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News:

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

Poll

What would you like to see in Blackrock?

More ships
- 753 (23.6%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 704 (22.1%)
More lore
- 206 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1423


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1787437 times)

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1020 on: February 08, 2014, 04:27:12 AM »

GJ Valk!

https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.zip

New DEV.

Spoiler
- 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
[close]
« Last Edit: February 08, 2014, 04:29:18 AM by Cycerin »
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1021 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.
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TheNewCongalala

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1022 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.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1023 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.

Spoiler



[close]
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Shield

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1024 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.

Spoiler



[close]

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.
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Sundog

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1025 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?

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1026 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.

Spoiler

[close]

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.
« Last Edit: February 12, 2014, 06:00:28 AM by Cycerin »
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Zudgemud

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1027 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

This smiley needs to be on all forums everywhere.
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Erick Doe

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1028 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!
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Chaos Farseer

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1029 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.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1030 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.
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Sundog

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1031 on: February 13, 2014, 02:10:17 PM »

Oh, good! I'd hate to think anyone was benefiting from reading my scripts  :)

Mazuo

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1032 on: February 13, 2014, 03:49:56 PM »

Oh god, can't wait to see it hit some unfortunate frigate.
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TheNewCongalala

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1033 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.

Spoiler



[close]

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?
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Mazuo

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1034 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.
« Last Edit: February 14, 2014, 02:23:05 PM by Mazuo »
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