, 08:20:07 AM
You're a real artist.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: MShadowy on October 16, 2013, 09:28:24 AM
Dat support cruiser... oh, thats gonna be loverly, particularly as it sounds a bit like my favorite general type of ship -- a combat carrier.

I'm not sure why I like those so much, but I do.  Definitely doesn't hurt that she's looking to be a beautiful ship as well.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Trylobot on October 16, 2013, 10:16:39 AM
Cool ship concept, can't wait to see it finished.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: zakastra on October 16, 2013, 12:39:57 PM
You continue to amaze. hot damn. this is why half the playerbase consider your ships cannon


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cosmitz on October 16, 2013, 12:56:34 PM
And they're so balanced they could be. Playing an Exelerin campaign now and i find them TOO balanced. Especially when facing 10% CR deployment uber shielded Neutrino ships.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Doogie on October 16, 2013, 02:16:57 PM
Hmm, that new carrier doesn't seem to fit the Blackrock build style much so far. It's great, but it looks kind of out of place, especially among the two it's pictured by. Perhaps make it look more elongated vertically would help?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 17, 2013, 07:49:20 AM
(http://i.imgur.com/FeOFyKB.jpg)

How about now, Doogie?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Foxer360 on October 17, 2013, 08:02:31 AM
It's wonderful! Although, the right hand extension looks like a char grilled steak...  :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 17, 2013, 08:18:17 AM
Haha yeah, I think I might fade the lattice armor back a little bit. ;D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Morion on October 17, 2013, 08:21:17 AM
Wow! Fast. Cool ships and mod overall.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Uomoz on October 17, 2013, 08:49:08 AM
DAT Blackrock logo. This is my favourite BR ship by design hands down (Venture, anyone?).


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: MShadowy on October 17, 2013, 08:54:44 AM
Already liked the sillhouette of that carrier, now I like her even more.  She's turning out gorgeously Cyc.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Jonlissla on October 17, 2013, 08:55:15 AM
You continue to amaze. hot damn. this is why half the playerbase consider your ships cannon

Same here, I think Alex should incorporate this mod into the official game, or atleast hire you as an artist.



Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Uomoz on October 17, 2013, 08:56:33 AM
You continue to amaze. hot damn. this is why half the playerbase consider your ships cannon

Same here, I think Alex should incorporate this mod into the official game, or atleast hire you as an artist.



SHOTS FIRED


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Doogie on October 17, 2013, 10:03:31 AM
@Cycerin, it's absolutely beautiful, but I still think it's shape doesn't quite fit with the traditional elongated ship shapes that BRDY uses.
Regardless I like it a lot.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Trylobot on October 17, 2013, 10:52:24 AM
I think it's hawt


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: phyrex on October 17, 2013, 12:49:48 PM
(http://i.imgur.com/FeOFyKB.jpg)

How about now, Doogie?

Damn you, murderer !
You made me choke on my sandwhich from all the awesomeness. You trying to kill me or somethin' ?

 ;D amazing


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Sabaton on October 18, 2013, 04:43:45 AM
the right hand extension looks like a char grilled steak...  :D

 I second that, where's the ketchup.   :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: GGMC on October 18, 2013, 10:22:15 AM
Pwease?

EDIT: sorry Bout' That, I ment the Mod Uomoz' Corvus.

Also, The Nevermore Beta Looks Sleek.
I wuv it.
Just to find it.
Is there a Way of a SubGame to test any ship? Simulator Is, well, already Answered for Cliffhangers but Nothing else Unfortunately.

The Stormcrow is still in the files. Don't spam down the thread please. :)

(http://i.imgur.com/eGqa47P.png)

Finished up the Convergence-class Support Cruiser.
Lookin Tidy and Snazzy! Just fed up of replacing my saves  ;D

(Feeling of Flying Nevermore) 'Believe it or not, Im walking on air, Ive Never (HA) felt so free'ee'ee, up and away and away and away  who could it be (could it be)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 18, 2013, 10:52:35 AM
The Stormcrow is still in the files. Don't spam down the thread please. :)

(http://i.imgur.com/eGqa47P.png)

Finished up the Convergence-class Support Cruiser.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Talkie Toaster on October 18, 2013, 12:06:04 PM
That was fast!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: phyrex on October 18, 2013, 01:10:17 PM
looks great


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 18, 2013, 08:55:11 PM
Any plans for large slot energy/missile weapons from BRDY?

A fire support missile with Ichenumon sub-munitions, perhaps? Or something wilder, like sunfire spitting missiles!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Borgoid on October 18, 2013, 08:59:36 PM
Or something wilder, like sunfire spitting missiles!

This. A thousand times this.

A MIRV that shatters into half a dozen little missiles that all fire a Sunfire at the target from various angles before fizzling?

Full body tingles.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 19, 2013, 04:35:34 AM
I would love to do that, hahaha. Seems hard, though.

I have some large weapons planned/sketched out, although BRDY ships completely lack Large slots that aren't Ballistic so I'd have to give them some more Universal slots. I'm gonna share them so I can see what you guys think.

- Ironweaver Cannon: A huge volley gun that fires shards
- Sunstorm PDE - three PDEs on a converging turret, or just one enormous one
- Linear Pulse Battery - four linear pulse guns on one mount, so you can murder everything at point blank range
Also new medium missiles:
- Quill Battery - A pod with large ammo reserves that fire in sequence like the Annihilator pod
- Possibly some kind of "finisher" MRM, although Furies are good at this they can't be used on support ships all that well.

I also want to make some minor variations of weapons as "research projects" for BRDY questlines in the future. You'd get to develop a variation of a weapon/ship as a reward and then have industrial rights to manufacture, use and sell it. Stuff like a medium sized linear pulse, Gale Battery, dual Ichneumon, etc etc.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 19, 2013, 06:23:29 AM
A) Ironweaver Cannon: Sounds fantastic, shards are such a fun line of weaponry to use.
B) Sunstorm PDE: Tri-barreled sunstorm sounds like a rockingly good time - but why not go for both? An assault and support variation - one for dueling capitals and another for long range support.
C) Linear Pulse Battery: This sounds deliciously evil for frigates and destroyers with large mounts that have hit and run playstyles (Desdinova comes to mind as something that'd benefit enormously from a LPB pattern)
D) Quill Battery: More high ammo missile weapons are always appreciated!

For your finisher MRM, you could go with something like a Sunflare that has an HE aoe explosion so it deals a devastating amount of damage to multiple armor sections (BRDY techs point two sunfire emitters at each other inside a munitions case, are not disappointed with results).

YES, MORE WEAPON TYPES, MORE! It's nice to have a good selection of weapons for your ships - especially on ones that are either slot limited or OP limited. I'd love to see some higher OP version BRDY variants as well, the most you've got is 9 OP for small ballistic, 8 for small energy, 6 for small missile, 13 for med ballistic, 15 for med energy, 15 for med missile, and 25 for large ballistic.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Lopunny Zen on October 19, 2013, 06:42:57 AM
The team is great its just they need a carrier with 3-4 flight decks...i mean there trying to be more advanced...then why do all their carriers have one flight deck. I am a carrier commander and i like to have alot of fighters so can you plz make a carrier with 3-4 flight decks?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 19, 2013, 08:37:44 AM
I don't really see how # flight decks directly corresponds with "advancedness" when it comes to a faction. However, the Convergence will have 2 flight decks.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on October 19, 2013, 01:43:55 PM
definetely a triple barrel sunfire yo


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Magician on October 19, 2013, 02:10:11 PM
Again have to state obvious. BRDY frigates and destroyers are among of the deadliest things in space. I played Uomoz's mod and there were few times when BRDY ships gave me quite hard time. Single sneaky Mantis was able to almost kill my flagship cruiser. And bombers and phase fighters are very hard to deal with.

But I'd like to see some improvements for Gonodactylus. While I am not sure about other aspects of this ship, his claw-missile feels very lacking. Probably in hands of player it may be usefull, but in hands of AI its another story. I can understand ammo/damage numbers. But this missile is more fragile than other missiles of similiar class. It is painfull to watch when Gonodactylus fires his single-ammo special weapon and this missile explodes under PD fire without any effort. While other missiles survive PD fire.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Weh on October 19, 2013, 08:07:33 PM
An assault and support variation - one for dueling capitals and another for long range support.
Oh man, a massive PDE meant for fighting capitals? :o


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: GGMC on October 20, 2013, 02:21:14 AM
Maybe a new affect colour for the larger 1 barrel PDE or something like that.
Maybe moving parts for it.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 21, 2013, 04:45:53 AM
Again have to state obvious. BRDY frigates and destroyers are among of the deadliest things in space. I played Uomoz's mod and there were few times when BRDY ships gave me quite hard time. Single sneaky Mantis was able to almost kill my flagship cruiser. And bombers and phase fighters are very hard to deal with.

But I'd like to see some improvements for Gonodactylus. While I am not sure about other aspects of this ship, his claw-missile feels very lacking. Probably in hands of player it may be usefull, but in hands of AI its another story. I can understand ammo/damage numbers. But this missile is more fragile than other missiles of similiar class. It is painfull to watch when Gonodactylus fires his single-ammo special weapon and this missile explodes under PD fire without any effort. While other missiles survive PD fire.

Yeah, I bumped up the HP of the Hammerclaw so it can't really realistically ever be shot down by PD, but would still die if it struck a Reaper or something. As for the Gonodactylus, it's a sturdy and low-maintenance ship that carries a devastating "ace in the sleeve" in the form of its hammerclaw and ability to rapidly charge in and out of battle. Piloting it takes some practice but can be strangely rewarding. I might give it a bit more cargo space in the campaign.

In other news Trylobot has been making an animation script for me to make the AM Lance even cooler, and I'm going to figure out a way to make the damage component of the Scalar Deracinator work properly.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Morion on October 21, 2013, 11:17:44 AM
Hi Cycerin, lately I have plaid with Blackrock mostly, and it's just great. First time I tried it, it seemed overpowered to me. But now I think it's pretty balanced, and it's good to hear that you going to change that AI can't use properly.

Were is one bad thing that happened to me. While playing Blackrock with Exerelin two times I got lags and "outofmemory" error when tried to save game. May be it coincidence, but I got it when was refiting Destinova.

3561425 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background1.jpg into existing tex id 315
3561697 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 504,93 MB of texture data so far
3561698 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background1.jpg (using cast)
3711340 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 11, FP2: 17, maxFP1: 80, maxFP2: 120
3845011 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 11, FP2: 12, maxFP1: 95, maxFP2: 105
4698899 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_ExelBR_3795173154787570618...
5039229 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError: Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.lang.AbstractStringBuilder.<init>(AbstractStringBuilder.java:45)
   at java.lang.StringBuffer.<init>(StringBuffer.java:91)
   at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:131)
   at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:53)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:229)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:208)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:116)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:229)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:208)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:116)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:64)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:55)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:229)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:208)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Magician on October 21, 2013, 12:48:51 PM
Were is one bad thing that happened to me. While playing Blackrock with Exerelin two times I got lags and "outofmemory" error when tried to save game. May be it coincidence, but I got it when was refiting Destinova.
Its probably because your game doesn't have enough memory available. Apparently when saving, and during some other operations, game requests big chunk of memory.
In Starsector folder you can change in vmparams file Xmx512m to Xmx1024m(this will increase max size of available memory for game up to 1024 Mb). And because you are using Exerelin mod, you want to be sure that Exerelin and every other activated mod has in its settings "compressSaveGameData":true(in older versions its usually false, so check it. usually its right here MODname/data/config/settings.json). It will make saves smaller which will help too.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Morion on October 24, 2013, 10:51:52 AM
Thanks Magician, I know about it and going to try it. I just ryed to find cause of lags that I got while was playing Exerelin with Kadur and Blackrock.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: GGMC on October 25, 2013, 11:57:51 AM
Again have to state obvious. BRDY frigates and destroyers are among of the deadliest things in space. I played Uomoz's mod and there were few times when BRDY ships gave me quite hard time. Single sneaky Mantis was able to almost kill my flagship cruiser. And bombers and phase fighters are very hard to deal with.

But I'd like to see some improvements for Gonodactylus. While I am not sure about other aspects of this ship, his claw-missile feels very lacking. Probably in hands of player it may be usefull, but in hands of AI its another story. I can understand ammo/damage numbers. But this missile is more fragile than other missiles of similiar class. It is painfull to watch when Gonodactylus fires his single-ammo special weapon and this missile explodes under PD fire without any effort. While other missiles survive PD fire.
Yeah, I bumped up the HP of the Hammerclaw so it can't really realistically ever be shot down by PD, but would still die if it struck a Reaper or something. As for the Gonodactylus, it's a sturdy and low-maintenance ship that carries a devastating "ace in the sleeve" in the form of its hammerclaw and ability to rapidly charge in and out of battle. Piloting it takes some practice but can be strangely rewarding. I might give it a bit more cargo space in the campaign.

In other news Trylobot has been making an animation script for me to make the AM Lance even cooler, and I'm going to figure out a way to make the damage component of the Scalar Deracinator work properly.
WIth my new and well buffed Gonodactylus, I can truly be a bully pirate, taking on hammerheads is easy, I take down their shields with my SQG and Iche Guns, then, I have my own way of killing, I get far away while their overloaded, stick burst thrust on, turn left and ram good'old hammerclaw in there, I fire it while embedded in the hull, then, the hammerhead is vaporized.

JOB DONE  8)
I am a violent player who is as insane and overpowered as a Bushi Destroyer.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Doogie on October 27, 2013, 03:35:18 PM
^I am 90% sure Neutrino already has something like that.

EDIT* and so does Nomads


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on October 27, 2013, 06:43:10 PM
But its something way special
and too overpowered
And too many OP points to use on any other ship (950)
And too much power can even if turned take out and destroy many onslaughts, Testing was 5
I smashed through a fortress shield
That paragon is now a broadside capital

Why when you can just edit the files and do it yourself.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: GGMC on October 28, 2013, 02:36:54 AM
I cant draw. ;D
Oh well.
I'll stick to whats coming


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 29, 2013, 11:51:14 AM
Sounds like you should just make your own mod, GGMC :P It sounds guaranteed to be entertaining.

So I'm working on Blackrock again - doing some polish here and there. Writing some descriptions, keeping it gameplay-centric and concentrating the fluff for those who care about it in the sections that only show up in the Codex.

SHARD CANNON:
A solid all-round weapon. Shoots kinetic penetrators that also have a chance to explode for Energy damage against armor/hull.

The most fruitful and unexpected result of Blackrock's attempts to reverse-engineer the Domain phase cloak, the Shard is a fairly brittle projectile by most standards: crystalline in composition, it has a low rate of penetration against armor. However, each Shard is fashioned in a special reactor that constantly displaces the growing crystal between p-space and n-space. The result is that each Shard carries a vibration across universes, even when removed from the factory. When such a projectile hits a shield barrier, it causes additional strain to the enemy inertial dampener - on top of that, if a Shard shatters and lodges itself inside a foreign material, the disrupted standing wave can cause a backlash in n-space, as twisted particles return to the universe as antimatter and subsequently annihilate. A major drawback is that no Shard will shatter in the same way, and thus, only a small portion of hits will generate an destructive reaction. Still, the Shard Cannon is a staple on most Blackrock vessels for midrange combat.

Independent researchers sometimes attempt to jury-rig standard autocannons to accept Shards as ammunition. The end results are usually... higly unprofitable.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on October 29, 2013, 12:09:57 PM
Fabulous lore, looking forward to more of it!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: HELMUT on October 29, 2013, 03:36:58 PM
Bomb bays are rather crude weaponry when you look at it. I'm not sure BRDY high-tech standard would bother with that kind of low-tech armament. And in some ways, they already got the Quill launcher even if it lack the punch of the Annihilator (Edit: and obviously the Fury).

But i like your idea of a big EMP bomb. Actually, the idea of the bomb bay become interesting and not that low-tech (hell, Neutrinos use bomb bays on their Drache), it's just that the problems with that kind of weapon is that it is usually difficult to use without blowing yourself with the splash damage. I can already see a Desdinova, charging straight with its booster on to release a point blank bomb right in the enemy face and getting its engine disabled by the blast.

Still it's seems interesting, i'm curious how Cycerin would handle the idea.

Oh by the way, about the shard cannon. How does actually work the explosion system? Is it random? And when it explode, what damage does it do?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on October 29, 2013, 03:39:10 PM
Loving the lore except my dumb ass doesn't know the difference between p-space and n-space. 

You know what Blackrock needs but doesn't yet have?  Bombs.  Most of your ships are about mobility (except for the Kurmaraja) but you don't have any faction-specific bombs for me to take advange of BRDY's mobility advantage with.  I'm stuck with vanilla Annihilators and Cluster Bombs on my Desdinova(s).  Starsector in general could use a heavy EMP bomb or something, what is the Blackrock corporation doing with Bose-Einstein condensates these days?

Fury torpedo...


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on October 29, 2013, 04:49:04 PM
Loving the lore except my dumb ass doesn't know the difference between p-space and n-space.  

Normal space and phase space. :)

Bomb bays are rather crude weaponry when you look at it. I'm not sure BRDY high-tech standard would bother with that kind of low-tech armament. And in some ways, they already got the Quill launcher even if it lack the punch of the Annihilator (Edit: and obviously the Fury).

As long as it's impractical and cool, it fits. I've been meaning to make a proximity charge-type weapon for a while now. More missiles in general. The only true support missile for BRDY is the Achilles, which has recently been buffed into usefulness, but still isn't good for assaulting ships or finishing them off.

Quote
Oh by the way, about the shard cannon. How does actually work the explosion system? Is it random? And when it explode, what damage does it do?

There's a roughly 20% chance the shard will explode and deal 125-200 Energy damage if it hits hull or armor on an enemy ship.

Also, BRDY doesn't use a lot of EMP weapons. This is mainly because they are completely worthless against a void beast, and the research just isn't being done! Plasma weapons are, however, excellent at cauterizing pseudoflesh: the Fury, PDE, Antiplasma, Linear Pulse and AM Lance sort of work off the same technology. I think a bomb weapon would be a type of plasma charge.

Actually that sounds rad. Small and medium plasma charge launchers.



Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 03, 2013, 08:15:43 AM
(http://i.imgur.com/crF57ng.png)

Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!

While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Sproiet on November 03, 2013, 09:16:40 AM
Yay, I was beginning to sadden over the fact that BRDY only has really 1 great destroyer, the Desdinova is great as well, but it's more of a pursuit ship in my eyes.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 03, 2013, 09:30:43 AM
I'm making a few adjustments to the Gonodactylus as well.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Taverius on November 03, 2013, 07:08:04 PM
You can never have too many fun destroyers, imo.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Morion on November 05, 2013, 10:38:08 AM
(http://i.imgur.com/crF57ng.png)

Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!

While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.

Phase cloak ship! It's that I lacked so much when was fighting with Tri-Tachion last time. And again with interesting implementation. I will look forward to play with this new toy. Also it would be good to see some frigate as well.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on November 05, 2013, 10:43:03 AM
(http://i.imgur.com/crF57ng.png)

Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!

While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
maybe blackrock could sign a contract with neutrino to create a phase ring
It works with capitals and cruisers!

No...everything you want is something that has a ridiculous amount of weapon slots, ordinance points, and is just plainly too good, why do you suggest such ridiculous ships in every mod thread?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 06, 2013, 05:08:28 AM
So far it seems like the next version will include Exerelin integration bugfixes, a new AM lance particle effect by Trylobot, some sound edits, variant edits and rebalancing for the Robberfly and Gonodactylus, and the Convergence-class. There has been a LOT of polish done in intermittent bursts since the last release.

Next in line after that is differentiating the Convergence and Revenant, adding more weapons, and working on the phase ship. The Revenant will probably become a "drone cruiser" and focus on defense, standing out among the Blackrock roster for its different take on battle tactics. The Convergence will be the standby big carrier option for Blackrock fleets, backed up by the Typheus, but the Revenant might keep a flight deck.

Re: what I did with the Gonodactylus, it now has a frontal universal turret between the "eyes" and another missile turret on the claw side, as well as slightly more OP. It feels like it's in a pretty solid spot right now, as the fleet's "workhorse", so to speak - flexible and with a good ace-in-the-sleeve weapon when outmatched.

The new weapons I'm going to add first will be plasma charge launchers and the Ironweaver Cannon, the large-size shard shotgun.

Oh, and I'll probably add the Eschaton-class Heavy Freighter sometime after christmas too.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 06, 2013, 10:18:47 AM
Post away, I love posts like those. Just be aware that yeah, a lot of stuff has been touched already, like weapon ranges being slightly lower across the board and efficiency/power a bit higher to compensate, and misc. stuff about ship and weapon stats.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: etherealblade on November 07, 2013, 12:19:04 AM
First off amazing updates...I'm so anticipating their release.

Also..on a side note, were you still planning on throwing in them space monsters? O.o ???


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 07, 2013, 02:07:05 AM
That's going to be an enormous amount of work and not something I can throw in on a whim. :P


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: etherealblade on November 07, 2013, 04:26:16 AM
oh so it hadn't left concept stages.... :-[. It is something you'd need a enormous amount of inspiration and effort to generate from scratch...aka...what you just said. Thanks for the reply. The Gneiss monsters still would be a cool idea if you ever felt inclined. I find it interesting that you mention whims and such as if you forgot you were the one that mentioned the idea in the first place. Still =D I love your work and Thank you for sharing!

Reference: (Just so it doesn't look like I just pulled that out of no where and completely offtopic).
I'll probably end up implementing bonuses based on hull size for the Flux Core.

Anyway, having some fun doodling up and solidifying the space monsters. Gneiss is very empty right now. I'm pretty sure Verge will be teeming with weird creepy crawlies down the road for recruits to shoot down the stragglers that escape.

Beyond that, I'll throw in some temporary pirate presence when I do the bugfix/balance patch.

(http://i.imgur.com/9Z2fSCr.jpg)

(yes, it's a space monster-nevermore)

What do we know about the void beasts?
- They are cellular, but not organic. Organization on the lowest level is nanomechanical.
- They seem to be completely self-sufficient, highly aggressive, internally competitive and predatory, with a keen interest in sapient or sophont lifeforms.
- They are motile, cunning, and capable of adaption, but do not show any capacity to communicate or form complex behaviors ( Note: ? ? ? ? ? ? have propensity for long-term organization on the level of ? ? ? ? ? ? ? ? ? ?.)
- Land or atmosphere-based pseudolife size range stretches from microscopic to 20-30m in length.
- Space-capable pseudolife can reach sizes rivalling capital ships - Dimension-tunnelling pseudolife can reach sizes rivalling ? ? ? ? ? ? ? ?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: GGMC on November 07, 2013, 12:43:41 PM
(http://i.imgur.com/crF57ng.png)

Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!

While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
maybe blackrock could sign a contract with neutrino to create a phase ring
It works with capitals and cruisers!

No...everything you want is something that has a ridiculous amount of weapon slots, ordinance points, and is just plainly too good, why do you suggest such ridiculous ships in every mod thread?

first of all, im still getting used to the mod thread but Im leaving you'll be happy to know
Everybody is creative at some point of their life.
Second of all you are extremely rude to people you dont like and want them to leave anyway
So think before you say, I have had enough, I take all my ridiculous ideas back, Im just a nobody in this forum anyway, so happy days!
The Good old bloody mod forums are safe because My 'evil ' reign is over, middle finger to you.
Also, If you look back, all my ideas are gone, so good for you, I dont fill this place up
So to add it all up, you are a horrible person who has just made a commited forum dweller to leave.


Hope your happy.





Oh look, I can talk!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on November 07, 2013, 02:45:43 PM
(http://i.imgur.com/crF57ng.png)

Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!

While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
maybe blackrock could sign a contract with neutrino to create a phase ring
It works with capitals and cruisers!

No...everything you want is something that has a ridiculous amount of weapon slots, ordinance points, and is just plainly too good, why do you suggest such ridiculous ships in every mod thread?

first of all, im still getting used to the mod thread but Im leaving you'll be happy to know
Everybody is creative at some point of their life.
Second of all you are extremely rude to people you dont like and want them to leave anyway
So think before you say, I have had enough, I take all my ridiculous ideas back, Im just a nobody in this forum anyway, so happy days!
The Good old bloody mod forums are safe because My 'evil ' reign is over, middle finger to you.
Also, If you look back, all my ideas are gone, so good for you, I dont fill this place up
So to add it all up, you are a horrible person who has just made a commited forum dweller to leave.


Hope your happy.





Oh look, I can talk!

I don't want you to go away I would honestly rather you make your own mod as opposed to asking other "Vanilla" balanced mod makers to make it so, I honestly I don't think I came off too rough or mean, I asked a legit question.  But you can tweak the files and add OP points if you need to.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 07, 2013, 02:57:19 PM
Both of you stop derailing the thread. ::) I agree that GGMC should start modding.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Shield on November 07, 2013, 04:01:35 PM
Both of you stop derailing the thread. ::) I agree that GGMC should start modding.

Speaking of the thread, when is the next version going to be out so i can play around with that carrier?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on November 07, 2013, 04:22:00 PM
Ooo, I know the answer to that one!

"When it's done."


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 07, 2013, 05:53:17 PM
I refuse to let the mod take priority over my exams, so yeah, when it's done.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: NanoMatter on November 07, 2013, 06:36:36 PM
By any chance does anyone have 0.54a version?


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Gothars on November 08, 2013, 08:39:07 AM
I refuse to let the mod take priority over my exams, so yeah, when it's done.

Good on you, and good luck with those exams.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: rada660 on November 08, 2013, 08:59:07 AM
I love this mod. I keep playing it with Exelerin ( just to my annoyance, the battlecruiser and battleship never seem to appear in my stations! D: )

To wonder if more ship type will be available soon? Sure, after when you are done with your real life! :D


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Sproiet on November 08, 2013, 06:17:36 PM
Alright so I've seen a Karkinos...but....I had a sector to myself. Zap did say that capitals and super cruisers show up when you own a whole sector to your faction.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: rada660 on November 08, 2013, 06:19:05 PM
Alright so I've seen a Karkinos...but....I had a sector to myself. Zap did say that capitals and super cruisers show up when you own a whole sector to your faction.

Well *** xD

I'm used to play with only one sector. With 21 planets 10 belts and 35 stations with all the compatible factions xD

<_<

>_>


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 09, 2013, 02:54:39 PM
Resupply is entirely random. I don't really know much about how Zaphide handles it in Exerelin, but the baseline mod uses a randomized approach. The first ship to Gneiss could have a Karkinos in it or it could have three Robberflies and some Shredders. :P This is obviously not a satisfactory approach for the long haul, but it's how it works in vanilla, too.

While I finish up the patch, here's the retouched Gonodactylus (check out the frontal turret and extra missile turret) and a little fluff.
(http://i.imgur.com/u0lYVD7.png)



"Havin' this big laugh about becoming destroyer crew, are we? All fired up about the "shrimp clause" - how the IA won't let an independent contractor captain anything higher than a 3rd or 4th generation Gonodactylus?

Yeah, it gets a bad rep 'cause kids like you look at it and see where your ambitions end, but you're thankless. I lost mine when we got ambushed by a Tri-Tach phase group. I drifted back into a Yardie patrol clamped to half a piece of a turret module. Heatsinks all handling my suit's load through physical contact... all in an induced coma, should've died in the blowout... but here I am. Then there was an old helmsman I talked to on Lodestone, deep in his cups... told me about how he was wrecked in a belt somewhere deep into the nest. He'd opened the main console, poked around for a day and found still-active survey programs that worked with the main sensors. Found himself a hollow asteroid, some old privateer hideout - few rotten suits with bones in them, weeks of rations, and a dry nano-kiln. It kept him alive until they saw the beacon. You get my point? These things are one-of-a-kind. Blackrock wants to keep us in them for good reasons: they work, and they last, and you try to find me a shield that won't throw sparks trying to stop a Hammerclaw. What would you idiots do on the comm bridge of a Nevermore? Paint the view screens with anti-static?

(http://i.imgur.com/3WbcRtw.jpg)

It's a special machine. Tow cables became boarding latches, survey sensors turned into targeting arrays - but they kept the armored crew quarters, impact-proof drive assemblies, and the Mark IV Asteroid Impactor. They kept the cozy hab nexus and the rugged cargo holds and the conveyor belts in the main bay. It's all a big joke. Three cruddy rock handlers, stitched together and upgraded for a hundred years, and it's still better than Domain tech. So you fools start counting chips to the day you're Shrimp crew.

And no, we don't get too attached to the **** things."


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on November 09, 2013, 04:03:53 PM
My god, it's beautiful.

You've got a touch for descriptive writing - that last piece of fluff feels like an excerpt from the front page of a good sci-fi novel.

Hope you spend some time on more long-form descriptions like that!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 09, 2013, 06:13:50 PM
Thanks a lot. I find writing is hard to get a grip on, sometimes it feels like you've written the most ridiculous thing in the world and then the next day when you read it again, it flows well and paints images in your head.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Ishman on November 09, 2013, 08:36:08 PM
Oh I know that feeling, I've dipped my hand into writing a few science fiction short story's and excerpts of ideas I've had - and it's amazing how something can shift under your feet when you look at it the second time.

You think you've penned utter gold, and when you proofread it the next day you wonder if the person who wrote this was hitting the medicine cabinet too hard; or you realize what you thought you wrote has no resemblance to what you actually wrote, but it's actually better that way. It's a tricky thing, but playing with words is damn satisfying once you KNOW you've forged a mastery of wordsmithing.

I also know how much motivation it provides when someone enjoys your work enough that they can't offer any critiques (YOU WRITE GOOD).


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 10, 2013, 10:11:23 AM
Thanks a lot Ishman ;D I feel a bit more confident about my writing now.

(http://i.minus.com/iBhBDRyd9RJKU.gif)

Shoutouts to Trylobot for making this firing effect with me. Soon, we might also have a solution for the annoying bug that lets you charge the AM Lance even when it has 0 ammo. The explosion effect is a frankenstein of particle system code I've taken from here and there, thanks to Valk for letting me use some stuff!


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Foxer360 on November 10, 2013, 10:24:26 AM
I have noticed that any gun with a long charge up can spam its charge sound until your ears bleed. I would love that fix if it was in vanilla too.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Trylobot on November 11, 2013, 11:52:00 AM
+1  I hope it's fixed for Vanilla also. I think Alex knows about it / is already planning it at some point.


Title: Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
Post by: Cycerin on November 12, 2013, 07:36:22 AM
(http://i.imgur.com/2mgZgQ4.png)

Testing the Asura's Flux Ejectors. Is there any way I could make it first use the canisters on the left side, and then on the right side?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Trylobot on November 12, 2013, 08:22:45 AM
Yeah absolutely. One way that would be absolutely fail-proof would be to set up 6 weapon slots of type SYSTEM, and equip the canisters as weapons on all of them, giving them a very specific naming convention; something like flux_ejector_0 through flux_ejector_5 - that way you can have the AI script use them in sequence without caring how many there are (you just loop through the weapons by name until it fails to return, that's your signal to cycle back to 0).

Another way might be to define one weapon with 6 barrels that fire ALTERNATING. Not sure if there's any downsides to that method really.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 12, 2013, 08:34:14 AM
Aye, I think the first method probably sounds like it gives the most control.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 12, 2013, 01:03:08 PM
The chargeup sound bug has actually been fixed for 0.6.2a, its right in the patchnotes. I think it doesnt fix the fact you can charge a weapon that has 0 charges.

(http://i.imgur.com/1pVYtpy.jpg)

Asura-class Monitor, sans weapons. In the end I decided it was too fat-looking and needed a slightly differentiated color scheme from other BR ships since it's a phase ship. Also did away with the built-in weapon for now.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: zakastra on November 13, 2013, 04:56:31 AM
That is one beautiful beast of a ship. Bravo sir. Bravo.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 13, 2013, 09:22:08 AM
(http://i.minus.com/iVJCbyx1zP2YP.gif)

Blackrock phase cloaks are pretty inefficient when it comes to flux usage, however, the ship's main engines can work in phase space, making the ship noticeably faster while submerged.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: rada660 on November 13, 2013, 09:27:56 AM
Looks AAAAWESOME :D

Blackrock is maybe my fav mod in the pack, on how the ship are made and their unique weaponry :D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: HELMUT on November 13, 2013, 09:30:25 AM
Cycerin, doing awesome job as usual. And you were right about changing the phase ship, your first version looked a bit too fat for BRDY vessel.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: rada660 on November 13, 2013, 09:33:32 AM
Not to forgot how he display his stuff! He's maybe one of the few that display his content in meaningful GIFs. Not only screenshots! :D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: phyrex on November 13, 2013, 11:22:54 AM
(http://i.minus.com/iVJCbyx1zP2YP.gif)

Blackrock phase cloaks are pretty inefficient when it comes to flux usage, however, the ship's main engines can work in phase space, making the ship noticeably faster while submerged.

awesome ! as if that hadent been said already a thousand times  ::)

but what is the lore for BRDY phase cloak to be so inefficient ?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: rada660 on November 13, 2013, 11:24:13 AM
I'd say the same as for the shield issues.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: phyrex on November 13, 2013, 11:24:55 AM
I'd say the same as for the shield issues.

which was ?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: rada660 on November 13, 2013, 11:26:50 AM
I think when he said about shield also inefficient, Blackrock use their brutal force, while doing hit and run.

Like a trade off from lack of defence gives lot of firepower and manoeuvrability.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 13, 2013, 12:02:42 PM
Energy shielding is one of the Domain of Man's greatest achievements in military technology. Blackrock has basically reverse-engineered their way up to par, but cannot figure out how to make efficient shields, so they have to rely on their efficient powerplants, engines and weapons.

It's the same with the phase cloak and phase systems - a lot of weird weapons came out of trying to replicate the underlying tech behind a phase cloak, like the Shard, the AM Lance, and finally the Scalar Deracinator. Now that they have phase cloaks working, it still doesn't work quite the same way as it does on Domain vessels, but Blackrock has designed around it.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 13, 2013, 05:48:42 PM
Loving your work as usual, restarted a save to not include exerelin, and have re-discovered that the Karkinos is pure ridiculousness. Have been able to beat EVERY other capital or battleship class in the game so far - the scalar deracinator plus many HE weapons and high venting rate makes me a very, VERY happy Lieutenant. :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Foxer360 on November 13, 2013, 08:25:46 PM
The beauty of it is, the Karkinos is not the most powerful with the AI. Only the player can take control of it's true potential... Eh, that is the case with most ships though.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Doogie on November 13, 2013, 09:01:58 PM
These ships just give me so much BSF nostalgia, yet they fit into Starsector so perfectly. I can't quite put this intense feeling of satisfaction into words. I am all in favor of this faction being integrated into the base game.
Keep up this high quality.
Oh, and maybe you could add a small mining drone wing for Exerelin? Tis would be a small thing that would do so much for lore and gameplay alike.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 14, 2013, 02:08:40 AM
Ooh, custom mining drone wings... *drools* I wonder how Blackrock would do theirs? moar lasers? defensive weapons?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 14, 2013, 07:01:57 AM
Thank you so much guys. I'm not good at responding to praise, but I really appreciate it.

(http://i.imgur.com/g5CSyqz.png)

Ironweaver Cannon. Yep. It's a 30 OP volley gun that shoots shard buckshots.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Ishman on November 14, 2013, 08:50:17 AM
m.bisonyes.jpg


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 14, 2013, 12:13:00 PM
^seconded. :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 21, 2013, 02:05:25 AM
So far, this release changes almost everything about the mod. It's going to be pretty significant. I'm only saying that because I sat down to write the changelog and don't even know where to begin. I need to start writing it during the work process itself. :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: ValkyriaL on November 21, 2013, 03:15:01 AM
I guess i'm not the only one who forgot about the changelog >.> didn't even have one till like version 1.0


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: x Daedalus on November 23, 2013, 11:19:00 AM
Cycerin, this only gets more and more glorious.

I can't wait to get a Karkinos in my new saves :3


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 27, 2013, 06:14:59 AM
(http://i.imgur.com/zUCa33W.png)

We call it Revenant, because it was built from the scraps and remnants of what we lost during the Collapse and the Upheaval.

For all those bitter years of fighting off the monsters and rustbucket task forces, and the decades of resisting espionage and internal corruption from Corporate agents, the Revenant was the sole line cruiser available to Blackrock IA due to the near-impossibility of getting Eagle and Dominator blueprints out of the Sector. Nobody had foreseen that assembly on the scale of a cruiser could be done without a complete, intact Autofactory and orbital wetdock.

These days, the endlessly upgraded cruiser serves as the backbone of Blackrock system patrols. As the Nevermore-class becomes a more and more mundane sight in the Sector, the venerable Revenant has started increasingly falling into the hands of rogue agents and privateers.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Zudgemud on November 27, 2013, 01:09:47 PM
Please make your Karkinos frigate, and please please make it symmetrical, I could not take the pain of it being another Gonodactylus. :(


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Doogie on November 27, 2013, 01:28:20 PM
The Karkinos is already implemented, and it's a capital vessel, not a frigate.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Zudgemud on November 27, 2013, 02:03:35 PM
The Karkinos is already implemented, and it's a capital vessel, not a frigate.

On another forum I frequent he talked about possibly making a frigate with the same type of teleport+emp system that the karkinos has, for me that sounds awesome so I'm just poking at him to actually make it because I sure as hell want to fly it (please make it symmetrical).  :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 27, 2013, 02:12:30 PM
Asymmetry is the future! At least, according to Blackrock.

We'll see about the Scalar frigate. ;D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 27, 2013, 02:59:18 PM
scalar…frigate?? :O WANT!!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Psigun on November 27, 2013, 03:35:53 PM
Interest piqued. ;D

Asymmetry is the future! At least, according to Blackrock.

We'll see about the Scalar frigate. ;D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Ishman on November 28, 2013, 12:47:07 AM
LINE SHIPS ARE BEST SHIPS, OLD TECH IS NEW TECH.

Like how the Iowa class battleships are still the only reasonable means of overwhelming fire-support (and oh my is it ever, VWs filled with explosives raining from the sky is soul-quaking terror) and thus a 70 year old design is only replaced by a yet to be built railgun equipped destroyer (which is admittedly even more horrifying when paired with a nuclear reactor capable of supplying 64 megawatts TEN TIMES PER MINUTE for the capacitors resulting in a projectile that delivers 10 megajoules of kinetic energy to a 5 meter accuracy at distances of 200 nmi (370km).


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Garmine on November 28, 2013, 10:39:57 AM
Asymmetry is the future! At least, according to Blackrock.

Assymmetry FTW! I love it! :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 29, 2013, 03:16:41 AM
Rediscovering the joy that is piloting the Desdinova. Gale cannons have to be some of my favourite weapons in the entire game. I like to roll around with a bunch of frigates as well, some from other factions. The Scarab has to take pride of place next to the Des. though. The combination of a Gale cannnon (did I make it clear enough that I like those? :P) and a Sunjet on the front is despicable against pirates. I load it up with Capacitors and either Stabilised or Hardened shields and it tanks damage unbelieveably well.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 29, 2013, 08:27:17 AM
That's awesome. Yeah, the Gale is so satisfying to use against unshielded ships, or for sneaking in a direct hit on a distracted vessel. That's more or less what the weapon is for.

(http://i.imgur.com/uQPzlyP.png)

The new Revenant in all its asymmetrical glory. It still has a flight deck and the Barracuda Drones. Unlike the Convergence, it's a drain on your fleet, instead of being a "backbone" for it.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 29, 2013, 11:13:52 AM
:O it's… it's…. BEAUTIFUL. Are those universal mounts on the front, or are they missiles? And what's that small mount on the port side?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 29, 2013, 12:31:06 PM
Thanks! Both front hardpoints are universal. ;D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 29, 2013, 12:45:52 PM
muah ha ha ha ha!! I smell Sunjet PDEs >:)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Ishman on November 29, 2013, 01:09:36 PM
Any plans for more missile types Cycerin? I'd really like some more complementary stuff for medium and large slots. I'm lusting after those heavy versions of the gale, shard, and sunfire as well, perfect for a signature weapon on a destroyer or cruiser.

The asymmetrical Revenant is looking fantastic, though I'm surprised by the lack of backwards facing point defense mounts that seem a blackrock signature for protecting those vulnerable engines (your PD is SO DAMN GOOD).


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 29, 2013, 03:50:38 PM
you must be missing the TWO argus PD lasers...


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Ishman on November 29, 2013, 04:34:56 PM
Yes, only two.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 29, 2013, 06:13:53 PM
meh, it has fighter support, maybe drones, and those other small turrets - there's one on the port bow and a shredder on the starboard aft.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 30, 2013, 05:21:29 AM
The three quills on the broadside are universals. You can make a fairly decent PD ship... actually you can fit almost anything on it, it's extremely flexible. But while the PD is arguably lacking, the ship has no uncovered flank if you kit it accordingly, and the Barracuda Drones and 180 omni shield shore up the rest.

Also, since when doesn't two arguses basically stop any and all missiles from hitting your engines? : p

I have new missiles planned, but a few of them require some coding acrobatics I can't currently handle on my own. I might add one as a placeholder, though.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 30, 2013, 08:14:41 AM
Yeah, what IS that small mount on the port side, the one facing downwards? It looks like a new weapon...


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 30, 2013, 08:31:52 AM
It's a Linear Pulse Gun, new sprite. :)

In other news.
(http://i.imgur.com/odk3srx.jpg)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: ValkyriaL on November 30, 2013, 08:39:31 AM
I smell a scalar deracinator on crack.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: HELMUT on November 30, 2013, 09:40:42 AM
The Convergence, the Asura, the new Revenant and now this one. That's gonna be a big BRDY update.

For the new missiles acrobatics, you should ask MesoTroniK. Weird missiles scripts is his job after all.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 30, 2013, 10:06:49 AM
https://www.youtube.com/watch?v=w0q7-hbuM_4

Just taped this. Most of the unreleased content is in it. Enjoy!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: mendonca on November 30, 2013, 10:37:15 AM
Imaginos. Awesome. Blackrock is great at naming stuff.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on November 30, 2013, 10:39:49 AM
Just another unimaginative Battle Angel Alita/BOC shoutout. But hey, it ends in -nos which goes well with the Karkinos since they both have deracinators.

E: for the new page

https://www.youtube.com/watch?v=w0q7-hbuM_4


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on November 30, 2013, 11:09:58 AM
pure, unadulterated win. Also, subbed. :D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: MShadowy on November 30, 2013, 05:57:25 PM
Indeed,  this is lookin mighty fine.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: HELMUT on December 01, 2013, 06:55:13 AM
A phase teleport frigate, cool. The Asura looks interesting as well, though it seems prone to overload a lot. I winced at 13:40.

BTW, isn't the Asura supposed to have a Flux Ejectors system? I didn't saw you using it in the video, the zoom is pretty far so i might have missed it though.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on December 01, 2013, 08:29:25 AM
The flux ejector system isn't implemented yet, so the Asura just has active flares and slightly better flux stats than it would have with the intended system.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Ishman on December 01, 2013, 07:05:49 PM
Flare system! Ah, my mortal enemy - limited uses, limited applicability, doesn't even work very well, it's the trifecta of filler for a ship that'd otherwise be too good with something useful.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: etherealblade on December 05, 2013, 01:30:34 AM
Flare system! Ah, my mortal enemy - limited uses, limited applicability, doesn't even work very well, it's the trifecta of filler for a ship that'd otherwise be too good with something useful.

Righto...however...If he's been fiddling with some of Daimaski's flare codes....That would end up making them a whole lot more useful.

Oh wow...he's updating his 1st post.......we know what this means  :o :) ;) :D ;D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on December 06, 2013, 06:52:53 AM
Hahah, I do that all the time. Sorry for getting your hopes up.

All of these ships are either new or have changed. Some changed fundamentally, others subtly, both in terms of gameplay, balance and the sprites. I think Cetonia/Typheus fans (if there are any) will appreciate the considerable makeover those ships have gotten.

IMAGINOS
(http://i.imgur.com/paD5fYp.png)
REVENANT
(http://i.imgur.com/MhBqzA6.png)
BULWARK DRONE
(http://i.imgur.com/FyVvWJ3.png)
CONVERGENCE
(http://i.imgur.com/4tNu5gj.png)
CETONIA
(http://i.imgur.com/7w2bETO.png)
TYPHEUS
(http://i.imgur.com/9j4x9vm.png)
SCARAB
(http://i.imgur.com/F7jwv4X.png)
DESDINOVA
(http://i.imgur.com/y1fXhVG.png)
NEVERMORE
(http://i.imgur.com/ZxybAcK.png)



In addition to that, we have some new/changed weapons.

SHARD GUN
- A smaller version of the Shard Cannon that fires continously with low range. You've seen it on the Sentinel Drone, but now it can be mounted on anything.
MICRO ARGUS
- 5OP Argus Beam with long recharge time.
VOIDSPEAR SRM/POD
- A plasma missile that needs to be charged before firing, building flux. Short range, powerful engine, deals energy damage. A very flexible missile.
LINEAR PULSE GUN
- Changed to simply be a low range high ROF energy weapon. Brutal at close range, insane flux demands.
QUILL ROCKET LAUNCHER
- More ammo, rockets accelerate slower, lower damage. More of a suppression weapon now.

Some misc *** I did yesterday:
- The Karkinos' inner medium mounts are now universals
- The campaign now uses a completely random variant selector thanks to Uomoz
- Changed campaign faction color
- Added lots of codex lore especially for Karkinos havers
- All the *** I'm forgetting to list here
- Get hype.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Ishman on December 06, 2013, 08:01:47 AM
SO CLOSE TO FULL SHARD LOADOUTS, SO CLOSE.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on December 06, 2013, 10:34:52 AM
Do you really need shard PD? ;D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Gothars on December 06, 2013, 10:57:32 AM
Oh wow, the Convergence is so sexy!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: HELMUT on December 06, 2013, 11:06:34 AM
No wonder people say BRDY should be implemented by Alex in Vanilla Starsector, they look gorgeous.



Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on December 06, 2013, 03:15:43 PM
damn right. I cannot WAIT to play this. All of the new ships! ALL OF THEM! :D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Ishman on December 06, 2013, 11:19:55 PM
Perhaps not really need, but want? Oh my, yes.

The Sharp Bit Towards Enemy must fly.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Bjørn_in_the_Sector on December 07, 2013, 01:51:51 AM
"Fly me closer, I want to hit them with my Sunjets!"
-BRDY sponsored Captain Ashlis


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on December 07, 2013, 10:51:00 AM
Ok, I have one irksome thing holding me back from releasing. The Kurmaraja AI has stopped working, so AI ships will never use the ship system. If someone has enough java competence to help me take a look at this, drop me a PM asap so I can work it out.

The Asura will be released with the placeholder system. Sorry about that, but I'm sure you don't *really* mind that much. :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on December 07, 2013, 03:54:53 PM
Nevermind that, Trylobot to the rescue.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on December 08, 2013, 02:40:52 AM
Just dropping by to say the latest Blackrock release is already in the USS patch (http://fractalsoftworks.com/forum/index.php?topic=1799.0) Uomoz uploaded yesterday. The standalone mod will be updated and changelog published later today.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Mazuo on December 08, 2013, 03:53:03 AM
Great news to hear.  Been checking on this probably daily for a while now.  Really enjoy this mod, keep up the good work.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.42
Post by: Cycerin on December 08, 2013, 04:32:09 AM
New release! (http://www.mediafire.com/download/cd1m4a2ryrych51/Blackrock%20Drive%20Yards.zip)

Big thanks to Trylobot for all the java assistance/work he's put into the content in this release.

Blackrock Drive Yards Changelog - Mod Version 0.5

General:
NEW CONTENT
New ship - Imaginos-class Dimensional Frigate
A frigate with a Scalar Deracinator, nuff said
New ship - Convergence-class Support Cruiser
A venture-esque cruiser with two flight decks
New ship - Asura-class Monitor
A phase ship on the interim between destroyer and cruiser, features the Flux Ejector system for high-pressure combat
New ship system - Bulwark drone
New ship system - Flux Ejector
New ship system - Scalar Deracinator (small)
New weapon - Shard Gun
New weapon - Micro Argus
New weapon - Voidspear SRM
New weapon - Ironweaver
Revenant, Typheus, Cetonia and Stenos redesigns
Campaign now uses a completely random Variant selector - each ship spawned can be any stock variant
New mission: BRDY Big Battle - a huge fight vs a vanilla fleet. Features absolutely all BRDY content in one mission.
Redesigned Kurmaraja Interdiction Array - now slows ships and completely stops ballistic projectiles and missiles. AI now activates the system as appropriate.
Added a bunch of variants
REDESIGNED CONTENT
Updated all ship sprites with custom turret mounts and misc adjustments
Changed a huge bunch of sound effects and added new ones
Changed all variants
Rebalanced all ships/weapons to varying degrees
Changed Cetonia and Typheus sprite/loadout
Added aux engines to Krait fighter for burst jetting
Changed Nevermore rear turret to 360 and moved to middle of ship
Added more turret mounts to Gonodactylus
Stenos redesign
Changed middle medium mounts on Karkinos to be medium universals
Changed faction color
Renamed Antiplasma Blaster to Scalaron Blaster
Added a bunch of Codex lore and simplified descriptions to focus more on gameplay
Added particle effect to AM Lance chargeup
Added particle effect to AM Lance explosion
Changed Linear Pulse Gun sprite, effect and stats
Changed Fury-class torpedo to deal Energy damage and require flux to fire
Plasma missiles (Fury and Voidspear) have a custom explosion effect and sound
MISC/FIXES:
Fixed Exerelin integration
Fixed Sentinel Drone behavior


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Gothars on December 08, 2013, 05:13:39 AM
This is almost as exiting as a new release of the main game! Thanks for your hard work :)


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on December 08, 2013, 06:01:36 AM
^ seconded, with a vengeance! :D


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 08, 2013, 10:04:29 AM
You're welcome. Now.. give me the feedback... ALL of the feedback


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Piemanlives on December 08, 2013, 10:07:35 AM
Question, is this a save breaker?


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 08, 2013, 10:11:51 AM
Not quite sure. It might be, due to the campaign variant selector script.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Runoved on December 08, 2013, 10:56:09 AM
New ships are very interesting and beautiful, however as well as the old ones. Can not wait to try them in action. At first glance the new design seems darker, more gothic. Although it is possible so intended. Have to see how it will looks in motion.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 09, 2013, 04:16:43 AM
Thanks! I think I've slowly made "old" Blackrock ships grittier over time, come to think of it.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: felixsimon on December 09, 2013, 01:55:35 PM
Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: ValkyriaL on December 09, 2013, 02:03:05 PM
perhaps you should ask Zaphide that? :I


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Zaphide on December 09, 2013, 03:40:09 PM
Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?

perhaps you should ask Zaphide that? :I

Yes you will need to add the new variants to the Exerelin/data/world/factions/blackrock_driveyards.faction file, specifically the exerelinGenericFleet definition, if you want them to appear in your current game.

The next version of Exerelin will already have them in it (but will not be save-compatible unfortunately) :)


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 10, 2013, 06:54:15 AM
Do you suppose my new variant randomizer could be implemented into Blackrock's Exerelin fleets, Zaphide?


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Chroma on December 10, 2013, 12:53:47 PM
Fantastic looking update, loving your design and gameplay as always! Out of all the factions that I've tried out, Blackrock is the most fun to play ((And the most overpowered for the player <.< I regularly use the Desdinova to destroy both vanilla and other faction ship cruisers with little to no damage to the destroyer in question XD with full damage enabled. Don't even get me started on the Karkinos... ^^;;))

I'm not entirely sure if this is the right place to put this question - and if it isn't then feel free to delete it or ask me to edit out this part, but here we go! I'm not sure if this is Blackrock's fault since I have many other faction mods and Exerelin running in tandem, but lately I've experienced two freezes upon using the (large) Scalar Deracinator in the version before v0.5. These freezes began recently, I had used the Scalar Deracinator a lot before it began freezing my computer, and I don't know what criteria are necessary for the freeze to happen as the freeze does not happen until I've used Scalar Deracinator a few times. Regardless, the freeze happens right when the battleship is about to teleport to its destination, not when the scalar deracinator is activated. There's no java error log that pops up or anything; it's just a sudden freeze.

Would you happen to know anything about this? I run Starsector by running an edited starsector-core starsector.batch file and using the mods folder within the starsector-core folder. I have this edited .batch file set at -Xms512m -Xmx5g on a computer with 16 gigabytes of ram, and the OS i use is Windows 7. I have no idea if I have 64bit java installed, because I use firefox and firefox only has a 32 bit version, so I tried to manually install java 64 bit on top of my java 32 bit installation?... I really have no idea what I did, but I guess it's working since java can't normally use more than 4g of memory. My computer IS 64 bit.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 10, 2013, 01:53:36 PM
Hmm, it *could* be a sound related issue. The sound effect for the explosion is in stereo which is technically not supported by Starsector's engine, but 99% of the time, it works fine. Try to boot the game with sound checked off in the starting dialog and see if it changes anything.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Zaphide on December 10, 2013, 05:05:32 PM
Do you suppose my new variant randomizer could be implemented into Blackrock's Exerelin fleets, Zaphide?

Yeah I think so. I think MShadowy uses a variant randomizer as well so I could implement both :)

It is a shame their isn't something like ShipAPI.getPossibleVariantsForHull() or Global.getSector().getVariantsForHullId(String hullId) method that would return a string list/array of all the possible variants for that hull. I will add this to the API request thread :)


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Ishman on December 11, 2013, 12:38:48 AM
Oh man, I'd forgotten you had asked for feedback - been having a lot of fun with the new stuff.

I'm really liking the new ironweaver, though all the front loaded weapons in your mod make it especially overpowered in the hands of a player as compared to the ai - The Desdinova's relatively large selection of forward facing mounts, generous OP supply, and insane maneuverability from arc jets is especially egregious of this I noticed, loaded up with 4-6 shotties, blaster in the energy, it's capable of soloing the large majority of ships that don't have omni shields or extremely efficient shield values. Some serkets acting as distractions against the ai blob of ships let's you fearlessly dip in and out, removing frigates and destroyers in moments. And running is incredibly easy except against beam weapons, since you can retreat faster than all non-mod missiles while venting, and have your shield up to take the retaliatory fire on empty flux reserves at a safe distance for potential overload.

Too bad the AI's largely incapable of that dance like a butterfly sting like a bee tactics, making a lot of the better human piloted fit utterly useless in the hands of the AI - that previous build i mentioned gets an AI piloted Desdinova about one frigate kill before it becomes a glowing husk as it has no concept of how to take advantage of its superior mobility to retreat, it attempt to brawl with things it has absolutely no business dealing with (sitting in front of two dominators and a bevy of fighter craft in an especially sad incident).

Anyways, faction still seems vanilla balanced on the slightly weak side (those flat 1 shield ratios on almost every ship noticeably contribute) except in player hands, and that applys to juuuuust about all modded facs.

ALSO THAT QUAD PULSE GUN STILL SOUNDS PRETTY GREAT.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on December 11, 2013, 01:29:48 AM
What quad pulse gun? :O
While I'm here - I've recently tried out the Imaginos. Holy. Crap. That thing is ridiculous. I can pretty much solo a pirate armada with it. I'm liking the linear pulse gun more and more - it's so useful in every scenario.
loving that you made a rapid fire version of the shard cannon - the constant DPS is great for shield suppression.
I have noticed that BR is lacking in a light fighter or interceptor. even with major PD, I still get my carriers killed because the Krait are too slow to respond properly to threats, and too useful in a fight for escort duty. Squilla have no real PD capability, and Serket can't tank damage (and again, are too useful in a fight.)
I second what ishman said about the Desdinova. It's the perfect "boxing" destroyer, and I like to call mine "The Rabid Dog", loading it up with a pair of Gale or squall cannons, 6 shard guns, an argus array and a Sunjet in the front. The shards massacre the enemy shields, and then I let them have it with the HE burst damage (preferably to the engines :P) It's also a nightmare for retreating ships. Oh, did I mention what a joy it is to fly? :D


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 11, 2013, 05:19:11 AM
Thank you both for the awesome feedback. ;D

While I agree that the Desdinova is very powerful, I think it's in a good spot since the AI is so unreliable with it. Anything I could personally do in a Desdinova, I could easily do in an AM blaster based Medusa, or even a glass cannon Sunder. Especially with Combat or Technology levels. Neither of those ships suffer from CR decay or the Desdinova's ridiculous supply consumption, either.

I have noticed that BR is lacking in a light fighter or interceptor. even with major PD, I still get my carriers killed because the Krait are too slow to respond properly to threats, and too useful in a fight for escort duty. Squilla have no real PD capability, and Serket can't tank damage (and again, are too useful in a fight.)


Funny you should say that, one of the things that didn't make it into this release is the Diptera-class interceptor. I guess I'll release it along with a polish patch soonish.

(http://i.imgur.com/SVbM21d.jpg)

The quad pulse gun is one of the heavy energy weapon ideas that were thrown around earlier. I personally don't know if Blackrock needs a large energy weapon. I guess if I made some large slots into Universals here and there, but that would remove the ability to put medium guns into large slots on a few ships, and force me to do a lot of variant shuffling once again. Maybe in the future.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Ishman on December 11, 2013, 05:35:00 AM
Oh no, I'm not telling you to change them, I bloody love flying them - if anything, they're too weak since the only one who can pull out their full performance is a player. The AI just fails miserably with them, over and over. It's also pretty expensive and NOT EXACTLY DURABLE with its main advantage being overwhelming burst firepower and maneuverability - things the AI is very very bad utilizing correctly.

I'd still love to get a few Large BRDY energy weapons like that sunfire and PD mount.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 12, 2013, 04:23:07 AM
Yeah, doubt much can be done for the AI Desdinova until a hypothetical future in which burst jet AI can get massively tuned up. It can be surprisingly potent at times, though.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Ishman on December 12, 2013, 07:48:44 AM
Yeah, but those moments are more of a "Holy ***, the AI didn't put its pants on its head!".


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on December 13, 2013, 03:03:14 AM
I like to set a pair of gondolactlyus gundylatic gonedy SHRIMP to escort the dessie. They've got the tanky-ness to take needless hits, and gives the enemy AI more destroyers to worry about. Seeing them ram things to death "by accident" is hilarious. :P


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 13, 2013, 05:47:39 AM
It's the best when they ram something and fire the Hammerclaw at the same time. So savage.

(http://i.imgur.com/p6F4gAF.png)

Playing a little Exerelin convinced me to finish up the Eschaton-class Superfreighter.

The sprite still needs cleanup and such, but it's ingame. I think I'll make a new mission introducing it and the new interceptors.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Dex on December 13, 2013, 06:57:00 AM
Cycerin, when i first encountered your ships in some mod pack some time ago (i forget which, and when, but some pedant will tell me) i thought they were a bit fugly, fiddly and wetpaperhanky weak. My Eventide (i miss you Dante...) ate them as a snack.

Between snacks

Now, they are one of my favourites in terms of performance and my favourite in terms of aesthetic.

Bravo, sir.

you take your cookie and your bow


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: ValkyriaL on December 13, 2013, 09:41:07 AM
Wish i had one =( only thing i'm missing more or less to have a complete fleet complement.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Doogie on December 13, 2013, 11:35:42 PM
I demand you make a faction specific mining wing for Exerelin!


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Foxer360 on December 14, 2013, 12:28:55 AM
Trying to force creativity is never good.

-Sarah McLachlan



Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Trylobot on December 14, 2013, 10:17:04 AM
Eschaton = pure awesome, great job on this.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Piemanlives on December 15, 2013, 12:42:09 AM
Trying to force creativity is never good.

-Sarah McLachlan

I had no idea who this even was until I walked into the electronics department and found one of her CD's.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 15, 2013, 07:55:41 AM
Glad you like the Eschaton.

I gave this ol' boy a little facelift, too:

(http://i.imgur.com/7rte59L.png)


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Ishman on December 15, 2013, 10:29:26 AM
That ship just looks disgustingly good. Well done. Though the Kurmaraja has always seemed like it should have some internal beam weapons in the front, or beam PD in the cells, just as part of that aesthetic.

I also do miss the triangle of glowing blue dots in between the small and medium weapon mount at the bottom of the ship, and the diamond of red dots below the engines. Though I can't actually see the latter location of the ship thanks to the engine glow.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 15, 2013, 12:15:44 PM
Thanks  :) I actually took that detail out, hmm. Maybe I could put it somewhere else. I need to fix a few other minor things anyway.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 18, 2013, 05:38:36 AM
(http://i.imgur.com/frGQzW4.png)
Did you know that Kurmaraja is one name for the mythological turtle seen in chinese, hindu and native-american cosmology, that carries the entire world on its back?


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on December 18, 2013, 06:17:23 AM
in the same way that this ship carries an entire battle group on its back? :P


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Cycerin on December 18, 2013, 07:02:09 AM
More related to its ability to brake an unlimited amount of massive objects.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on December 18, 2013, 09:21:57 AM
GLOWY DOTS, I LIKE GLOWY DOTS!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on December 18, 2013, 11:48:30 AM
Cycerin, i would be curious to see the evolution of your ships since the BSF editor variant. You reworked some of them countless time since then. Just curious to see how they changed with time.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on December 18, 2013, 12:42:29 PM
Here's his old BSF thread. (http://www.wyrdysm.com/phpBB3/viewtopic.php?f=11&t=4674)

IIRC, a lot of this stuff was from the BSF metagame, which unfortunately got deleted a while back.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on December 18, 2013, 12:55:39 PM
Heh, the old Nevermore. Too bad the metagame thread is gone. I don't even remember what was in it.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Chroma on December 18, 2013, 06:13:33 PM
Hey Cycerin, I've been playing your faction more and the Imaginos, and I have not been experiencing any more crashes with the Scalar Deracinator, though I haven't used the Karkinos' deracinator in awhile.

In other news...
(http://i1334.photobucket.com/albums/w652/Renikiya/screenshot000_zps89c8dc24.png)

Rather than playing Exerelin, I've switched to Uomoz's Sector: Journey 1.1 in the meantime, which has Blackrock Drive Yards as a faction in it. I'm not entirely sure if this is a problem unique to the Uomoz mod collection, the Imaginos has been having consistent scalar deracinator feedback issues. The screenshot included above is the aftermath of a scalar deracinator use that put the frigate within about 200 range of the fighter. For whatever reason, there seems to be a feedback whenever the frigate teleports close to something. I'm not sure if this is intended or not, but there's not a completely discernible pattern to it. While it only happens when I teleport close enough to a ship to damage it with the scalar deracinator, it does not always happen no matter how far or close to the ship I teleport to. In fact, just after making that screenshot I got into another battle and ended up not having ANY scalar deracinator feedback against fighters and larger ships.

I believe the pattern is that some battles will always cause feedback if you teleport too close, and other battles won't cause them at all. Er... I don't know. Just curious is all, I guess.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on December 18, 2013, 06:44:42 PM
Cool that you've been playing Blackrock.

That backlash is sort of part of the Deracinator. It's certainly not intentional (as per how I asked LazyWizard to code the system) but I find it adds flavor and risk, so I kept it. It means you need to very carefully pick your teleport destination if you want to completely avoid risk, but lets you have the option of playing ballsy and taking out enemy engines and fighter wings. It's volatile. It may or may not ruin your day - such is the price you have to pay for instant teleportation (disclaimer: if you do it through a roundabout way learned from studying space monsters, instead of the Domain's sensible, clean method)

I plan to cut it down from actual damage to mere EMP feedback though, in which case you can nullify it by fitting your ship with resistant flux conduits (this also helps at the moment, anyway). This may or may not be related to me losing too many Imaginoses to this.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Chroma on December 18, 2013, 06:49:31 PM
Oh, cool. I thought it could be a really cool sort of feature that adds more flavor to the BDY, but I do not recall the ability for the Imaginos and the description of the ship itself mentioning anything about this feedback, so I was uncertain if it was a feature at all. I wouldn't even have mentioned it if yesterday my Imaginos didn't get completely disabled 5 times in a row in one battle, spinning around like Vader's Advanced Tie Fighter in Episode I, lol. Though it was certainly funny the first few times. Since it happened again today I wanted to figure out what the dealio was.

I guess maybe mentioning it somewhere in the Imaginos description would be good? Unless i'm just blind and dumb and missed a disclaimer entirely D:


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: LazyWizard on December 18, 2013, 06:50:55 PM
Hmm, the Deracinator is just a normal phase teleporter system under the hood, and the extras added onto it are set to explicitly ignore the player ship, so that shouldn't be happening. :(

Edit: oops, found the problem. I was setting the wrong variable at one point, so the 'ignore player' code wasn't actually ignoring the player after the first iteration. I'll write a quick fix and send it to Cycerin. :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on December 18, 2013, 06:54:33 PM
It's very much happening, LW : P I think it might happen if an EMP arc draws on the player ship while trying to connect with a target.

Could you take a look at it? I'd appreciate a way to neuter this effect while keeping the flavor, and allowing me to make it more damaging to enemy ships without making it a complete and utter hazard to your fleet. (Im looking at you, Karkinoses)

EDIT: I'll PM you.  :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Chroma on December 18, 2013, 10:28:03 PM
So I've been using the Imaginos more, and fitted it with a Reaper launcher and 2 antimatter blasters rather than those 3 linear pulses.

(http://i1334.photobucket.com/albums/w652/Renikiya/screenshot001_zps62e31ed6.png)

The destroyer was summoned after the Imaginos killed off the destroyers and all but one of the frigates, and even then the Imaginos did most of the damage to the cruisers. It's like a hyper-hyperion or whatever that Tri-T frigate is with the teleportation.

I guess that's the power of expansion epoch ships, huh? XD


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on December 19, 2013, 03:29:18 AM
I find that replacing the frontal linear pulse gun with a sunjet is ridiculously effective. I can get massive DPM from the LPGs and a pair of shard guns on the back of the frigate, while augmenting that with the occasional insane burst damage from the sunjet. The potential for rapid strike manouvres is ridiculous, and I have killed many a cruiser by jumping in, at the rear, destroying the engines and pummeling the shield, then porting out and venting (I find that hull mods are actually less helpful - in this case - than loading up on vents and capacitors) Circle strafing is also fun :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on December 19, 2013, 08:30:06 AM
(http://i.imgur.com/0uUwMAF.png)  old > (http://i14.photobucket.com/albums/a350/cycerin/karkinos_zps6ecc1e4c.png)

Kark touchup.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on December 19, 2013, 08:48:34 AM
Sometimes you just need more glowy dots. Also it seems even wider than the old version.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on December 19, 2013, 09:27:48 AM
 ;D If your ship doesn't look like a concert stage, you ain't doin it right.

Yeah, I wanted to make it look more thickly plated and also extend the whole feeling that the ship has some kind of barely contained internal energy.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: ValkyriaL on December 19, 2013, 09:36:49 AM
So THATS why it blows up in pretty colors?? =D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on December 19, 2013, 10:41:04 AM
oooh, me likey :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Foxer360 on December 19, 2013, 04:10:28 PM
So, been doing some playing. I have a review now!

These are the ships I have seen/used so far. Spoiler'd, honking huge wall of sentences!

Krait Fighter Wing: Good support fighter, but still pretty flimsy when facing the big guns. They can really hurt if you don't watch your back.

Robberfly Tactical Corvette: Wow, this thing is actually really good considering it has no shields. It can easily dodge most shots, but I never played against any beam factions so far.

Locust Frigate: This is an excellent general frigate, perfectly balanced too. It has just the right amount of weaponry for a shotgun, a linear pulse gun, a mini-sunjet and an argus.

Mantis Frigate: I feel a bit conflicted on this one. It is a really great frigate that is perfect for any fast firepower, but at the same time it is really delicate in the field of battle, and the CR recovery rate is abysmal without a friendly station. 2 linear pulse guns and a scalaron blaster make it really nasty.

Scarab Heavy Frigate: A nice and dependable frigate. They are not really that fast, but they can sure hold their own in the field of battle.

Imaginos Frigate: Wow, a really Hyperion like frigate. The only qualm I have with it is that the teleporting is not that great, damages your ship and does not do much damage to the enemy ship at all. (you did say you were going to fix it)  I never used it much due to the cost of its upkeep and repair rate.

Typheus Destroyer: Not much criticism here, but I did notice that for a destroyer, four small mounts are pretty underwhelming.

Gonodactylus Destroyer: A really good favorite of mine, my fleet consisted mostly of these. I like the fact that it can catch up with most freighters in a pursuit mission. It also goes good with the new plasma missiles! Dependable, durable and powerful. I also like how you made the player decide between the universal medium mount being an assault weapon, or a PD weapon.

Desidnova Destroyer: A great classic. The only thing I am reluctant about is the supply cost, but that is intentional.

Nevermore Cruiser: Wow. Nothing to say. <3

Stenos Cruiser: I don't like this one for a few reasons. I is not very powerful in battle, and most destroyers give it a good run for it's money. Speaking of money, I guess the cheap cost reflects its strength, but the supplies a day kinda make it not worth it in the long run. I immediately changed back to a Nevermore just a few fights after I purchased one of these. (I think it might need an art update too, its very bleached looking compared to the rest of the Blackrock fleet!)

Revenant Cruiser: Never saw much, but its relatively fragile compared to other ships of its size.

Convergence Cruiser: You might want to rename it as a support carrier. It can't do much else, really, and lacks the long range missiles that other carriers would have in vanilla.

Kurmajara Interdictor: A very fun ship to play as! It can't really face another capital in battle, but it is the bane of cruisers and destroyers. A great close support vessel overall.

Karkinos Battleship: I love the Scalar system, its so great. The only thing I don't like is the ship is SO D*MN SLOW when it has the shields up, and can get easily overwhelmed after it teleports.
It was fun playing BR, and it will remain checked mod list fo'ever!





Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: ValkyriaL on December 19, 2013, 05:32:04 PM
So, been doing some playing. I have a review now!

These are the ships I have seen/used so far. Spoiler'd, honking huge wall of sentences!

Krait Fighter Wing: Good support fighter, but still pretty flimsy when facing the big guns. They can really hurt if you don't watch your back.

Robberfly Tactical Corvette: Wow, this thing is actually really good considering it has no shields. It can easily dodge most shots, but I never played against any beam factions so far.

Locust Frigate: This is an excellent general frigate, perfectly balanced too. It has just the right amount of weaponry for a shotgun, a linear pulse gun, a mini-sunjet and an argus.

Mantis Frigate: I feel a bit conflicted on this one. It is a really great frigate that is perfect for any fast firepower, but at the same time it is really delicate in the field of battle, and the CR recovery rate is abysmal without a friendly station. 2 linear pulse guns and a scalaron blaster make it really nasty.

Scarab Heavy Frigate: A nice and dependable frigate. They are not really that fast, but they can sure hold their own in the field of battle.

Imaginos Frigate: Wow, a really Hyperion like frigate. The only qualm I have with it is that the teleporting is not that great, damages your ship and does not do much damage to the enemy ship at all. (you did say you were going to fix it)  I never used it much due to the cost of its upkeep and repair rate.

Typheus Destroyer: Not much criticism here, but I did notice that for a destroyer, four small mounts are pretty underwhelming.

Gonodactylus Destroyer: A really good favorite of mine, my fleet consisted mostly of these. I like the fact that it can catch up with most freighters in a pursuit mission. It also goes good with the new plasma missiles! Dependable, durable and powerful. I also like how you made the player decide between the universal medium mount being an assault weapon, or a PD weapon.

Desidnova Destroyer: A great classic. The only thing I am reluctant about is the supply cost, but that is intentional.

Nevermore Cruiser: Wow. Nothing to say. <3

Stenos Cruiser: I don't like this one for a few reasons. I is not very powerful in battle, and most destroyers give it a good run for it's money. Speaking of money, I guess the cheap cost reflects its strength, but the supplies a day kinda make it not worth it in the long run. I immediately changed back to a Nevermore just a few fights after I purchased one of these. (I think it might need an art update too, its very bleached looking compared to the rest of the Blackrock fleet!)

Revenant Cruiser: Never saw much, but its relatively fragile compared to other ships of its size.

Convergence Cruiser: You might want to rename it as a support carrier. It can't do much else, really, and lacks the long range missiles that other carriers would have in vanilla.

Kurmajara Interdictor: A very fun ship to play as! It can't really face another capital in battle, but it is the bane of cruisers and destroyers. A great close support vessel overall.

Karkinos Battleship: I love the Scalar system, its so great. The only thing I don't like is the ship is SO D*MN SLOW when it has the shields up, and can get easily overwhelmed after it teleports.
It was fun playing BR, and it will remain checked mod list fo'ever!





It's >KURMARAJA< I don't think a single person has ever got it right. =I


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TGAMCallahan on December 19, 2013, 05:57:58 PM
What a shame.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Foxer360 on December 19, 2013, 06:10:04 PM
Hey, it's a simple spelling mistake. Lay off, will y'all?!?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TGAMCallahan on December 19, 2013, 06:26:17 PM
Valk likes to dispense snark. Don't let it get to you. Great review though!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Piemanlives on December 19, 2013, 11:23:51 PM
I sometimes like to privately refer to Valk as "The Snark Master."


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: kazi on December 20, 2013, 12:50:42 AM
Yeah, I wanted to make it look more thickly plated and also extend the whole feeling that the ship has some kind of barely contained internal energy.

Hah, this is literally the exact way I have been trying to paint my ships.

Also, I am blown away by how fast you continue to update this mod.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on December 20, 2013, 11:31:27 AM
Thanks for the comprehensive review Foxer! I really appreciate such detailed feedback. And I really enjoy the fact you like the Gonodactylus, sometimes I wonder if I'm the only guy who actually buys 'em.

Yeah, I wanted to make it look more thickly plated and also extend the whole feeling that the ship has some kind of barely contained internal energy.

Hah, this is literally the exact way I have been trying to paint my ships.

Also, I am blown away by how fast you continue to update this mod.

Well, I've gotten a pretty good workflow going. It's really easy to get work done as soon as inspiration strikes these days, so one hour of work or so every day is quite easy to pull off.

In other news LazyWizard did some great adjustments to the Deracinator code which allows me to make it more damaging (specifically, more damaging to large ships that spread the EMP arcs around without making the system oneshot all fighters and frigates)

The system will still damage your own ships if you aren't careful, but it will rarely result in more than a disabled weapon and some blackened armor plating.


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: N7Sniper84 on December 21, 2013, 10:23:53 PM
Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?

I've been trying to figure this out myself. When I try starting a new game, none of the new ships appear. What steps do I take in order for them to appear?


Title: Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
Post by: Zaphide on December 22, 2013, 12:53:31 AM
Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?

I've been trying to figure this out myself. When I try starting a new game, none of the new ships appear. What steps do I take in order for them to appear?

You can manually add the new ships by adding the new variants to the exerelinGenericFleet definition in mods/Exerelin/world/factions/blackrock_driveyards.faction.

Otherwise, I will have an update to Exerelin out soon that will have the new BRDY ships (among other things) :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: N7Sniper84 on December 22, 2013, 01:11:22 AM
Okay. I'll be sure to try it out when I get off work. I appreciate you replying as fast as you did, too.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on December 28, 2013, 07:38:01 AM
Small change: just bumped the Solenoid Quench Gun to 11 OP, increased range and made its fire rate and flux buildup slightly higher. Also removed the pointless STRIKE, USE_VS_FRIGATES hint from it so it can be used to pop fighters and bombers. Overall, a slightly more powerful weapon and not as overshadowed by the volley gun and dual shard.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on December 28, 2013, 11:55:47 PM
YAY!

I'd already tweaked all of its stats upwards in my personal copy (along with halving the supply cost for all of your ships, they are so hungry) but even then I still liked the dual shard more for any brawling ship, especially since the AI currently seems really bad about supporting with long-range weapons when it's on YOUR team and not the other for some reason.

Edit: Seriously though, I'm really tired of seeing my fleet ships get into ramming range of something with multiple emp drones circling it when I've made sure to equip him with minimum 800 range weapons and ITU, ballistic/beam range boosts, AND manuverability hullmods. I hope alex does a pass on the AI engagement priorities again and just throws out his current code because it does dumb things WAY too often. It's like every ship on your team is getting dominator AI right now instead of being Muhammad Ali.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on December 29, 2013, 08:05:38 AM
Good choice on the Solenoid, it was pretty much an inferior kinetic weapon compared to the shard guns and even the vanilla Hvel.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Trylobot on December 30, 2013, 12:39:00 PM
I hope alex does a pass on the AI engagement priorities again and just throws out his current code because it does dumb things WAY too often. It's like every ship on your team is getting dominator AI right now instead of being Muhammad Ali.

In Alex's defense, he can't be expected to tune the AI for every possible modded ship that it is possible to create. In my mind, the AI does an excellent job with the vanilla ships, and mostly great on modded ships.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 01, 2014, 05:41:12 AM
AI tweaks will be one of the most polishy polish parts of designing the faction, to be honest. I think that with some of the AI hooks Officers will use, Alex might let us modders affect the behavior of our faction ships a bit more.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: NanoMatter on January 03, 2014, 06:52:28 AM
Best Mod since starsector, Now make a super battleship like the giant one in the Valkyrian Mission Star Destroyer


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on January 03, 2014, 07:54:58 AM
the team is really damn good...unique abilities and design is in tip top shape....but there is one thing holding this team back a little bit and that makes the team kinda lackluster...they dont have a dedicated carrier...for a high tech team you would expect a bigger shipe with 3 or more flight decks but like the Valkyrie mod it lacks a decent or great carrier for the large expensive fighter count...i mean yeah there is the carrier/slash cargo carrier but that is what all large carriers are but have more flight decks...this team needs a larger carrier....and the design would look brilliant with this kind of team....fantastic team if the carrier is added...otherwise i usually avoid playing them since i like going fighter heavy


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on January 03, 2014, 08:09:28 AM
The Typheus is a pretty good light carrier, better than the Condor at least. In the cruiser class, the Convergence does the job better than most carriers of its size. Sure it's not an Astral, but it doesn't cost an arm in supply consumption and logistic points like the TT capital ship. Also BRDY don't have much fighters to begin with.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 03, 2014, 08:12:31 AM
I'd say three carrier options is more than enough for a faction with two (soon to be three) fighters. :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on January 03, 2014, 10:54:40 PM
well id say make a 3 deck carrier and add more fighters...this faction doesnt have a dedicated fighter or corvette and those seem to be all the rage.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 04, 2014, 05:42:56 AM
Hmm? There is a dedicated fighter. Two actually. The Krait and Serket. But Blackrock isn't a fighter-centric faction, it's a frigate-centric faction. You'll still have interceptors, heavy fighters, phase fighters and torpedo bombers, and three types of carriers.

E: Actually, the Eschaton has a flight deck, so make that four.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on January 04, 2014, 10:15:28 AM
i know but im curious on what this teams fighter loadout would be seeing as the frigates and up are cool...plus every faction has a large carrier so why not these people?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: ValkyriaL on January 04, 2014, 10:29:54 AM
Bcuz they are special. XD


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on January 04, 2014, 10:47:16 AM
i know but im curious on what this teams fighter loadout would be seeing as the frigates and up are cool...plus every faction has a large carrier so why not these people?

Because large carriers are overrated. Having frigate/destroyer sized carriers that aren't this huge liability if destroyed are definitely the way to go. The Nomads do the same thing.

Also, BRDY fighters are powerful enough to not require too many replacements.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 08, 2014, 07:00:30 AM
(http://i.imgur.com/iHC7B2H.jpg)
(http://i.minus.com/ioGPm9RG4zdFs.gif)

Finally got xeno's buckshot code working thanks to help from MesoTroniK and by looking at kazi's implementation in the mayorate mod.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on January 08, 2014, 12:32:15 PM
wtf are you talking about...those carriers suck...and they have a big one...one so big hardly anything stands a chance...the cityship so yeah they have one too :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 08, 2014, 01:04:14 PM
If you feel Blackrock carriers don't suit your playstyle, you can use stuff from other factions. I have zero plans of adding more carriers to the faction.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on January 08, 2014, 01:21:40 PM
make the bigger one have 2 flight decks then...that seems fair


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 08, 2014, 01:36:19 PM
What? The Convergence *has* 2 flight decks.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on January 08, 2014, 01:37:28 PM
make the bigger one have 2 flight decks then...that seems fair
What's fair is that it's not your mod and that he can do what he wants. Don't like how many flight decks a Typheus has? Get another one.


Also, the Convergence exists.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on January 08, 2014, 01:39:26 PM
whats fair is that you dont have an attitude with me...its not yours either...im just making suggestion


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on January 08, 2014, 01:41:40 PM
whats fair is that you dont have an attitude with me...its not yours either...im just making suggestion

Except I'm defending the decision of the maker here. And your "suggestions" are sounding more like demands.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Shield on January 08, 2014, 10:36:14 PM
whats fair is that you dont have an attitude with me...its not yours either...im just making suggestion

Why not make your own mod?


But I would like to see a Super Capital from Blackrock if at all possible, Ponderous, Heavy armor, well armed, but mainly just something that exudes the epitome of their tech.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 09, 2014, 01:33:03 AM
(http://i.imgur.com/iHC7B2H.jpg)
(http://i.minus.com/ioGPm9RG4zdFs.gif)
Finally got xeno's buckshot code working thanks to help from MesoTroniK and by looking at kazi's implementation in the mayorate mod.

It's glorious. Going to apply it to the smaller shotgun type weapons as well?

... more shard weaponry, I compel thee by the power of pretty explosions!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sabaton on January 09, 2014, 01:37:56 AM
 I don't see Black Rock using super capitals, they rely on hit and run tactics, plus with their sub par shield efficiency it would be an easy target.
 In other notes, seeing how carriers seem to be the rage I have yet to see a carrier/fighter centric faction.
 And finally, Cycerin, I confess that I'm in love with the Asura, beastly ship!

 Edit: Ishman, I agree shard weapons are awesome, but too many of them would be dull, Black Rock comes from a nanite infested system, surely they can come up with crazier stuff.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 09, 2014, 01:44:17 AM
Well Cycerin's already mused over a large variety of other weapons to add earlier on in this thread if you feel like checking through it.
Butnoseriouslyireallylikeshardweaponry

Edit: Oh and is the bug-fix with no Scalar Deracinator self-damage on jump coming out soon? Because I'm still having difficulty using the imaginos thanks to that frequent self-kill (and getting all my sunfires disabled on jump with the Karkinos makes me sad).


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on January 09, 2014, 10:59:40 AM
oh you like sun fires on the Karkinos as well, do you? You dirty, dirty HE laser beam user :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: ValkyriaL on January 09, 2014, 11:21:35 AM
Super-caps is more something I would do... right?? >.>


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 09, 2014, 11:42:02 AM
Well Cycerin's already mused over a large variety of other weapons to add earlier on in this thread if you feel like checking through it.
Butnoseriouslyireallylikeshardweaponry

Edit: Oh and is the bug-fix with no Scalar Deracinator self-damage on jump coming out soon? Because I'm still having difficulty using the imaginos thanks to that frequent self-kill (and getting all my sunfires disabled on jump with the Karkinos makes me sad).

I sort of like the idea of a built-in, huge Shard slug throwing weapon. Like imagine single-shot Shards with a long cooldown that hit like a truck and cause a much bigger explosion if they explode. The Stenos would be a good candidate for something like that...

As for the coming patch, I mostly need to look over campaign stuff and polish some sprites first, and then I can release. The buckshot script and IRL stuff was holding me up.

Did anyone read the codex blurbs I added last patch?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Mazuo on January 09, 2014, 02:08:33 PM
I assume I did as I usually check over all the ones I can find.  But it's been a little while since I played and can't be sure.  As for the shard weapon idea, I'll admit I like the tiny shard weapons or large cannons still firing a lot of small shards better just with their conceptually unstable payloads.  I guess what I took from the few notes on the phasic rounds made me think they're tough to create and keep from destabilizing.  If it's more just the former that they're a challenge to fabricate but they're quite stable sitting in an ammo hold, go for it.  Honestly, go for it anyway as I still just love a kinetic weapon with a random element of destruction to it.

You simply can't let kinetic rounds graze your hull when facing Blackrock.

While I'm remembering my last playthrough at all, I do recall I thought Fury torpedo damage might want to be lowered by anywhere from 10-25%.  Love the flux charge-up on them, but even a fully healthy ship with shields prepared can't really take one and not be crippled aside from very large ship classes.  Because they move as well as they do, I just think they should still pack a wallop, but more to ships whose defenses are already under duress, not so much to completely fresh vessels.  Big fan of the new buckshot animation you posted and I'll chime in too that I'm interested in seeing the deracinator optimization come in.  I never used the Karkinos as much as I wanted to as it seemed to suffer a lot from the distortions it created.  Plus as I'll talk about below, I let the AI run the show a lot of times and it is not very hesitant about teleporting next to ships in its own fleet.  Ideally I'd like it to consider those ramifications, but can understand if it's not a priority.

As for AI issues mentioned a couple pages back, I'll admit I'm one of the very few that doesn't really like piloting ships in Starsector and really lets the fleet run on autopilot with direction here and there.  The Nevermores are great at it and while Desdinovas sometimes suicide charge, I think it fits with their firepower and tempermental nature.  The only ships I can remember at the moment having issues in Blackrock were the Kuramaja not understanding how to use its interdictor which I believe has been adjusted and somewhat poor performance from the various carriers.  Even when sufficient weapons were placed on them to destroy an inferior target, they have a tendency to just choose to run and since they don't really have the speed to get away, it doesn't make for a great strategy.  Looking forward to the next patch.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 09, 2014, 09:23:09 PM
I loved the codex blurbs that I found (the karkinos one was particularly great)!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Shield on January 10, 2014, 09:43:24 AM
Super-caps is more something I would do... right?? >.>

No you make super duper cooper capital ships with like 100 weapons, I was just thinking along the lines of something slightly bigger than the karkinos


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on January 10, 2014, 11:54:48 AM
I loved the codex blurbs that I found (the karkinos one was particularly great)!

Same, additional lore is always welcome. Just have some trouble sometimes understanding all the pseudo-science stuff. Then again, saying it work with magic wouldn't bother me either.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 12, 2014, 11:15:14 AM
Just added two Blackrock hullmods that can only be installed on faction ships. One is designed to make ships less likely to become crippled by crossfire, and the other increases weapon damage and proj speed but lowers weapon range. The first one is mostly just there to make the AI perform better with standard variants, but it's quite useful overall.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on January 12, 2014, 11:49:05 AM
Extra weapon damage + Desdinova = pure, glorious sex.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 13, 2014, 12:48:54 AM
It's pretty nice for glass cannon setups, the OP cost is pretty steep if you wanna combine it with ITU to offset the range penalty.

The other hullmod just overall makes the ship more forgiving of piloting errors - less EMP damage taken, more engine and weapon health, and slightly improved repair time.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 16, 2014, 09:08:51 AM
(http://i.imgur.com/NvS0e3i.png)

Have you ever thought "man, the Scalaron Blaster and Solenoid Quench Cannon are cool, but the waiting between shots is killin' me..."? Well, thanks to IRRESPONSIBLE SCIENCE, you may now hit a button and instantly fire again. Several times! Only on Stenos™


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 16, 2014, 09:24:57 AM
HNGRH THAT BRIDGE IS GODAMNED MASTERFUL.

Also, I love the details you've added in - the blue dots erywhar, the orange stripes, the greevling patterns and so on look amazing - though there's a bit of a jarring transition along the top and bottom of that light orange central segment, and the left portion of same-segment looks a bit odd. But no seriouslyit'sglorious.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on January 16, 2014, 10:02:41 AM
Honestly i have a small preference for the old Stenos, the lighter colors made it clear that it wasn't a dedicated warship, a bit like the Apogee. Also i had a soft spot for the boxy prow.

Good call for the new ship system though, the Stenos was somewhat underwhelming compared to other BRDY cruisers. With this system we'll be able to craft some new weird armament layout.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Mazuo on January 17, 2014, 12:59:39 AM
Why must you tempt us so?   :P

Really need all this new stuff to play with.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 17, 2014, 06:28:45 AM
I feel it too HELMUT, but I'm already getting used to this one. ;D The different color scheme reflects the higher degree of militarization. The Stenos is an incredibly dangerous glass cannon now - it can pump out almost Nevermore-level burst damage in an ideal situation. It also has excellent PD, as well as a deep flux pool. So far it seems like the AI does well with a lot of small-duty weapons to keep missiles and fighters at bay and then two or three weapons that combo well with the cooldown reset to deal long-range burst damage. You can also stick 3 Scalaron Blasters on it for truly hilarious burst (i changed the S. Blaster a tiny bit to make it less of a no-brainer to put on this ship)

Also making a built-in weapon for the Imaginos (the front hardpoint has been a placeholder)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 18, 2014, 04:56:28 AM
I'd like to see some built-in EMP or Lance like weapons in the spars jutting out the front of the Gonodactylus, Desdinova, Asura, and revenant. Those've always looked like they should be ancillary hardpoints for a support weapon to me. Also, I love dem pointy bits - more ships should look like something it'd hurt to grasp.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 18, 2014, 11:53:02 AM
Yeah, I agree :)

Whipping up a lot of stuff right now. The Scalar Deracinator now works as intended, according to the original design idea! Which means, you are vulnerable while charging, you don't see where the ship's destination is, and the explosion on arrival is extremely dangerous... and now it actually discerns between ally and enemy! It feels really good right now. Deracinator ships have been adjusted to compensate for this.

Also made a 14 op medium energy weapon: The Scalaron Repeater, less situational than the others, and added a similar but more powerful, short-range weapon to the Imaginos.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 18, 2014, 12:34:42 PM
Oh you tease, this sounds fantastic!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 18, 2014, 02:58:45 PM
(http://i.minus.com/iuQ1fol41ww3G.gif)

New Deracinator. No warning, fewer teamkills (well, a friendly little sting is part of the package)

(http://i.minus.com/iFB5Dz1JU2cGC.gif)

This is what I mean when I say the Deracinator is intended for "aggressive play"... also, the Rift Cannon is pretty tiiiits.

Bonus:
http://gfycat.com/FlashyCoarseBandicoot


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Piemanlives on January 18, 2014, 03:31:29 PM
Suddenly cruiser


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: etherealblade on January 19, 2014, 10:24:23 PM
hmm...I like the tactical aspect of faster teleport...but...I liked that build up animation a whole lot. I'll mourn it for a whole 5 seconds before using the new awesome adds to tear my enemies to shreds.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on January 20, 2014, 02:14:13 AM
Oh yeah. The capital-sized teleport FELT like you were teleporting a capital ship, but annihilating my enemies in a cloud of awesome sounds like it'll make up for it. In spades.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 20, 2014, 02:51:10 AM
Nothing's changed about the buildup. You are just vulnerable while charging now.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: etherealblade on January 20, 2014, 05:53:10 AM
Well..Unless you could make it to where keep both...have the build up so it looks like you see where its going to teleport.....only for it to pop up somewhere else entirely....that way it looks like it's going to teleport forward but then have it green flash behind the enemy ships...
Other wise just the green flash is no different and unorigional from the tritachyons teleport.
Sorry, it's not that I dont appreciate an update in fighting prowress...I just love that animation a hella lot and had to mention an idea I randomly had.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 20, 2014, 06:56:51 AM
I'm not sure I understand what you mean. :0 The only things that have changed about the Deracinator are:
- You don't see a growing, green image where the target location is
- Shots don't pass through your ship harmlessly while the teleportation is charging anymore
- The explosion upon arrival is more damaging, and does not hurt allies as badly anymore. It also never damages yourself.

I've considered to have a growing vortex of particles appear at the target location like 100-200 milliseconds before the actual arrival, though, but that will require more scripting down the road.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: NanoMatter on January 20, 2014, 05:33:55 PM
Make a giant super cap that in bigger than Valks like 10 KM long! Like a boss fleet...


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 20, 2014, 06:08:32 PM
The people have spoken Cycerin! They don't read a damn word you type.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 20, 2014, 06:50:51 PM
Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight, or that I spend it to make a glorified, redundant space codpiece to participate in slugfests with other mod factions? (I tend to assume that Blackrock exists in a vacuum with the vanilla factions - what use is there for something stronger than the Karkinos then?)

Speaking of mod progress, I just fixed all the csv values and I've done some funky stuff with the Imaginos to keep it in line (it no longer has a shield! Have fun with that. (you will)

Need to sort out some more adjustments and fix a bug with the campaign before I can release. Guess I'll put up a dev version tomorrow.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Toxcity on January 20, 2014, 07:02:39 PM
I'd rather see the monsters that the Nevermore is based on, since Blackrock has a pretty good variety of ships.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 20, 2014, 07:19:26 PM
Obviously those of us not asinine and needy chumps want to see more of the work you want to create - since we've appreciated so much of it so far.

Also those sketches of the spessmonstahs you've teased are :3


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Mazuo on January 20, 2014, 08:12:15 PM
No shield?  I'm intrigued.  I really want to see the new hullmods in action too.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: etherealblade on January 20, 2014, 11:33:13 PM
Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight?

Yes Please. I support space monsters 1000000%. Didn't know you were still planning on that..or was this a joke?

Also, I misunderstood, about the karkinos. It's not worth further explaining my idea because it sounds what you did was really awesome already. Thanks Cycerin. 8D

@Ishman
I'm going to take it that you mean we shouldn't be nitpicking but being greatful for his awesome mod?
Yes I'm very grateful and his mod is one of my top favorite. Not only that but he's a modder that is always approaching the next horizon of possiblity. We are blessed indeed.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sabaton on January 21, 2014, 02:14:03 AM
 You left the battleship without a shield? ??? Well it isn't much of a loss given that BR ships are for shock and awe tactics anyway.
 Will the frigate have the same same fate? It could make scalar ships a class of their own, just like phase ships, and speaking of phase ships, will the Asura ever get some company, or is it an oddity in the BR ranks?
Edit:
 My bad. Should glue the monitor to my face. But question still stands, will the Asura ever get a sibling or is it forever alone?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 21, 2014, 04:50:14 AM
I was making a false dichotomy as a joke, not fishing for praise... not going to make a super-cap though, it's a ton of work making large ships and in this case it would be a wasted effort when I already made three capital ships.

You left the battleship without a shield? ???

Imaginos. The frigate. :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Tecrys on January 21, 2014, 05:25:09 AM
Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight?

Yes Please. I support space monsters 1000000%.

Space monsters are coming, my friend. Making my own mod for those, actually has nothing to do with Blackrock, just saw your post and thought I'd give you a little teaser.

(http://i.imgur.com/EKEE7wT.png)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 21, 2014, 06:53:09 AM
Nice, zergy stuff. I think my space monsters will have a sort of Gunbuster-esque vibe to them. Also gotta read some more Peter Watts to prime my brain.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on January 21, 2014, 10:26:00 AM
I'm not sure I like the concept of organic space monsters (don't get me wrong though, the sprite is amazing). Cycerin, your experiment-gone-wrong-sentient-nanobot swarm monster idea was, to me, a much more beautiful alternative.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Tecrys on January 21, 2014, 10:45:13 AM
Na, don't worry. No alien stuff coming from me, those ships are genetic engineered by a corporation.

Imagine Try Tachion but for genetics.

Edit: There willl be a thread for lore and the mod itself.
When? When it's ready ...


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on January 21, 2014, 10:46:52 AM
^Then you should add armor plates and some mechanical bits too. Because that's sick.
If you care for more brainstorms and such, let's take this to PM. We shouldn't distract from the beauty of Cycerin's wonderful faction.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: ValkyriaL on January 21, 2014, 10:48:31 AM
i want giant slimy screaming antimatter space worms that spit death and consume ships. ::)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Bjørn_in_the_Sector on January 21, 2014, 11:29:50 AM
I KNEW you were a 'Nid player at heart :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 21, 2014, 12:12:46 PM
https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.zip

Here's the dev version. Campaign is still messed up (it works, but char creation prompt is a bit weird due to the difficulty selection added in 0.6.2a) Please playtest the mission "End Times", it has the new Imaginos in it as well as an Eschaton. You'll need to press Reset on all brdy missions or they'll crash due to the new Stenos and Imaginos .shp and variants. Saves with Stenos and Imaginos in them will also break horribly. Sorry 'bout that.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: xenoargh on January 21, 2014, 12:27:37 PM
Gunbuster?  Wow, that was a long time ago. 

I'd forgotten how cool the ship designs were (http://www.gearsonline.net/series/gunbuster/ships/) (although I must say that I'm not a fan of the Gunbuster itself- compared to Robotech or Voltron or Dougram or even, erm, that Gundam thing, it's rather boring).

I may just have to do a couple of similar ships soonish, just to see how they feel in SS :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Psycho Landlord on January 21, 2014, 06:09:22 PM
I think my space monsters will have a sort of Gunbuster-esque vibe to them.

This statement right here? Awesome.

Also gotta read some more Peter Watts to prime my brain.

And this one here? Terrifying. Now I'm thinking of AU-length shoals of Rorschach.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: etherealblade on January 21, 2014, 11:08:31 PM
Man...he just mentioned Gunbuster to one of the biggest super robot fans there is.  ;D
Those monsters are some really great reference material for space monsters.


(http://expoexpo.files.wordpress.com/2009/04/zw.jpg)

http://monsterarchives.proboards.com/thread/2058
http://imageshack.us/photo/my-images/526/vlcsnap2012100523h51m22.png
For more reference


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 22, 2014, 09:12:07 AM
Gunbuster had pretty great monster design, yeah. Pretty abstract looking but still "creature-like". I'm not going to make CRABS IN SPACE.

Any feedback on the dev version?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Dex on January 22, 2014, 10:22:53 AM
LIKE the new imaginos, though it has a weakness against beams (as probably intended)

The deracinator is now actually a dangerous weapon!

The... escatchon? is funtional as it is, yet to try the new Karkinos or stenos.

Did you just change the Revenant to the sentinel drones from barracuda? or did i imagine that was the case initially?

Good work.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Vinch on January 22, 2014, 12:42:04 PM
Another good desings for monster looking ships are Shivans from Freespace https://www.dropbox.com/s/hvs8i0dtv8zggtd/screen0386.jpg

a bit "crabs" in space though ;)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 23, 2014, 09:36:56 AM
Awesome to hear about your experiences playing that mission.

(http://i.imgur.com/zY4SRH8.jpg)

That's my best score so far, it seems like the best approach is to just make everything cluster around the Eschaton so that nothing gets surrounded and picked off, and then go around flanking the backsides of the midline ships one by one. Another approach that seems to work is to go on a lone-wolf crusade against the enemy carriers so that the Piranhas stop respawning.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on January 23, 2014, 10:40:39 AM
I beat that mission yesterday, great fun  :)

(http://i.imgur.com/Q9GdUAR.jpg)

The trick is to use the Scalar Deracinator to pulverize fighter formations. I also changed the weapons to three AM-Blasters. And think a dispersed fleet is helpful, since it leads to more isolated enemies which are easier to pick off (you're the only real offensive power here after all).


I'd say that the Imaginos-class is definitely overpowered though, it's much stronger than the Desdinova or Hyperion. Feels kinda arcady. Which is fun, but I'm not sure I'd still call it vanilla balanced.



Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on January 23, 2014, 11:09:50 AM
That's only in the hands of a player though, the AI's still abysmal at utilizing any high mobility ships (my many, many replaced Desdinova's from console command addship will attest to that) though at least this one can't overload in the hands of the AI :U


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 23, 2014, 11:42:04 AM
Damn Gothars, well played. :)

Well, this is a dev version and I've had some thoughts similar to what Gothars brought up. Kinda hard to balance it though because it has both extreme mobility and extreme short-range firepower. If I give it less HP it also becomes highly liable to dying to exploding ships. I think that maybe giving it a tad less armor and replacing some universal slots with missile slots could do it.

I could also give it less PD, but that kinda makes it frustrating. I guess the lamest (and most effective) solution is to just smack a really strict CR timer on it. When the hullmod repairs you, CR ticks down, too, so I've given it a rather gracious timer to make up for that, but I could change it. You'd still get to go on a complete rampage until it ticks down, and it's not exactly the hardest ship to retreat when you enter malfunction levels (so long as the Deracinator doesn't go offline)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: xenoargh on January 23, 2014, 12:25:13 PM
You could make the shields go up instantly after a teleport; that'd allow it to be pretty fragile but survive bum-rushing right next to a ship and causing a detonation.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Dragar on January 23, 2014, 01:02:56 PM
Honestly the Imaginos is fine, pretty much any somewhat good ship is a *** wreaker in the hands of the player. Like the hyperion or any of the damage geared phase ships, or pretty much any cruiser or destroyer once you get up there in combat level. Though in the hands of the AI high mobility low armor ships tend to die often because the AI has a problem with combat venting, to the point where I pretty much never give the AI control over the Imaginos, Destinova, Nevermore or Asura. Hell even Karkinos's tend to end up exploding if I don't put the range boosting mod on them.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: MesoTroniK on January 23, 2014, 01:33:32 PM
The Imaginos is great fun, but may be a little too much even under AI control... (http://www.youtube.com/watch?v=fgRvWuyVb-4&feature=youtu.be)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on January 23, 2014, 01:50:21 PM
I think that maybe giving it a tad less armor and replacing some universal slots with missile slots could do it.

Sounds good, and maybe you could increase the main weapons damage somewhat, while decreasing its fire frequency (or ammo) drastically. That way it would be more of a capital ship headhunter, concentrating its missiles and main weapon on a few worthy targets' weakpoints, instead of jumping all over the place and engaging every target of opportunity with full force.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 23, 2014, 03:10:24 PM
I'm gonna try that and make the deracinator actually build some flux again too.

You could make the shields go up instantly after a teleport; that'd allow it to be pretty fragile but survive bum-rushing right next to a ship and causing a detonation.
It's a shieldless ship, though, that's why it's a problem in the first place. Unless there is some way to create a puppet shield that only exists momentarily?

The Imaginos is great fun, but may be a little too much even under AI control... (http://www.youtube.com/watch?v=fgRvWuyVb-4&feature=youtu.be)

Oh dear, other shieldless ships are kinda food for it...


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Uomoz on January 23, 2014, 03:15:22 PM
Oh boy... xD

That video was amazing! I might need to bump up imaginos' rarity to the roof in UsS though.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: MesoTroniK on January 23, 2014, 03:31:46 PM
Oh dear, other shieldless ships are kinda food for it...

Hey they deflected a few Rift Cannon shots :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Dragar on January 23, 2014, 05:09:19 PM
That just makes me wonder what the Hyperion would be like with Blackrock weaponry, and yeah other shieldless ships are food for it because sunjets ruin armor.(and that new weapon too from the looks of it) Hence why when I roll the BRDY frigate doom fleet I give all the ships at least one Sunjet. Its pretty funny. Till a bunch of em explode because they did something stupid. Though yeah lowing the armor a little bit so that its even more of a glass cannon would probably be good.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 24, 2014, 08:20:31 AM
https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.zip

Imaginos changes:
- Changed two Universal slots to missile slots, adjusted variants accordingly (Please reset missions)
- Decreased armor and hull
- Decreased max speed
- Increased agility
- Increased flux cost of Deracinator activation
- Slighly longer Deracinator chargeup
- Slightly slower Deracinator recharge


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: xenoargh on January 25, 2014, 01:09:30 PM
Quote
It's a shieldless ship, though, that's why it's a problem in the first place. Unless there is some way to create a puppet shield that only exists momentarily?
No, but you could set damage to the ship to nearly-zero for that frame that it's active, instead.  Should work.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 25, 2014, 03:12:44 PM
I've been trying out the Asura this morning and I notice that the Weapon Flux/sec entry in the Refit screen shows -50000 plus my actual flux/sec.

Side-effect of how the Flux Ejector is coded. Should probably be fixable somehow, but I haven't looked at it yet.

Quote
It's a shieldless ship, though, that's why it's a problem in the first place. Unless there is some way to create a puppet shield that only exists momentarily?
No, but you could set damage to the ship to nearly-zero for that frame that it's active, instead.  Should work.

This seems to already be the case, at least a lot of the time. It's not 100% guaranteed, though. Either way I think I overestimated how problematic this might be.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: etherealblade on January 28, 2014, 12:08:01 AM
I can 2nd that issue with the equip and unequip of ship mods. However...
I feel it's balanced just fine. The only thing I'd do is make it more expensive so you can't get it as early. I'm fine with balancing but please by no means nerf the fun that is the IMAGINOS. I like to have the enemy too distracted with my other ships to notice the imaginos's mayhem. However if I were to just deploy it by itself it can get overwhelmed very easily. I must say I'm a bit biased, but then again, atm Blackrock is the only faction I play. So I need to try fighting against blackrock with other ships to see the other side of the fence. Man I love these ships...


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on January 29, 2014, 05:12:59 AM
Hmm, no, I agree with a lot of Pesci's points. I think a little less Deracinator damage and a little toned-down flux stats, along with another slight armor nerf and a price hike, should keep the ship in line.

As for the phase damage, it's just something that's always been a bug with the system. Easy to add a little code to prevent it.

I've had a cold the past week and a half, so I've been taking a break from modding. Haven't gotten to write a changelog and actually officially release yet... then again, it's nice to get some feedback to spend more time polishing the Imaginos, so I don't mind that much in the end.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: etherealblade on January 29, 2014, 09:41:46 PM
Ah...I see what you mean now about the deracinator dmg.  ;D
I hope you get better. Over here where it never snows, it's sleeting. I'm sure the sudden change in temperature is causing colds to pop up around the work place.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lolpingu on January 31, 2014, 05:05:27 AM
These are some REALLY nice-looking ships!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Chaos Farseer on January 31, 2014, 04:23:37 PM
First post by a fairly long-time observer over here. I'd like to open up by saying that Blackrock is my favorite mod by far, and it's lots of fun playing around with the uniqueness of each ship. Specifically, the Karkinos is my new best friend.

Now, I was trying to show a friend that the Onslaught kills everything in front of it, and I decided to fight it with the Karkinos and not use the Deracinator. Problem was, the Onslaught got annihilated. Since then I've been trying to see how far the Karkinos can go, and after a few hours of testing I built a variant which has defeated every vanilla ship 1v1 without teleporting and without character skills.
2 Ironweaver Cannons on the inner mounts
2 Solenoid Cannons on the outer mounts
2 Gale Cannons on the medium universals
2 Sunfire PDEs on the medium energy mounts
Small universals empty
All remaining mounts filled with the biggest PD weapons available (4 Shredder Batteries, 2 Argus Particle Beams, 6 Shredders)
Heavy Armor
10 Capacitors, 16 Vents
This setup also allows the player to almost ignore all missiles entirely (except Sabots, for some reason) and slaughter fighters.
Btw, the Paragon was the hardest to beat reliably. All of the default variants lost to the Onslaught due to a lack of PD (again, no teleporting). Doom takes forever.

Point of the story is, though, that the Karkinos can take on every vanilla ship and win, without teleporting. As much of a joy it is to use in its current state, I suspect it might be a bit overpowered.
I just wanted to bring this up. Whether or not you modify it is up to you. Good day!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Foxer360 on January 31, 2014, 10:51:15 PM
###Rant incoming!###

I beg to differ, but the Karkinos is the biggest block of tripple-pressed steel-composite alloy in the sector. My  experience is that the Karkinos must be played with extreme skill and caution. Its massive outline screams "Torpedo Me!" from any direction, and the speed of the poor thing only makes it worse. These are my qualms, but there are more than those which I feel are exclusive to me.

  I realize that the Karkinos is like a giant glass cannon, (compared to other capital ships) due to the inconvient fact that if just one reaper/harpoon/salamander, gets through, half the d*mned weapons get knocked out longer than it takes for me to write this rant. Maybe that's just an exaggeration, but the entire ship is literally covered in easily disableable weapons. If one missile gets through, the entire area is even more vulnerable to missiles, due to the fact that the PD is taken offline. It can't even move out of the way of the said torpedo, now that I think about it.

But don't get me wrong, I love the Karkinos. It is just not a good ship for all pilots to use. Too many things can go wrong if you're not watching carefully. Also, sometimes the AI is just perfect for these ships, but the Karkinos is hard to take seriously when not in an adept player's control. (Storm needlers, anyone?) Overall, it is a mildy underwhelming capital ship that an Onslaught would replace almost any day (In my fleet).


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 01, 2014, 06:52:32 AM
Thanks for weighing in, both of you. My personal opinion is that the Karkinos is too strong at the moment. Its firepower, mobility and 1600 armor makes it extremely dangerous. Even with a front shield. I'm going to look at it long and hard before I release this version officially.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TheNewCongalala on February 01, 2014, 08:56:28 AM
Heya Cycerin.
                   i have been really enjoying your mod but a while ago (few days) it suddenly stopped working. it seems to have problems finding Brdy_stormcrow and Brdy_stormcrow_cyc hulls/Ids. i've deleted it and re downloaded the mod but i still get the same problem.

this is the error i get for the Brdy_stomrcrow_cyc

13436 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading blackrock faction
13455 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_stormcrow_cyc] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_stormcrow_cyc] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

don't know what i've done  to upset it :/.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Chaos Farseer on February 01, 2014, 01:37:15 PM
I realize that the Karkinos is like a giant glass cannon, (compared to other capital ships) due to the inconvient fact that if just one reaper/harpoon/salamander, gets through, half the d*mned weapons get knocked out longer than it takes for me to write this rant. Maybe that's just an exaggeration, but the entire ship is literally covered in easily disableable weapons. If one missile gets through, the entire area is even more vulnerable to missiles, due to the fact that the PD is taken offline. It can't even move out of the way of the said torpedo, now that I think about it.
That's what motivated me to cover it in PD in the first place. I'd suggest you try it out with more shredders; perhaps that will solve your missile problem. You could also try giving it the Omni-Shield Emitter to cover it during torpedo runs.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 01, 2014, 06:40:12 PM
Thanks for the well-written, comprehensive feedback, Pesci. I really really appreciate it.

Now that I've got every single Blackrock ship in my current campaign, I've noticed a possible balance issue with the new Ironweaver megashardshotgun.  Specifically, its range.  The projectiles take a really long time to fade away, making its usable range more than five times its listed range.  The Ironweaver can fire farther than the default radar can show ships!  I really don't think a Shard shotgun is supposed to have more than twice the range of an Antimatter Lance or Solenoid Quench Cannon.

Yeah, this is a side effect of the new buckshot script, and it's something I haven't fixed yet. The fadeout time isn't supposed to be like that.

Quote
I wouldn't say the Karkinos is terribly imbalanced as much as it is uneven.  It's as lethal to your own fleet as the enemy in the hands of the AI, thanks to the AI not realizing how much damage the Deracinator does to the Nevermore I'm piloting when it teleports next to me to get that pirate Lasher off my tail, sending the Nevermore spinning out of control with half its weapons disabled.  The Deracinator also sometimes hits the Karkinos.  I find this happens most often when I teleport really close to an enemy capital ship with its shields up.  I guess the bow wave of torn spacetime bounces off the enemy's shields or something?

Hmm, you aren't supposed to get dumpstered by allied deracination anymore, except for the freak accident where a Kark literally parks on top of your ship (and that's something I've seen twice ever, and both times I laughed out loud)

If this happened while playing one of the two recent builds then I guess I need to adjust some numbers. You really aren't supposed to take any hurtful damage from friendly deracinators unless you were already completely crippled and armorless, in which case one weapon or so might be EMP'd offline. Or you might die if you had like 20 hp left and zero armor anywhere. Which I think is fine. Give those ships a wide berth if you are in that kind of situation. If you want clean, no-pain teleportation, Tri-Tachyon™ corporation offers alternatives. : >

Quote
Blackrock Driveyards is at the moment my favorite mod faction and it feels almost vanilla balanced.  However, there's couple of minor but fleetwide imbalances.  First, BRDY does not properly value mobility.  Mobility is a valuable commodity in vanilla Starsector, but BRDY ships seem to have everything their vanilla counterparts do, plus a little extra.  There are three tech levels in vanilla, and BRDY feels like the level four tech level.  While everybody else in the dying galaxy is running as fast as they can just to stay where they are, BRDY is strolling casually ahead.  Their "our vents are better than yours period" free hullmod exacerbates this as well; a BRDY cruiser with full vents dumps its full flux load in the time it takes the vanilla frigate of your choice to do the same.

I disagree that BRDY "sits outside" vanilla balance. Mostly they just play like glorified midtech ships. However, I agree that the flux hullmod is a bit ridiculous, especially when combined with skills or the flux conduits hullmod... and that it has inflated faction strength slightly, over time. The idea behind the hullmod was that it makes up for the ships' bad shield ratios and bad flux stats by letting you play very aggressively and venting under fire.

As it turned out, the AI does not do this often enough, but the player can make good use of it. Since then, there has been a bit of power creep as I adjusted things to make the AI competitive. I still think the faction is fairly balanced, but I am probably going to end up making the hullmod less powerful, and other things here and there. I think adding more CR timers might cut it, and would reflect the comparative "youth" of the tech compared to Domain tech. Another thing I've intended to do is force the player to field smaller fleets through supply consumption.

Designing within the limitations of the AI is hard sometimes, because you can do things that feel amazing in the hands of the player, but end up being mostly a handicap in the hands of the AI. Which has given me a lot of respect for what Alex has accomplished with the vanilla ships.

Heya Cycerin.
                   i have been really enjoying your mod but a while ago (few days) it suddenly stopped working. it seems to have problems finding Brdy_stormcrow and Brdy_stormcrow_cyc hulls/Ids. i've deleted it and re downloaded the mod but i still get the same problem.

Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.

The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.

I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: slyn4ice on February 01, 2014, 06:48:27 PM
Hey, first off - love the mod. I am playing the Uomoz sector and have some opinions/bugs i want to discuss.

First of all I have been getting crashes when I use the battleship's Scalar Deracinator. Game freezes (screen still shows game) and there is a popup under the game I cannot see, I have to click at random to close it and thus closing the game or just kill it with task manager. Funnily enough the log shows nothing. This is the last few lines of the log after the latest crash:
Code:
1107611 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Obstruction_4095793114097459909...
1115105 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1197401 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Obstruction_4095793114097459909...
1203484 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1250719 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 150, FP2: 181, maxFP1: 320, maxFP2: 380
1349491 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1510921 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1566185 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1693192 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1743325 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
2173769 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 318
2174015 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 378.68 MB of texture data so far
2174016 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background4.jpg (using cast)
2174016 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 445, maxFP1: 280, maxFP2: 420
2174019 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image khs_graphics/backgrounds/background2.jpg into existing tex id 318
2174302 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 390.68 MB of texture data so far
2174303 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture khs_graphics/backgrounds/background2.jpg (using cast)
2714213 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Obstruction_4095793114097459909...
2720529 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
2758703 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 133, FP2: 24, maxFP1: 420, maxFP2: 280
2811106 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
2858955 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN

This has happened 3-4 times for about 4 hours of gameplay with the battleship. It happens right when the ship is half visible in the new location it is jumping in.

The second thing I want to mention is the absolutely destructive heavy escort AI for the Interdictor. It's almost like the AI is not aware of the dimensions of the ship resulting it in pretty much wrecking any other friendly ship around just so it can position itself around the escort target. I've just pretty much given up on it unless i'm driving. Not sure if that is a mod issue or a Starsector issue. In any case, wanted to share and say thanks for your work.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: slyn4ice on February 01, 2014, 08:29:27 PM
Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TheNewCongalala on February 02, 2014, 08:05:47 AM
Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.

The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.

I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.

sooo... deleted the brdy_stormcrow and thats fixed that one but i can not find the Brdy_stormcrow_cyc and how can i get rid of it?

Edit: ahh just re-read what you said. looks like ill have to look into the exrelin files then


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Zaphide on February 02, 2014, 03:05:02 PM
Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.

The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.

I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.

sooo... deleted the brdy_stormcrow and thats fixed that one but i can not find the Brdy_stormcrow_cyc and how can i get rid of it?

Edit: ahh just re-read what you said. looks like ill have to look into the exrelin files then

Ah I have been meaning to change this for a while now  :-[

You can edit the data/world/factions/blackrock.faction file in the Exerelin mod and replace this:
Code:
"exerelinEliteFleet":{
           "displayName":"Exerelin Elite Fleet",
           "maxFleetPoints":100,
           "daysWorthOfSupplies":[30, 50],
           "lyWorthOfFuel":[0, 0],
           "extraCrewPercent":[80, 80],
           "marinesPercent":[20, 20],
           "ships":{
               "brdy_stormcrow_cyc":[0, 1],
           },
       },

with this:
Code:
"exerelinEliteFleet":{
           "displayName":"Exerelin Elite Fleet",
           "maxFleetPoints":100,
           "daysWorthOfSupplies":[30, 50],
           "lyWorthOfFuel":[0, 0],
           "extraCrewPercent":[80, 80],
           "marinesPercent":[20, 20],
           "ships":{
               "brdy_karkinos_assault":[0, 1],
           },
       },

and that should have the desired effect :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TheNewCongalala on February 02, 2014, 03:12:16 PM
Thanks Zaph. greatly appreciated


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 03, 2014, 03:34:03 AM
Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.

That is very strange. The shipsystem does not crash on my rig, but the log is puzzling... I'd have to ask Alex.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on February 04, 2014, 03:33:48 AM
Besides the Karkinos' very powerful subsystem, I feel a LOT of its power is actually hidden rather than specifically anything wrong with its stats. Check it out in the variant viewer and compare with the onslaught and you'll immediately notice the difference: 9/10ths of every weapon on the Karkinos can range on anything directly in front of it, while none of the onslaught's broadside weapon arcs quite have the range for directly in front of it (and also every last onslaught setup is turbo derp with the weapons).

The onslaught can field way more firepower but isn't capable of focus firing a single target into obliteration and moving onto the next like the Karkinos, it has a similar flaw to the conquest in having to distribute its explosive goodies across a grab-bag of targets.

Or at least, I think that's the main thing for why the Karkinos feels the strongest of the vanilla balanced capitals, since it's what you as a player look for - the ability to really quickly annihilate whatever you are pointed at right this instant, and then move onto the next, and the one thereafter, and ad nauseum until the enemy fleet is space dust.

But also it really helps that every Onslaught variant is ***.

Edit: Oh, and there aren't any slots wasted on missiles, which are all awful wastes of OP for the dps they (never) deliver. So that'd be one way to bring it more in line with vanilla capitals, cripple it by changing a few hardpoints into missiles.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sabaton on February 04, 2014, 04:19:10 AM
 I think Ishman nailed it.
 But please don't desecrate this awesome ship in such a way. It's just too good for that.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: slyn4ice on February 04, 2014, 07:15:23 AM
Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.

That is very strange. The shipsystem does not crash on my rig, but the log is puzzling... I'd have to ask Alex.

Actually I narrowed it down a little further. In my fleet I have the Karkinos and 5 Rattlesnakes (Nomad cruisers i believe). The crash only happens when the Rattlesnakes are shooting their fusion torpedoes - as in, they are on the screen with the ship. If I jump with the Karkinos right at the beginning of the battle all is good. I will try to do some more tests and see if the issue persists.

Edit: I was just about to report no problems, had one battle where jumping caused no problems even in battle. Went into another battle right after and boom, jump crashed the game right at the heat of battle. I will try to eliminate the Rattlesnakes and see if I get crashes without them. Besides the log (which gives no useful info) what else do you need me to send you? Any way to enable more debug messages to trace the error?

Edit 2: Well, played exactly the same battle as previous crash but without the rattlesnakes - no problem whatsoever. So very weird.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 04, 2014, 10:14:07 AM
Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: slyn4ice on February 04, 2014, 12:38:23 PM
Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.

Hey, running only latest Uomoz and LazyLib. I don't have the Blackrock installed separately since it comes with Uomoz. Is there a newer version of Blackrock not yet included in Uomoz?
Anyways, I will do a clean install maybe tomorrow and let you know if that fixed it.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 04, 2014, 03:25:25 PM
https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.zip

There's just this dev version so far. Well, it could be some weird interaction inherent to USS, but I don't know. I haven't been able to reproduce it.

Been working on more balancing lately. I think I'll spend a little extra time polishing before I release this. Note: above link is still the same as the imaginos nerf devpatch.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 05, 2014, 09:34:36 AM
(http://i.imgur.com/N067Kt1.png)

Adjusted the Asura. Pretty happy with how it looks now. When me and Trylo sort out the bug that sometimes makes the Flux Ejector unable to remove hard flux, it will be pretty much finished.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on February 05, 2014, 10:07:13 AM
I actually quite like both versions of the Asura, will you be keeping the darker and slimmer model around? Also do you have any more thoughts on the Karkinos' balance?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 05, 2014, 10:54:32 AM
The old sprite is outdated because the new one has two extra phase coils.

Yeah, it's being revised just like everything else is. I have a few decent ideas as to how to keep it in line.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Raigir on February 05, 2014, 11:23:04 AM
The old sprite is outdated because the new one has two extra phase coils.

Yeah, it's being revised just like everything else is. I have a few decent ideas as to how to keep it in line.

Two extra phase coils representative of the inefficiency of them requiring more than the norm to be added to keep it stable, while the downside being rapid build up of flux? It's a nice touch to the history/story of the asura if you intended that, still cool if not.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 05, 2014, 11:34:04 AM
Yep. The Doom only needs 4 phase coils, the Asura needs 5, and its cloak is half again as efficient as the latter. Quantity trying to make up for lower quality. ; P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sabaton on February 05, 2014, 02:44:34 PM
Yep. The Doom only needs 4 phase coils, the Asura needs 5, and its cloak is half again as efficient as the latter. Quantity trying to make up for lower quality. ; P

 That and the fact that the Doom is a cruiser while the Asura is a destroyer further points out that handicap.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Zudgemud on February 06, 2014, 03:08:00 AM
Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.

My phasecloak with AOE damage also cause rare and seemingly random crashes.
As I built my cloak from your scalar teleport I think this might be related. What I personally have encountered is that the crashes seem to happen when fighting with ships carrying flak or AOE effect weapons, but this might just be conformational bias on my part and I have not dug deeper into it.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Soren on February 06, 2014, 06:33:42 PM
Absolutely loving this mod so far. The dev versions are just whetting my appetite for more.

Also, seconding the love for the Gonodactylus! That thing is a fantastic flagship, good for zipping around the battlefield and taking potshots at every unshielded surface you see. Shrimpin' ain't easy, but it's ridiculously fun.

If you're planning any more ships, I'd like to humbly request a Voidspear-armed bomber. They're a great support missile, and while the Squilla is a perfectly adequate torpedo bomber, it would be nice to have something better rigged for pursuit (and void-beast hunting).


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Raigir on February 06, 2014, 10:53:15 PM
Absolutely loving this mod so far. The dev versions are just whetting my appetite for more.

Also, seconding the love for the Gonodactylus! That thing is a fantastic flagship, good for zipping around the battlefield and taking potshots at every unshielded surface you see. Shrimpin' ain't easy, but it's ridiculously fun.

If you're planning any more ships, I'd like to humbly request a Voidspear-armed bomber. They're a great support missile, and while the Squilla is a perfectly adequate torpedo bomber, it would be nice to have something better rigged for pursuit (and void-beast hunting).

The shrimp is a darn fine work horse if ever there was one. No brdy fleet is complete without an escort of gonodactylus.

It definitely feels that there is one thing still missing in the missile category for Brdy, a solid heavy LRM platform. So far they've got the supportive achilles, the well-rounded voidspear, your quill assault rockets, and smart torpedoes. Only thing missing is LRMs and a ship to really make such a missile system shine on. I get the feeling that in the current state Brdy consider missiles a supplement to standard armament rather than a primary source of firepower (except slightly less so for support ships, but their not gung-ho to begin with). It would be nice if, perhaps some courageous brdy engineers actually had designed an attempt at a missile oriented ship along with the heavy long range missiles to accompany it.

I didn't mention the hammerclaw because it's just...well...special :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: ValkyriaL on February 07, 2014, 10:24:39 AM
Almost beat Gothars.... not really. ::)

(http://i.imgur.com/YodXoIa.png)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 08, 2014, 04:27:12 AM
GJ Valk!

https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.zip

New DEV.

- Removed shield from Squilla-class bomber, added burst jet system to it, replaced Shredder MG with micro Argus
- Reduced flux capacity and increased flux dissipation for Sentinel Drones
- Changed Blackrock Flux Core to be 100/75/60/50% extra vent rate, down from 100% flat
- Reduced Repair rate bonus on Blackrock Assault hullmod
- Reduced armor of all Blackrock ships
- Reduced shield arc of all Blackrock ships
- Nerfed shield ratio of Karkinos and Kurmaraja
- Various Karkinos readjustments
- Changed Scalar Deracinator damage to be roughly 40% less damage and 50% more EMP damage
- Slightly increased Deracinator charge times
- Increased Deracinator flux buildup, made steering, firing, acceleration impossible while charging it, Deracinator now builds hard flux on the Karkinos
- Changed End Times mission description
- Reduced Fury Torpedo movement speed slightly
- Reduced Revenant turn speed and flux dissipation
- Adjusted Asura weapons loadout


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 08, 2014, 12:25:11 PM
The IW thing isn't a balance thing, it's a bug that needs fixing, and so far I haven't been able to look at it.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TheNewCongalala on February 09, 2014, 05:46:22 PM
Heya Cycerin,
                   another problem i've noticed is that your hull mods (like the Blackrock targeting suite) are not showing up in the refit menus.  I do have these mods running.

Syndicate asp
BRDY (of course)
Exrelin
Hiigaran
Interstellar federation
TUP v5
tradewinds
Kadur theocracy
Valkyrians
nomands
gendune
neutrino
Weapons pack 0.32
omnifactory
and Lazy lib

as far as i know their all up to date with current versions.

just thought you would like to know, and if there is a quick fix to it. that would be greatly appreciated :D. just finally got my hands on an Imaginos. that ship is beastly despite having no shields.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 11, 2014, 10:41:24 AM
^ I'll take a look at it. It could simply be the fact that there are too many hullmods, a lot of those mods add custom ones.

I've been redesigning some ships/sprites and denoising them to remove visual clutter. The Revenant feels very good right now.

(http://i4.minus.com/jbqXuBlSOpHzZG.jpg)
(http://i7.minus.com/j3ihXZXi7ItGZ.jpg)
(http://i.minus.com/ieVyOADqHbMww.png)
(http://i.minus.com/it3sckorUcGvn.png)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Shield on February 11, 2014, 09:20:57 PM
^ I'll take a look at it. It could simply be the fact that there are too many hullmods, a lot of those mods add custom ones.

I've been redesigning some ships/sprites and denoising them to remove visual clutter. The Revenant feels very good right now.

(http://i4.minus.com/jbqXuBlSOpHzZG.jpg)
(http://i7.minus.com/j3ihXZXi7ItGZ.jpg)
(http://i.minus.com/ieVyOADqHbMww.png)
(http://i.minus.com/it3sckorUcGvn.png)

If I may ask how long have you been kitbashing/creating spaceships for games? Because honestly these are some of the best ship designs besides ones that are actually in games I have ever seen.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sundog on February 11, 2014, 10:35:29 PM
Shield, would you kindly tell me what game has ships sexier than BR and where to buy it?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 12, 2014, 05:58:04 AM
2007 or so, I guess, when it comes to spriting and making 2D spaceships. Then some stuff from way back, school notebook doodles and whatnot... but I guess that doesn't count. ;D

I highly recommend getting Photoshop if you do all your spriting with raster graphics. Especially, Content Aware Fill and Content Aware Resize is very useful when you're cleaning up a ship. I think if you kitbash exclusively and don't feel comfortable drawing, those functions will be even more useful.

(http://i.minus.com/jckGzBEAijEtF.png)
(http://i.minus.com/jPRfdC4sPeLDN.png)

Couldn't resist tweaking them some more. I think they're pretty much golden now. I feel bothered by the conflict of pixel thin and brushstroke-like outlines still, but that's just a problem with my artstyle I'll have to gradually work out.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Zudgemud on February 12, 2014, 01:58:54 PM
I feel bothered by the conflict of pixel thin and brushstroke-like outlines still, but that's just a problem with my artstyle I'll have to gradually work out.

Cool, I didn't notice that before but now I cant unsee it (http://fi.somethingawful.com/images/smilies/emot-v.gif)

This smiley needs to be on all forums everywhere.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Erick Doe on February 12, 2014, 02:49:24 PM
Quote
This smiley needs to be on all forums everywhere.

In my day we called him pacman. And we liked it!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Chaos Farseer on February 13, 2014, 01:17:09 PM
I tried the most recent DEV version; just stopping by to say that the Karkinos can't solo the Onslaught without the Deracinator anymore. Rotating the medium ballistic slots was a clever way to change the PD coverage. I think that means you've succeeded in rebalancing so far.
I noticed that the Karkinos rotates a lot easier than it accelerates. It's kind of weird, but not crucial.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 13, 2014, 01:45:56 PM
Good to hear. Ship got a lot of straight-up stat nerfs as well, but so did almost every BRDY ship. There's been a fair bit of power creepage since 2012.

The Karkinos has a lot of steering thrusters, but its considerable mass is tough to lug around. Plus, the inertia of having to transport an inter-dimensional vortex around in realspace constantly. enough justification?

Recent changes: Cosmetic weapons are additively blended, the Kurmaraja has a new animation for when it uses its ship system, and the most important change of all: The Hammerclaw now transfers force to whatever it hits.

No, this has nothing to do with me getting to despoil Sundog's amazing scripts.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sundog on February 13, 2014, 02:10:17 PM
Oh, good! I'd hate to think anyone was benefiting from reading my scripts  :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Mazuo on February 13, 2014, 03:49:56 PM
Oh god, can't wait to see it hit some unfortunate frigate.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TheNewCongalala on February 14, 2014, 09:32:49 AM
^ I'll take a look at it. It could simply be the fact that there are too many hullmods, a lot of those mods add custom ones.

I've been redesigning some ships/sprites and denoising them to remove visual clutter. The Revenant feels very good right now.

(http://i4.minus.com/jbqXuBlSOpHzZG.jpg)
(http://i7.minus.com/j3ihXZXi7ItGZ.jpg)
(http://i.minus.com/ieVyOADqHbMww.png)
(http://i.minus.com/it3sckorUcGvn.png)

ok. ill see what i can cut out then, im thinking its probably the extra weapons pack since that adds about 5-6 extra hull mods. haven't seen that first ship before or is that a redesign of the Kurmaraja?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Mazuo on February 14, 2014, 02:18:27 PM
It's the Eschaton superfreighter.  One of my new favorites for the capacity, good overall defense and having such a good look to match with a Blackrock fleet so I can dump the Atlas.  As for the hullmods, just running the latest dev version that was linked in this thread, I don't see them as available either.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Mazuo on February 14, 2014, 06:57:13 PM
I actually wasn't aware of the line about joining Blackrock on character creation since I was loading an old save, but tried it myself and no luck either.  I don't expect the Imaginos regenerative hull to be selectable anyway, but that targeting suite and assault fitting I've just never seen available.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Dragar on February 14, 2014, 10:06:13 PM
Yeah there are suppose to be 3 hull mods that you can put on Blackrock ships but they arn't selectable for some reason.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 15, 2014, 12:58:20 PM
Hmm, I must have messed something up with the code that's supposed to make it unavailable to non-Blackrock ships.

I think I'm going to release this version officially once I iron out that bug, the Ironweaver bug, and the Flux Ejector bug.

Meanwhile, new portraits for interacting with the faction:

(http://i.imgur.com/ooJBs2L.png)  (http://i.imgur.com/qnMBlHX.png)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 18, 2014, 05:05:53 AM
http://gfycat.com/AlertJaggedCavy

(http://i.imgur.com/psZfuyR.png) (http://i.imgur.com/smPUuda.png)

Sundog and I have been busy. Meet the Scalar Rejector. Any projectile nearby gets sucked in, turned into energy, and then unleashed on anything nearby. This is what right clicking as the Imaginos does now.

The damage done is proportional to how much damage what you sucked in would have caused. This means frag is weighed less than energy and so on. If you manage to catch an AM blaster shot, or something like a solid TPC salvo... yeah, it's glorious.

Yes, the other aspects of the ship are being nerfed to compensate. ;)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 18, 2014, 06:16:58 AM
https://www.youtube.com/watch?v=W_4HsOvl2D4

^ pro click


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Tecrys on February 18, 2014, 06:34:03 AM
That is utterly amazing!

And really unique, I wish I could code stuff like that ...

Is that in the current version of Blackrock?

I think I can reverse engineer the rightclick mechanic to use for a unique shield mechanic for BGE.
Don't get me wrong, I don't want to use the whole system but making my ships heal a slight bit on a right click would be pretty cool and fitting for the faction.
Also I could rebalance my ships a little bit downward if I had that.

Would you mind?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 18, 2014, 06:52:09 AM
Not at all. It's Sundog's code, anyway, so it's his call!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on February 18, 2014, 07:42:46 AM
Wow, both concept and execution are absolutely astonishing! Never seen anything like that before, the next best thing that comes to mind is goddamn Kirby. I think it would be worth to base an entire new faction on that concept. Props to Sundog and Cycerin!

e/ Can you jump before rejecting the absorbed fire? For example absorbing an Onslaught's fire and then jumping to its rear to take out the engines with the collected energy?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on February 18, 2014, 07:56:51 AM
And more importantly, can the AI use this trick effectively? Would be cool to see the enemy Imaginos jumping on your reaper torpedo to regurgitate it on you. Also can it absorb beam weaponry?

Oh and the rift cannon looks awesome.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 18, 2014, 07:59:37 AM
Thanks a lot guys, I'm glad you are as excited about this as we are, haha!

If you want to help test the Scalar Rejector/Imaginos out, here's the dev build:
https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.7z

e/ Can you jump before rejecting the absorbed fire? For example absorbing an Onslaught's fire and then jumping to its rear to take out the engines with the collected energy?

The release happens at the end of the phase out, so the only control you have is how you move while phased, which is difficult because the ship controls are locked as soon as you activate it.

You can obviously use friendly projectiles along in the mixture, but they have half the multiplier of enemy projectiles. It's still quite effective to turn two Fury torpedoes and a Rift Cannon salvo into a huge AoE blast, however.

And more importantly, can the AI use this trick effectively? Would be cool to see the enemy Imaginos jumping on your reaper torpedo to regurgitate it on you. Also can it absorb beam weaponry?

The AI uses it as a normal phase cloak, which means that more often than not, it ends up absorbing and returning fire. Beams just pass through harmlessly, but you can catch energy projectiles.

Currently the damage absorbtion mults are 0.3 frag, 1.0 energy/kinetic, and 0.9 HE.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Dragar on February 18, 2014, 08:44:40 AM
Hubris: The #1 Killer of Imaginos's.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Tecrys on February 18, 2014, 09:29:07 AM
That is an error related to a changed or deleted variant or the weapon slot of the Imaginos has been renamed.

You can fix that easily with the ship editor or you change the variant file according to the hull file.
My guess is a renamed weapon slot.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 18, 2014, 09:41:38 AM
Oh yeah, forgot to mention that. The Imaginos has changed sufficiently to break saves... you might crash on mission selection too, if so, go to Fractal Softworks\Starsector\saves and delete the Imaginos variants saved therein under relevant missions. There is no need to edit variants, the new stock variants are already updated.

You might be able to fix it by editing the save file itself and changing the Imaginos variant you're flying, but I've never tried that myself.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on February 18, 2014, 10:56:18 AM
does the imaginos still have that phased tele friendly fire....because when the computer uses it it ruins everything friendly around them...


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: mendonca on February 18, 2014, 11:32:42 AM
Sundog / Cycerin, that's so cool :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Soren on February 18, 2014, 11:48:50 AM
I got the new dev version to work with my save by stripping all my Imaginos hulls, deleting all their variants, and reoutfitting them with the new slot configuration. Worked like a treat.

Then I went and roasted a Shadowyards fleet, because if there's one thing the Imaginos is good for, it's being a bastard.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 18, 2014, 11:51:50 AM
Dont be powertrippin too much, I'll probably end up nerfing the thing a bit before I release this version officially... Might make the projectile absorption build flux, so you'd overload if you got too greedy (and logically, die a horrible death shortly after)

does the imaginos still have that phased tele friendly fire....because when the computer uses it it ruins everything friendly around them...

Live version one does iirc, dev version one doesn't

Sundog / Cycerin, that's so cool :)

 ;D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sundog on February 18, 2014, 02:18:33 PM
Nice video Cycerin. That shows it off well  :)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on February 19, 2014, 10:32:12 AM
Pew. Pew.

*saves old BRDY data files and waits patiently to modify new ship versions into El Gunboat IV: The Reckoning*


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Lopunny Zen on February 20, 2014, 12:27:57 PM
dev version?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Silver Silence on February 21, 2014, 07:43:47 AM
I would love to see a larger ship, cruiser or batlteship sized with an upscaled version of that wondrous system with a longer suck-in window, more destructive potential and suitably pitch-altered suck sounds and even more satisfying booms.

(http://fc09.deviantart.net/fs71/i/2012/351/c/6/seal_of_approval_by_magnaen-d5oa99s.jpg)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 25, 2014, 08:04:36 AM
Moooore sprrriiitess

(http://i.imgur.com/POidWoH.png)(http://i.imgur.com/Nax5rzl.png)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Tecrys on February 25, 2014, 08:28:19 AM
Those glass panels on the Imaginos look absolutely awesome!

But I think blue is the better fitting colour but that's just my oppinion.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 25, 2014, 08:40:14 AM
Thanks :) I'm experimenting with different colors. There's also a pulsating light effect ingame now.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on February 25, 2014, 08:51:02 AM
NO, THAT OTHER GUY IS CLEARLY WRONG, TEAL IS THE SUPERIOR COLOUR FOR EXPERIMENTAL SHIPS.

And yeah, that glass effect is sexy beyond belief.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Silver Silence on February 25, 2014, 10:21:31 AM
I like the dark blue, personally....

Glass panels?....  ???


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 25, 2014, 02:58:17 PM
Not glass. :P


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Tecrys on February 25, 2014, 03:49:13 PM
Is it not supposed to be glass then?

But it looks like glass, you can see right through it just like one of those reinforced glass panels which are slightly greenish.

If it's not supposed to be glas, oh well ... my bad


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Mazuo on February 25, 2014, 04:48:54 PM
I like the blue better myself, but it'd be nice if variants could show up in stations if that's possible.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 27, 2014, 04:45:35 AM
https://www.youtube.com/watch?v=OnWDI-fL6oc

Meso made another video showing off the most-recent Imaginos build.

The move the AI pulls around 1 min is hilarious.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Nanao-kun on February 27, 2014, 10:09:32 AM
https://www.youtube.com/watch?v=OnWDI-fL6oc

Meso made another video showing off the most-recent Imaginos build.

The move the AI pulls around 1 min is hilarious.
Is... Is that Imaginos absorbing projectiles and regenerating armor with it!?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: mendonca on February 27, 2014, 10:43:30 AM
That video made me think it would be cool if there were negative ramifications to not being able to discharge the absorbed energy into another object, maybe instead of 'where's my cool green arc?' fizzle, the Imaginos has to discharge via itself, raising flux and possibly overloads.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on February 27, 2014, 11:42:55 AM
Oh no, it's worse than you think. The Imaginos regenerates armor ALREADY.

God I love that little ship, it's so, so cool.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Doogie on February 28, 2014, 11:46:29 AM
I adore these. That Azura sprite is just absolute perfection, and the green on the Imaginos help it stick out as the monster it is.
Perhaps you could do a unique color scheme thing for each of the other specialty BRDY ships, such as the Nevermore or Desdinova? Regardless, very well done.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: HELMUT on February 28, 2014, 12:42:00 PM
Not glass. :P

Crystals armor plates stolen from those guys?

(http://i.imgur.com/9Z2fSCr.jpg)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Nanao-kun on February 28, 2014, 01:19:18 PM
Crystalline Unobtainium Alloy.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on February 28, 2014, 01:19:52 PM
Fine fine, let me be more technically correct: What looks like glass. Did you really need me to call it Corundum?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on February 28, 2014, 06:41:45 PM
That's a more likely source of weird transparent material


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: GruntyThrst on March 01, 2014, 03:27:14 AM
Maybe it's magic! Space magic.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sabaton on March 01, 2014, 06:59:52 AM
 The work of Sauron I tell you!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 01, 2014, 07:54:20 AM
https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.7z

New dev version, the Imaginos is reaching completion now, going to polish a few more things and then release. Give me some feedback on the mission End Times with the new Imaginos.

Saves containing custom Imaginos variants will break again. This is the last time, I promise.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on March 01, 2014, 11:18:58 AM
Give me some feedback on the mission End Times with the new Imaginos.

Fun! If the concept behind Blackrock is to trade toughness for mobility and overwhelming firepower, the Imaginos is really the epitome of that principle. Got 70 percent on the first try (http://i.imgur.com/NPXdm0W.png), got to see about increasing that later. Best moment: Absorbing both AM-Blasts from the Afflictor and shocking it down to 10% hull.  

I would maybe replace the Doom with something else, phase ships really don't seem a suitable opponent for the Imaginos (no real way to pressure). Except if you can catch those torpedoes...


Got to try the ship in the campaign to see if the logistic stats are enough to consider it vanilla balanced. It's tons of fun, anyway.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Uomoz on March 01, 2014, 11:36:14 AM
Give me some feedback on the mission End Times with the new Imaginos.

Got 70 percent on the first try

Gothar immediately promoted to the God Tier Plays Archive. Welcome, G-God.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 01, 2014, 11:53:46 AM
Very well played. You should stream sometime. ;D

The Doom is mostly there as a big "if you forget me, I'll kill your Eschaton" factor, but if you have to, you can just deflect its torpedoes away, which means you do have an ability to pressure it. You just can't easily destroy it.

Logistics stats will put it on the level of a battlecruiser, roughly, with additional strain in the form of very harsh hyperspace fuel consumption and repair rate. I feel like this is a fair tradeoff for the potential damage you can deal in that ship, and how it can turn the crossfire of an entire fleet battle against the enemy... in theory

It'll also cost a ton, almost twice as much as a Nevermore.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on March 01, 2014, 02:37:13 PM
Sounds fantastic. I've always been a fan of accentuating something's differences by enhancing it's strengths and weaknesses. Something's a problem because it's too mobile? Well let's make it even MORE mobile but susceptible to counters; EMP resistance - NERFED, Shields - NERFED, Armor - NERFED.

That sorta thing.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on March 01, 2014, 05:27:00 PM
Very well played. You should stream sometime. ;D

The Doom is mostly there as a big "if you forget me, I'll kill your Eschaton" factor, but if you have to, you can just deflect its torpedoes away, which means you do have an ability to pressure it. You just can't easily destroy it.

Thanks :) I'd like to record a video some time, any free software to recommend?

My Problem with the Doom is that is introduces a big portion of luck into the mix - if it get's deployed early you can't do anything about it killing some of your ships (without ignoring everything else), if it get's deployed late you are lucky. Something like a Dominator with Reapers would be  more consistent, and still a threat to the Eschaton. Which is not much of an issue anyway, since you can always retreat it.

By the way, the Brawler is the second most dangerous ship after the Doom, if you ever want to up the difficulty more of those would be a good starting point.





Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 02, 2014, 04:14:34 PM
Just use OBS (Open Broadcaster Software), it's what me and Uomoz use. Set it to local-only and then "stream", you will basically just record raw video + sound out of what you're doing. Then you can upload that straight to youtube if you want. c:

Yeah, those Maulers are a pain to deal with. I'll think about it, the mission is still fairly challenging for all but the most technical players, I'd say. As for the Doom, it'll probably stay for flavor reasons, or possibly get replaced by something more annoying, like a Hyperion and Tempest. A Dominator's just fuel on the fire for an Imaginos, so it would actually make the mission way, way easier... also goes against the flavor of it being a merc fleet attacking under false flags that has to get away before Blackrock IA shows up to glass their asses.

Just reviewed campaign stuff, I might put in a new star system (Solace) with this patch actually. Most logistics values make sense now, not 100% happy with fleet comps but it will suffice. Just wondering about when to spawn an Imaginos. Probably in the Sovereignty Fleet mostly.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Dragar on March 02, 2014, 05:55:24 PM
yeah it makes the most since for imaginos's to be in the big fleets. Because I'd doubt they'd be able to keep themselves going in small ones.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 03, 2014, 05:09:39 PM
Cant sleep so I updated the OP with a few tips on how to play specific ships. If you guys feel like I missed anything you've personally discovered, feel free to chip in.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on March 03, 2014, 08:05:41 PM
General advice could use expanding: You should mention that for a LOT of your guns, their actual efficacy is way higher than their listed DPS/Burst thanks to some of your clever scripts. I'm REALLY fond of those on-hit effects incidentally. I don't remember which one has the random EMP damage potential but that one was pretty sweet. I'd emphasize this as a lot of blackrock weaponry (except the sunfires) look outright worse on paper (not in-game that's for sure, SO PURTY) than vanilla weapons, let alone some of the interesting things from other mods.

As for piloting Blackrock ships - invest in hull mods and pilot skills that increase your flag ship's manuverability so you can weave in and out of your fleet duking it out - for your allied ships you want to focus on anything that'll help the AI survive since they're REALLY bad at taking advantage of blackrock strengths ~most~ of the time (sometimes they're clever enough to leave you flabbergasted but the vast majority of the time they're just going to eat reapers).

Individual ships: The desdinova is dumb, so dumb, in a burst configuration - if they don't blot out the skies with fighters or missiles then you should be able to dismantle any fleet without capitals in it with a solo desdi. So much love for desdi with stenos backup & serket harassment.

The asura's fantastic for following a ship in brawling configuration with a captain who wants to be driven closer to hit them with his sword - duck into phase and fly through your ship, the enemy ship, then unload into their engines to give your brawler an all he can eat buffet.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: TheNewCongalala on March 04, 2014, 01:20:12 PM
with the new changes i do like. the Imaginos now with that alt ability is just crazy, still bits of a steep side for logistics but its a damn fine ship for early game, or late game if your into piloting it (doesn't seem do well controlled by AI against some of the other mod factions like neutrino).

Weapons wise, small and medium weapons of the black-rock are just simply amazing, shard weaponry is a reliable damage source for any situation and the sunjet PDE (the one that can turn) grills unshielded ships. my particular favorites though is those Scalar repeaters good range nice ammo pools to just burst things down to zilch. however, i fell like the Large scale weapons just don't cut it in comparison to other faction weapons. Ironweaver for the slot its on is fantastic for tiny ships or just putting up a flak wall for missiles (probably one of the best ways to deal with Missile ships). but the Solinoid cannon (i know ive spelt that wrong will correct it at a later date) just does not provide that bang for the buck so to say. so quite often i end up equipping my Krakinos with other faction weapons (Kadur theocracy Demolisher and redeemer take it to OP levels).

I feel like Black rock is missing a front-line destroyer. the desdinova is a good pursuer there is not that many destroyers can be rigged to go as fast as that can, but it lacks in serious combat where some of the more hardier heavy hitting destroyers just obliterate it from existence (if there's another and ive missed it please enlighten me). i would like something bit more sturdy in addition to it, but that is my opinion. *EDIT* just discovered the hammer-claw and that's closer to what i was looking for.

The asura is great in theory but to me its not a viable ship for people starting out. its not even a worthwhile phase ship in my opinion comparing it to other phase ships of similar class size. i do like it's lore and showing that phase tech is not quite optimal for blackrock, it feels like a show room model of what black-rock can do with phase tech, im sure theres people who can use it brilliantly but i just don't like it, maybe if it had a different ability or a unique weapons on it i could get behind it.

otherwise just love the rest especially the Krait fighter wings probably one of the best fighters I've used.

there's my 2 cents, haven't tried end times recently but i'm expecting to get something higher then 35%


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 06, 2014, 09:54:40 AM
Thanks for the great feedback guys.

The secret to using the Asura well is to abuse its mobility, which is much higher than any other phase ship. It also has way more firepower than even the Doom, especially with character skills. I'm considering to give it a small missile hardpoint or two to round it out a bit.

The frontline destroyer is the Gonodactylus, for the most part. I buffed it a bit just now and increased the price a tiny bit. For the most part it's exactly like an Enforcer in your fleets.

I just finished a polish pass on sound effects, descriptions and whatnot. The Squilla-class bomber has been replaced with the Vespa-class bomber... which is almost identical, except it has burst jets, no shield, and a micro argus for defense.

Also a bunch of other stuff I forgot. Oh yeah! I'm adding music, new portraits, and I made this new banner for the OP.

(http://i.imgur.com/U3S39yE.jpg)


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on March 06, 2014, 12:56:57 PM
*throws money at screen*

When do I get to support you as a full time game developer?!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sabaton on March 06, 2014, 10:03:13 PM
 So you're a music creator now? Intriguing.
 But I have to ask, how will your mod handle the upcoming trade system? Will you have your own goods, events, etc?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 07, 2014, 05:33:32 AM
I've been making music since a decade before I started drawing spaceships. :P I'll handle trade when it gets here. BR will have its own events.

*throws money at screen*

When do I get to support you as a full time game developer?!

*tugs collar* In a wondrous hypothetical future.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on March 07, 2014, 12:12:09 PM
Mh, there seems to be some kind of bug in damage calculation of the Imaginos' phase absorption ability. I just destroyed a (full health) Falcon and a Shade after sucking in nothing but a few fighter bullets. Also, I can reliably destroy a wing of Broadswords while passing by sucking in the missiles and machine gun fire they throw at me.

If you can give me another tip about a good tool to cut the videos recorded wit OBS I'll show it to you :)



Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sundog on March 07, 2014, 01:25:28 PM
I'll look into that soon. A video of the issue with the Falcon and Shade would be very useful. Do you know of a way to reliably reproduce it?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on March 07, 2014, 02:49:49 PM
I'll look into that soon. A video of the issue with the Falcon and Shade would be very useful. Do you know of a way to reliably reproduce it?

Here:

http://www.youtube.com/watch?v=8DEZi0Rod7U&feature=youtu.be (http://www.youtube.com/watch?v=8DEZi0Rod7U&feature=youtu.be)

Don't know how to reproduce that, though I'm pretty sure there were other cases with strange damage output, just not so obvious.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Sundog on March 07, 2014, 04:21:55 PM
Many thanks Gothars. I think I found the issue thanks to your info, but I'll have to do some testing to make sure.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on March 15, 2014, 08:43:33 AM
Here's a video (https://www.youtube.com/watch?v=fVg2sGjIF8M&feature=youtu.be) of the End Times mission, if anyone is interested. I hope you don't mind me posting that here, Cycerin.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 15, 2014, 08:57:28 AM
Nice to see how you do things. What do you think about the balance/gameplay of Blackrock as a faction?


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Gothars on March 15, 2014, 09:39:53 AM
I am very, very happy with the gameplay. The fast and super aggressive profile is just my stile. It just conveys such great sense of agency. The danger here is of course to drift into arcade territory, but I don't think that has happened as of yet.

I haven't played Blackrock extensively in the campaign, so I can't say too much about balancing. It seems that all the rabid monster ships (Desdinova, Nevermore, Asura, Imaginos)  are restricted by horrendous logistic demands. I'd say CR was really a blessing here, I could not imagine any way to get so fun and powerful ships in the game, while still maintaining balance, without it.
I also really like that these elite ships are grounded by a less bloodthirsty core fleet (like the Gonodactylus and Scarab). I'd recommend to keep it that way and not turn Blackrock into a fleet of super sport cars. I'd imagine there's the temptation to make every ship awesome, but then no ship would stand out and the whole faction would lose plausibility.


e/ One thing about the balance, I think the Shard Cannon is somewhat OP. From the stats it looks OK, but it feels much better. Low flux cost, great at bringing down and even overloading shields, at the same time highly effective against fighter and frigate armor; for me it totally invalidates other small kinetic weapons.
If you want to keep it that way I'd think about making it hard to find, otherwise it might help to change the shard explosion damage to EMP or something.



Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 16, 2014, 05:54:05 AM
Nice, thanks for the feedback. I have been wondering about the Shard. It can be a liability sometimes due to the range/flux against high tech ships, but as an overall weapon, it's very effective. Kinda considering to give it a tiny bit worse accuracy and a tiny bit higher flux cost.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Ishman on March 16, 2014, 08:35:03 AM
Pleasings to give more shard weaponry, we lovessss the shardssss


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: AnimeHeretic on March 16, 2014, 12:46:02 PM
I'm more keen on a large slot sunfire. Change the two forward large ballistic slots on the karkinos to energy and make it happen!
 ;D


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Cycerin on March 18, 2014, 05:54:32 AM
We'll see... large energy weapons are cool.

Thanks to Trylobot's hard work, the Flux Ejector for the Asura finally works as intended. Sundog has also been polishing the Imaginos' scripts and I feel about ready to release very soon. I'm going to do a polish pass and write the changelog, and then we're go.


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: AnimeHeretic on March 19, 2014, 02:40:35 PM
HYPE

I love your ships. Keep up the good work!


Title: Re: [0.6.1a] Blackrock Drive Yards v0.5
Post by: Nanao-kun on March 21, 2014, 05:20:42 PM
If I wanted to use the dev version with Exerelin, what would I need to do? I can see there's a new ship, so I would need to add that to Exerelin's BRDY generic fleet right?

I'll probably need to make sure the variants match up...


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on March 21, 2014, 05:30:59 PM
(http://i.imgur.com/U3S39yE.jpg)
DOWNLOAD BLACKROCK FOR STARSECTOR 0.6.2a! (http://www.mediafire.com/download/cd1m4a2ryrych51/Blackrock%20Drive%20Yards.zip)

Mod Version 0.6
General:

NOTES:
This version will break savegames that have variants of changed ships in them. Missions with custom variants in them will also break unless you reset the mission, or remove the variants from your saves folder.

CONTENT:
- New ship: Eschaton-class Superfreighter
- New ship: Dipteron-class Interceptor
- Added three music tracks (Blackrock, Stellar Rust, Magnetic Caress)
- Added new mission to showcase the Imaginos and Eschaton (End Times)
Imaginos redesign!
- The Imaginos now works as follows: no shield, regenerating armor, right-click activates a new secondary system: SCALAR REJECTOR.
This system is active for slightly less than a second and builds flux rapidly. While active, you are phased out and suck in and convert missiles, energy bolts and bullets into energy.
At the end of the duration, this energy is unleashed as blast of lightning, hitting nearby enemies for EMP and Energy damage based on the absorbed damage.
- The Imaginos now has five built-in weapons: Four miniature PD beams, and the RIFT CANNON, a hard-hitting close-range weapon. To compensate, it lost all weapon mounts save for a turreted Small Universal.
The Imaginos also has new ship sprite, sounds and visual effects.
Revenant redesign!
- The revenant has a shiny new sprite and Arcjet Burner instead of drones.
Stenos redesign!
- The Stenos has a new sprite, new weapons loudout, and a new system: HYPERCOOLED AUTOLOADER.
When activated, this ship system builds flux and resets the cooldown of ALL WEAPONS.
Asura redesign!
- The Asura has a new sprite and slightly different weapons layout.
Kurmaraja redesign!
- The Kurmaraja has a heftier loadout now, and the Interdiction Array lights up when the system is active. New ship sprite.
Squilla-class Bomber replaced with Vespa-class Bomber
- The Vespa-class Bomber is outwardly similar to the Squilla, but has a micro Argus and single Fury torpedo, no shield, and burst jets.
New weapon - Scalaron Repeater
New weapon - Voidspear SRM Pod
New sound effects for a bunch of stuff I forgot what aaah help, at least 50% of sounds.json is different now so there's that. Notably, flux and engine sounds have been altered.
- Added some new portraits and descriptions
- Denoised and touched up all ship sprites.
REBALANCING
All ships have been rebalanced to make the faction more cohesive and balanced.
Rebalanced weapons slightly. Underused weapons have been buffed and overpowered weapons have been nerfed. I recommend people to take a look at the Solenoid Quench Gun.
Changed Sunjet PDE to work like a small version of the Sunfire PDE (Can turn)
Antiplasma Blaster renamed to Scalaron Blaster. Damage lowered, reload time improved.
Scalar Deracinator: The Scalar Deracinator no longer shows where the ship will end up, and you will be hit by incoming fire while charging.
Adjusted all logistics values and prices for 0.6.2a
Adjusted stock variants


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Nanao-kun on March 21, 2014, 05:38:58 PM
Oh man. Right after I post about using the dev version, Cycerin comes in!


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Ishman on March 21, 2014, 06:10:16 PM
Wait, arcjet burners on the Revenant? Oh boy, time to try that out as my go-to for running down those cowardly AI!

Such content
very excite
much wow


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Nanao-kun on March 21, 2014, 06:16:35 PM
Now to figure out how to use this with Exerelin. Maybe I'll just wait for an updated build of it on the github/bitbucket.

Nevermind, the current build on bitbucket already has the changes for this new version it seems. Wasn't written down.

Needed to edit Squilla to Vespa in the exerelin mod.

Now to play!


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: kazi on March 22, 2014, 12:28:50 AM
I really, really like the music, especially the Magnetic Caress track (the drumline, bass synth, and sidechaining are excellent).

A couple (hopefully helpful) comments:
-I'd consider reducing the music volume to about 60% of what it is now. iirc the vanilla tracks are very quiet so they don't drown other stuff out (only really an issue in battles). Not really a huge issue, but your tracks may possibly seem really loud when they are shuffled with the vanilla ambient track. I haven't actually checked this for your mod ingame (since it requires listening for a long time to check) but ran into this issue with my stuff, so take this with a grain of salt.
-There is a massive amount of clipping at 1:50 in the "Blackrock" ambient track.
-I want to see the full face of the guy in your male portrait but the suit gets in the way.  :(


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Kazzthal on March 22, 2014, 12:36:35 AM
One of my personal favorites :)

Thank you Lord Cycerin, you do a fantastic job there !

EDIT: This error apeared while loading with exerelin :(

java.lang.RuntimeException: Ship hull spec [brdy_stormcrow] not found!
   at com.fs.starfarer.loading.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)

EDIT 2 : I'm no programer or so, but I found that the data for the Stormcrow hull in the "ship_data.csv" is missing... I will give it some values tho :P



Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Nanao-kun on March 22, 2014, 01:50:27 AM
One of my personal favorites :)

Thank you Lord Cycerin, you do a fantastic job there !

EDIT: This error apeared while loading with exerelin :(

java.lang.RuntimeException: Ship hull spec [brdy_stormcrow] not found!
   at com.fs.starfarer.loading.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)


I don't think the Stormcrow is even still in the new version.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Kazzthal on March 22, 2014, 01:56:58 AM
Then why Exerelin is asking for it?

It is the first time this happens to me with both this mods

EDIT: Tha game is still crashing because of the Stormcrow & NevermoreB  ???


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Nanao-kun on March 22, 2014, 02:05:33 AM
Then why Exerelin is asking for it?

It is the first time this happens to me with both this mods

EDIT: Tha game is still crashing because of the Stormcrow & NevermoreB  ???
What version of Exerelin are you using? 0.632 isn't updated for this version anyway. The dev build on bitbucket is better, but still requires you to edit the faction file to replace Squilla with Vespa.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Kazzthal on March 22, 2014, 02:16:39 AM
I am using that version of exerelin, I had to eliminate the BRDY mod folder & place it again, It now gives me the error you mentioned earlier about the Squilla wing

Thankx by the way.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on March 22, 2014, 04:21:20 AM
Yeah, any Exerelin version must be manually edited to remove outdated references until Zaphide catches up.


-There is a massive amount of clipping at 1:50 in the "Blackrock" ambient track.

Intentional, actually. ;D

To elaborate, the entire track is fed through a huge signal chain intended to replicate the distortion you'd get out of listening to an old VHS, or a typical 1970s reverb/tape signal chain. The distortion is intended to feel like part of a vast, broken soundscape. Glad you like the soundtrack so far though. I feel like some places I might have gone overboard on the "coloring" of the mix, but the vision is for the soundtrack to be very warm, broken-down and synth-based.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on March 23, 2014, 08:39:20 AM
I have to admit, I have no idea what you're talking about, Craig.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Taverius on March 23, 2014, 08:47:42 AM
So I'm playing this again, both in Exerelin and Uomoz.

  • Love the new art style, though you've set yourself quite a lot of work to bring them all in line.
  • Music is gewd :D
  • I'm not sure why but the dual shard cannon ain't spawning anywhere in exerelin, and Command Console crashes on me, is that something I can fix?
  • Voidspear pod also not here D:
  • I'm really feeling the lack of a mainline escort destroyer to attach to AI cruisers and so forth. Something in the lineage of the Scarab and Stenos. The Gonodactylus is it on paper but the AI just isn't very hot with it
  • Now I really want the rest of the civilian ship lineup :D
  • I still don't like the Revenant.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on March 25, 2014, 05:25:10 AM
Any problems with Exerelin are out of my reach. All weapons are used by variants at this point, so they should spawn. For a 100% exerelin experience you'll have to wait for Zaphide to catch up.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Mazuo on March 25, 2014, 09:30:38 PM
Love the new interdiction effect, still experimenting with its new loadout in combat.  Stenos seems a lot better, still not completely winning me over but the autoloader is very useful at times.

The nanolattice armor mod on the Imaginos states it can't be combined with any armor mods, but currently heavy armor can be placed on it.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Lopunny Zen on March 26, 2014, 03:21:25 AM
I thought corvettes were able to dock in carriers...in alot of other mods this is true...maybe in the future it might be able too?


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Taverius on March 26, 2014, 03:53:06 AM
That's because in most mods Corvettes are large fighters, here the robberfly is a very small frigate.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on March 26, 2014, 04:14:50 AM
I have no plans of making the Robberfly repairable in carriers.

The nanolattice armor mod on the Imaginos states it can't be combined with any armor mods, but currently heavy armor can be placed on it.

Damn, forgot to fix that. Thanks for the report.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: sarducardun on April 02, 2014, 08:28:35 AM
I'm getting a sqiulla fighter wing not found error upon starting campaign. I re-downloaded the mod to no avail.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Nanao-kun on April 02, 2014, 12:06:14 PM
I'm getting a sqiulla fighter wing not found error upon starting campaign. I re-downloaded the mod to no avail.
Are you using any other mod? You might be using Exerelin, which will require you to edit the faction file in the Exerelin folder. Change Squilla to Vespa.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on April 04, 2014, 07:12:59 AM
Please clarify which mods you are running when posting bug reports. :)


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: SpaceRiceBowl on April 04, 2014, 12:07:43 PM
I'm pretty sure its the Kadur causing the crash


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: DIEHARD25 on April 09, 2014, 10:58:16 PM
Nice mod, Cyceryn ;)

Blackrock is my favorite faction in Starsector. Incredible sprites, sir!

Best regards, Konstantin


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Kotatsu on April 19, 2014, 01:12:14 PM
Yeah I am getting the same error as the other guy in previous post.
It says that it's missing some hull brdy_squilla. I am using the mod Exerelin btw and all other mods work respectively together.
Just not this one. I can't seem to understand what the person said by modifying something in the faction file. I can't find squilla anywhere.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Nanao-kun on April 19, 2014, 02:29:25 PM
Yeah I am getting the same error as the other guy in previous post.
It says that it's missing some hull brdy_squilla. I am using the mod Exerelin btw and all other mods work respectively together.
Just not this one. I can't seem to understand what the person said by modifying something in the faction file. I can't find squilla anywhere.
You'll want to use the Exerelin dev version, since the current 0.632 is outdated.

https://bitbucket.org/Zaphide/exerelin/overview

If you look to the right, there's a download button.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on April 20, 2014, 01:36:43 PM
https://soundcloud.com/fastland/desdinova

mod news today, I made this track after playing USS at night in the space of a day, and DR has been helping me polish the faction in relation to the SS+ integration, which means there'll be a polish release of BRDY soon too.



Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Foxer360 on April 20, 2014, 02:20:26 PM
Dat song tho. Good to listen to while working  ;D


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Nanao-kun on April 20, 2014, 02:37:27 PM
https://soundcloud.com/fastland/desdinova

mod news today, I made this track after playing USS at night in the space of a day, and DR has been helping me polish the faction in relation to the SS+ integration, which means there'll be a polish release of BRDY soon too.


Is that the Desdinova's theme song?

I wonder how Imaginos and Nevermore sound.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Taverius on April 20, 2014, 04:28:50 PM
Nevermore sound.
I always thought of it like this (https://www.youtube.com/watch?v=mEizJ-TWua0).


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: JDCollie on April 22, 2014, 11:14:37 AM
Nevermore sound.
I always thought of it like this (https://www.youtube.com/watch?v=mEizJ-TWua0).

Awwwww yeah. Honestly, I don't know what I would do without the Nevermore. That thing has been my flagship for so long that I feel almost naked without it. Even in Uomoz, I just run with a Nevermore as my primary, a Scarab as my mopping up ship (I'd use a Desdinova, but the logistics profile is almost as expensive as the Nevermore, thus negating the purpose of a mopping up ship :P  ) and a hound or two for storage and boarding purposes.

Easily my favorite ship in all of modded Starsector :D



Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on April 23, 2014, 06:49:08 AM
You could think of it as inspired by the ship or whatever. I might make more down the road.

Void beast update:
(http://i.imgur.com/HdVHU0s.jpg)

Have some crappy concept art written on tax papers. Work continues on figuring out what Void Beasts are going to be like. So far I've had a lot of fun making a bunch of audio for them. Their "vocalizations" have settled on a comfortable artistic direction right now, sort of like an animal made out of tortured machinery voicing its discontent.

https://dl.dropboxusercontent.com/u/32517861/voidbeastsfxteaser.mp3

Here's a bunch of attack/misc sound concepts along with some vocalizations.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: ValkyriaL on April 23, 2014, 08:37:27 AM
I also have the Void beats death screech that you gave me, shiez its loud and scary.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Sabaton on April 23, 2014, 09:58:17 AM
They sound just like the geth buzzing, full of meaning for the other members of the race, ear raping for the rest...


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on April 24, 2014, 05:44:20 PM
http://www.twitch.tv/cycerin/c/4126483

Some mantis pilotin' in USS dev


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: spudcosmic on May 01, 2014, 07:24:49 AM
Is it possible to disable this mod's soundtrack? I think removing the sounds.json file would also disable all of the ship sound effects too. Personally I think that mod soundtracks should be separate downloads.

Edit: Just wanted to say I figured it out by editing the sounds.json and removing the custom soundtrack part of it.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: llama on May 06, 2014, 07:55:14 AM
Cool mod~ (http://i.minus.com/ijQOGw8I0Nqbp.gif)


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Cycerin on May 06, 2014, 03:30:25 PM
(http://i.imgur.com/kl6TOfv.png)

Something for the next release: The Scorpion-class Destroyer.

It flies a lot like a huge Scarab, and features the powerful Stinger Drone, which essentially is a self-propelled, miniaturized Gale Cannon.

Is it possible to disable this mod's soundtrack? I think removing the sounds.json file would also disable all of the ship sound effects too. Personally I think that mod soundtracks should be separate downloads.

Edit: Just wanted to say I figured it out by editing the sounds.json and removing the custom soundtrack part of it.

I'll provide a music-less version with the next release.

Cool mod~ (http://i.minus.com/ijQOGw8I0Nqbp.gif)

Nice. Nevermores are amazing with combat spec.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Ishman on May 06, 2014, 06:19:30 PM
That blue glow under-lighting the nose of the ship... Hnrgh.

Also that looks like an AMAZING complement to BRDY fleet comps, as they don't have any large ships to anchor fights around until you get to the Karkinos, which is not exactly something you can field multiples of without completely overkilling the enemy. I discount the Gondactylus because of the Ai's turbo derp handling of lopsided batterys.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Taverius on May 06, 2014, 11:08:26 PM
(http://i.imgur.com/kl6TOfv.png)

Something for the next release: The Scorpion-class Destroyer.

It flies a lot like a huge Scarab, and features the powerful Stinger Drone, which essentially is a self-propelled, miniaturized Gale Cannon.
Oh awesome.

I mentioned before I felt the need for a Scarab-equivalent dessy, and it looks awesome to boot :D


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Lopunny Zen on May 11, 2014, 06:27:09 AM
very nice...though quite honestly i think the robberfly should be a type of fighter wing....since its staple to have corvettes be single or double wing fighter wings...otherwise it seems useless because why would i use that over the stronger fighters that CAN repair and dock themselves. If the corvette could dock i would definitely buy it but as of now its just a pile of tinfoil waste over the frigates which are the same price almost


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Soren on May 11, 2014, 02:41:44 PM
I typically use Robberflies to stiffen point-capping fighter forces, actually. They're a good low-cost screening unit, and if you need to, you can install a shield generator on them.

EDIT: and now that I've had a chance to play with the new version, Dart SRMs turn Robberflies into fighter-mincing machines.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 12, 2014, 06:01:31 AM
(http://i.imgur.com/HPfzQsW.jpg)

DOWNLOAD BLACKROCK 0.6.5! (http://www.mediafire.com/download/cd1m4a2ryrych51/Blackrock%20Drive%20Yards.zip)
!!! Important note: This mod now requires ShaderLib by DarkRevenant in addition to LazyLib. !!!


NOTES: Mod is now dependent on the mod ShaderLib by DarkRevenant in addition to LazyLib. Download here. (http://fractalsoftworks.com/forum/index.php?topic=7958.0) To run Blackrock Drive Yards, you need to install the separate mod ShaderLib.

Changelog:

0.6.5
General:

- Added dynamic lights support for all BRDY content
- Added anisotropic flare effects to Deracinator systems
- Added Scorpion-class Destroyer and Stinger Drone
- Added Dart SRM/ Light Dart SRM
- Added Quill Rocket Pod
- Renamed Achilles MRM to Ajax MRM and Revenant-class Cruiser to Knight-class Cruiser
- Rebalanced many ships and weapons
- Renamed Solenoid Quench Cannon to Ferrocannon
- Renamed Solenoid Quench Gun to Ferrogun
- Changed Scalaron Repeater to be a constant-fire weapon
- Changed Quill Rockets to be kinetic weapons with the Shard crit mechanic + new appearance/sound
- Changed Fury-class Torpedo engine style
- Lowered the volume of the Magnetic Caress combat music track
- Updated Typheus sprite/ship
- Updated a few other sprites
- Updated some descriptions


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Lopunny Zen on May 17, 2014, 04:15:51 PM
That's because in most mods Corvettes are large fighters, here the robberfly is a very small frigate.

I know it is but noone uses it...its kinda worthless...what this faction needs is a single ship corvette that can dock and refit...the powerhouse of the fighter/bomber wings....something expensive but would help a Carrierneer as the leader of the fighters. A buffed robberfly seems like it would perform just that role as this seems to be one of the few mods to have something like that....it would be nice to see


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: Euqocelbbog on May 17, 2014, 10:24:57 PM
That's because in most mods Corvettes are large fighters, here the robberfly is a very small frigate.

I know it is but noone uses it...its kinda worthless...what this faction needs is a single ship corvette that can dock and refit...the powerhouse of the fighter/bomber wings....something expensive but would help a Carrierneer as the leader of the fighters. A buffed robberfly seems like it would perform just that role as this seems to be one of the few mods to have something like that....it would be nice to see

Nah, the Robberfly is a great ship if you outfit it and use it right. I find that a Light Needler and some hard-hitting weaponry make it a fantastic strike ship. Otherwise, it fills its intended role as an expendable skirmish ship perfectly fine.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Taverius on May 17, 2014, 10:37:02 PM
Its also one of the best capture ships in game for chases.

I always keep 2 in fleet regardless of the fleet makeup.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Lopunny Zen on May 17, 2014, 10:50:38 PM
eh you have better options and the blackrock theme sucks...i can give you a better theme from an old game that would suit them if you like


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
Post by: sarducardun on May 18, 2014, 01:48:52 AM
That's because in most mods Corvettes are large fighters, here the robberfly is a very small frigate.

I know it is but noone uses it...its kinda worthless...what this faction needs is a single ship corvette that can dock and refit...the powerhouse of the fighter/bomber wings....something expensive but would help a Carrierneer as the leader of the fighters. A buffed robberfly seems like it would perform just that role as this seems to be one of the few mods to have something like that....it would be nice to see

Nah, the Robberfly is a great ship if you outfit it and use it right. I find that a Light Needler and some hard-hitting weaponry make it a fantastic strike ship. Otherwise, it fills its intended role as an expendable skirmish ship perfectly fine.

With a technology character mount an LPG on it.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 18, 2014, 02:32:13 AM
The Robberfly rules, it costs nothing and can be really effective. To state the obvious, not every ship in the game can be amazing, because then no ship would stand out.

eh you have better options and the blackrock theme sucks...i can give you a better theme from an old game that would suit them if you like

Lmao, yes, the mod could truly prosper under your guidance.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Gothars on May 18, 2014, 09:47:42 AM
@Lopunny Zen: you've got an PM

I had to delete some posts, sorry to everyone who tried to help.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 19, 2014, 04:30:36 AM
http://gfycat.com/AgreeablePlaintiveHippopotamus

A knockoff Desdinova is still a Desdinova, apparently. (not cool after you run out of missiles)

(might reduce the amount of missiles this thing can mount)

Rebel BRDY faction? Pirate knockoff? Not telling yet.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Psycho Landlord on May 19, 2014, 01:20:56 PM
(might reduce the amount of missiles this thing can mount)

This is a terrible idea. Add more. Let the Circus begin.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Lopunny Zen on May 20, 2014, 11:04:24 AM
really...deleting my comments....well...facts are facts and i wanted to help but if you want to laugh at me for trying to be honest and help and be sarcastic then fine you can fail on your own in this mod..


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: ValkyriaL on May 20, 2014, 11:24:17 AM
Considering this is the most popular mod on the forum, and hes got this far without your help, i don't think he's going to need it. ::)


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 20, 2014, 11:47:56 AM
If we're all deluded and blind to your genius, blow our minds by making your own mod. Nothing's stopping you from tweaking BRDY to your own specifications either. I must admit I fail to see the value in most of your suggestions, though, but I do read them.

If your posts had a different tone, and some actual argumentative weight to them, people would leave you alone.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: MShadowy on May 20, 2014, 11:59:17 AM
really...deleting my comments....well...facts are facts and i wanted to help but if you want to laugh at me for trying to be honest and help and be sarcastic then fine you can fail on your own in this mod..

Please try not to remain at level of such insightful commentary as "the blackrock theme sucks", submitting music someone else has made, and complaining about something being not to your tastes.  You've not really given anyone any reason to treat your opinion as carrying much weight.  As was mentioned in the number of posts Gothars removed, you are actually bad at critique, seeing as actual critique genuinely tells the recipient something meaningful that could potentially be used to avoid the same pitfalls in the future.

The only thing in which this might be said to be the case is what you've said about the Robberfly, and that is merely your opinion; an opinion with which Cycerin, and many others besides, clearly disagrees.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: MesoTroniK on May 20, 2014, 12:02:09 PM
Lopunny, BRDY is considered to be one of the most popular, polished, and fun faction mods around. Your "criticisms" of them are based on your own opinions that not a single other person shares. Why is this? Maybe instead of saying how every mod sucks and how they should be changed, maybe you should mod them yourself and retain these changes on your own computer. If you intend to keep advising people on their work, wording it in constructive non abrasive manners would go a very long way to having it taken seriously.

Or better yet make your own mod, it is your world and you are the creator; the only limit is your imagination.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Hashmander on May 20, 2014, 06:37:18 PM
Amazing mod. There seems to be a problem with blackrock hullmods though; can't seem to load the optional BRDY hullmods after you take them off a ship.

Edit: the problem seems to be with the mod's hull_mods.csv file. Change unlocked to TRUE for the assault and targeting suite and they become available


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 21, 2014, 03:02:51 AM
Weird, I can swear I fixed that last version. Might have something to do with the forking me and DR have been doing. Thanks for the report! And for anyone else, you can indeed fix it by opening hull_mods.csv and changing that field to TRUE.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Soren on May 21, 2014, 05:30:11 AM
really...deleting my comments....well...facts are facts and i wanted to help but if you want to laugh at me for trying to be honest and help and be sarcastic then fine you can fail on your own in this mod..

Not only are you alone in thinking your critique has value (http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect), but you've managed to abrade and annoy everyone who reads your posts. You're not honest, or helpful; you're rude, ignorant, and lazy. If people laugh at you, it's because you're ridiculous.

Still poking around; I've had a weird crash or two with the Scalar Deracinator, but it's not easily repeatable (haven't figured out conditions, but it happens when the ship pops out of a jump). EDIT: Turned out to be a slightly-out-of-date LazyLib.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: JDCollie on May 21, 2014, 08:03:54 AM
If we're all deluded and blind to your genius, blow our minds by making your own mod. Nothing's stopping you from tweaking BRDY to your own specifications either. I must admit I fail to see the value in most of your suggestions, though, but I do read them.

If your posts had a different tone, and some actual argumentative weight to them, people would leave you alone.
I'm still waiting with bated breath for the Lolpunny Zen mod revelation. I'm sure we will all be devastated by it's earth (or star)-shattering brilliance, balance, and ingenuity. Until then however, I'm going to slog through Cycerin's (obviously inferior, but what can we do) efforts.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Erick Doe on May 21, 2014, 08:07:31 AM
WARNING!

Several posts have already been removed to avoid this thread from getting derailed any further. Let's get back to discussing Blackrock Drive Yards and let's refrain from making personal attacks or baiting for responses.

Thank you.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cathair on May 22, 2014, 05:17:23 PM
I like flying Robberflies a lot- someone once said that they're as close as you can get to piloting a fighter in Starsector, and that's how I feel about them.

I don't use more than a couple for chase/mop-up duties in my fleets, though, because the AI is terrible at using them. I don't know what makes the AI want to continually charge at things and fight at about a third of their weapons' effective range in an unshielded piece of tinfoil, but I want it to stop.  :(

Same holds true of many Blackrock ships, like the poor Gonodactylus, which (in my experience) is frequently outperformed by the good ol' Enforcer in the AI's hands. Especially if that Enforcer has Blackrock guns on it.  ;D


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: IRID1UM on May 23, 2014, 12:07:23 PM
Hi,
I got this error twice, any thoughts what causes it? I'm using a whole lot of other factions aswell, maybe they remove a location where BRDY fleets spawn?
Thanks
2509714 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.blackrock.BRSpawnPoint.rndSystem(BRSpawnPoint.java:62)
   at data.scripts.world.blackrock.BRSpawnPoint.spawnFleet(BRSpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:45)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 26, 2014, 06:40:21 AM
Thanks for the report, fixed it for the next release.

Same holds true of many Blackrock ships, like the poor Gonodactylus, which (in my experience) is frequently outperformed by the good ol' Enforcer in the AI's hands. Especially if that Enforcer has Blackrock guns on it.  ;D

I'd give the Gonodactylus another chance after the recent patches, it's one of the fastest/most mobile destroyers in the game with Arcjet Burners, and also probably the most durable with its 6000 hull/ 800 armor (the Enforcer has 5000/750), the odd weapon layout keeping these considerable strengths somewhat in check. When equipped with lots of rockets/missiles, it becomes a very powerful fire support platform, and you can also use the central turret for PD if you want to make a more reliable AI Gonodactylus.

Take the Shrimp into your hearts  :'(


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Taverius on May 26, 2014, 06:53:33 AM
I've always liked the Gonny as a player ship, but the AI abysmal at asymmetrical ships - the gonny does better than others because the side guns can nearly or just about fire forward, but it still spends a lot of time rotating to bring them about and then going nope nope nope and rotating back and then trying to bring them about again and so on.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 26, 2014, 07:09:59 AM
For the most part, the AI attempts to face targets, because all turrets except the rear turret can fire forwards. It used to be much worse, when it was an actual broadsider.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Taverius on May 26, 2014, 09:29:16 AM
Its better, yeah. Its still great fun as a player ship :D

Haven't played that much with the new version (in SS+) ...

Loving the scorpion so far (waiting on the description essay :D) though I find it surprisingly inflexible as far as setups. interesting ship!

Still not grokking the new Kurmaraja - I am less effective in it than the old one, which I never found to be an upgrade over a Nevermore.

'Frank View of Exchanges' guh ... words ... in ... wrong ... order! And I can't make ship names that long as a player - I shall never fly the BRS We Haven't Met But You're A Great Fan Of Mine D:


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Cycerin on May 26, 2014, 10:04:53 AM
Hahahah. That one is almost inexcusable, I must admit. Evil. Worst Banks tribute ever.

Yeah the Scorpion is strange - in spite of having 3 medium universals, you pay a high price for specializing it too much. Which again means it can lead to some highly interesting fleet roles. It's very new still so I'm interested in feedback on it.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Nanao-kun on May 26, 2014, 11:09:57 AM
Hahahah. That one is almost inexcusable, I must admit. Evil. Worst Banks tribute ever.

Yeah the Scorpion is strange - in spite of having 3 medium universals, you pay a high price for specializing it too much. Which again means it can lead to some highly interesting fleet roles. It's very new still so I'm interested in feedback on it.
I actually like the Scorpion a lot. It looks great, it's plenty fun, and I enjoy having it as my flagship.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Taverius on May 26, 2014, 11:33:59 AM
I'll post anything I notice abut the Scorpion, but it looks pretty well balanced as it is.

I did notice the Gonny is somewhat less useful in SS+ due to how hard it is to get a hold of burn-speed enhancements at the stage of the game where a sturdy, low-upkeep destroyer with a decent cargo is so attractive - I found burn 4 to be a little crippling on the map. I want a BRDY tug :P


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Taverius on May 27, 2014, 02:55:52 AM
English isn't my first language, but in the Hammerclaw description, shouldn't it say 'is a useful shock weapon' instead of 'is an useful shock weapon'?

Also, Large Gale Battery plox :D


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Mazuo on May 27, 2014, 03:07:47 AM
You're correct, though I can't say I ever noticed it.  "It's is not undergoing repairs" in the base game I've found grating though, heh.  As for the large gale, I want one and fear it at the same time.


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Taverius on May 28, 2014, 07:39:38 AM
"It's is not undergoing repairs" in the base game I've found grating though, heh.  As for the large gale, I want one and fear it at the same time.
It might be better if it was some gatling array thingy to prevent distant triple gale alpha ... maybe?

In other news, I found a setup the AI is pretty happy with on the Gonny. Its still not very good with the HClaw or the burn jet, but those are issues with comparable vanilla functionality too. The Scorp is overall a better ship for the AI to fly, I think.

Finally found a Stenos setup I'm happy with, and I'm very happy with it indeed. 2 sunjets, a squall battery and 2 scalaron blasters make short work of pretty much anything ... took a while to 'see' the arcs to ensure I had good enough PD coverage to protect the wet napkins it calls armor.

Now if only I can find another 50 or so OP so I can slap in bulkheads - because I always take some hull damage with it - engine and thruster mods - because it handles like a stricken oil tanker with a broken rudder ...

Still, a much more interesting ship compared to the old one with the drone, and I'd be hard pressed to decide if I'd rather fly a Nevermore or a Stenos now, so well done Cycerin :D

I am still failing at finding a use for the Ironweaver. I haven't found a ship where I'm not better served by putting a Squall Battery in there instead and using Ferroguns or Scalarons to burst shields, since the effective range is the same. Any suggestions?


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Shield on May 28, 2014, 11:43:02 AM
Ironweaver on a Onslaught is beautiful


Title: Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
Post by: Taverius on May 29, 2014, 10:16:22 AM
Ironweaver on a Onslaught is beautiful
Maybe, I like to fly 'faction' fleets using only 'faction' weapons where possible, so I've only tried it on BRDY ships.

@Cycerin: Something is slightly off with the Asura sprite; whenever I fly it - which is often - my eye is drawn to the engine flames coming right out of the rear phase coils.

I think I'm starting to 'see' the Kurmaraja, but I'm also starting to think the shield damage conversion is unnecessarily punishing on it. As it is both caps are pretty awful at being shot at and require subsystem use for active avoidance, they could stand being differentiated some in that respect.


Title: Re: [0.6.2a] Blackrock