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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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What would you like to see in Blackrock?

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Total Members Voted: 897


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Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1330052 times)

Lolpingu

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2955 on: September 06, 2019, 06:12:51 PM »

Do you try buleprints or fight their bigger ships it is posible that nexelin mess up markets, not blackrock mod it self.
Nex could definitely be a problem. I'm also using Vayra's sector, not sure if can have any possible effect on markets but there it is

Also, I'm playing the faction rn and as any sensible Nex player would do, I abuse the "follow me!" function to take my faction's stompy patrol fleets and use them to smash stations and defense fleets. So, BRDY had loads of size 6+ military markets in my game, including a few captured HQs :D
As for blueprints, I've yet to find em. They're not part of the BRDY military blueprint package, so I assume they have to be found individually. 
Lastly, as I said, I abused the "follow me!" function quite a bit, so I've fought alongside several BRDY armadas and I kept an eye out for ferro-shots. Nothing.
Oh, and one more thing - I played with their rarity and tier so that they should basically appear as often as shredders, in open markets. Still nothing.
Weird.
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Taverius

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2956 on: September 07, 2019, 03:08:54 AM »

@Cycerin I'm not sure 2 small missile slots warrant the Cetonia having a full double the daily supply use of a Tarsus at 6/day vs 3, and a 50% fuel/ly surcharge on top.

Its actually weaker, defensively - better shields, but they're front-locked and thus useless in the only combat it will see, and the rest of the stats mainly balance out; better flux cap but weaker dissipation, better armor but weaker hull, the only standout is the speed which doesn't fully make up for the useless shields.

A mule is 7/day, and a Cetonia is pretty significantly weaker. Feels more like a 4 or a 5.

Edit: New asura is fun but its such a toy that its hard to justify keeping it around. I guess that balances the absurd damage output!

Still kinda ... ugh, there's no cruiser I really feel that does the 'line cruiser' thing well, the heavy is kinda meh. Yeah you have a large slot but it has to get close to use all those smalls anyway, really unsatisfying to build & use, I mean except when you press F, that's always fun. And the knight is still this sorta useful but wishy-washy thing that's on the slow side and with little range and poor flux. Its a strange world when a nevermore is the best line cruiser.

A man can get bored of spamming shard cannons on EVERY. SINGLE. SMALL SLOT. you know?
« Last Edit: September 08, 2019, 12:05:43 PM by Taverius »
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Zym

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2957 on: October 16, 2019, 06:14:55 PM »

Great mod.

Some balance feedback:

I've been testing out Vespas with a multitude of carriers and they really are in a league of their own. Their speed allows them the highest DPS of all bombers I've tested while also cracking shields and armor equally well thanks to the fury torpedo's energy damage type and high per-hit damage. That they also sit at 20 OP a piece means it's hard to compete with them since every other competitor is either more expensive, slower or cannot deal with the multitude of threats that a Vespa can.

Their main weakness being that they are somewhat frail is often nullified by the system of the carrier using them, such as an Astral's teleportation system.

Some of my tests:
Astral vs Karkinos using 6 Vespas in the mission testing area: https://streamable.com/posmb
2 Astrals using 12 Vespas with Cathedral mine support vs 3 Remnant ordos at once (including a Nova at the end): https://streamable.com/oeein
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CrixM

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2958 on: October 19, 2019, 01:57:19 AM »

It's probably the fault of other mods, but a lot of the BRDY weapons won't ever spawn in markets, like the normal gale-cannon, large dart pod, IMN assault gun, voidspear MRMS, and a few others. I'm not sure what could be causing it.
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Dudok22

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2959 on: October 22, 2019, 06:48:01 AM »

It's probably the fault of other mods, but a lot of the BRDY weapons won't ever spawn in markets, like the normal gale-cannon, large dart pod, IMN assault gun, voidspear MRMS, and a few others. I'm not sure what could be causing it.

It's a known bug, do this to fix it:


Add "brdy_wep_bp" to the \mods\Blackrock Drive Yards\data\world\factions\blackrock_driveyards.faction file in the knownWeapons like this

Code
"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],
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braciszek

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2960 on: October 29, 2019, 11:19:26 PM »

I am addicted to this mod. BRDY ships and equipment favor a playstyle that i very much enjoy. With a Karkinos as my flagship, no capital ship's rear is safe from being obliterated. I typically favor controlling cruisers and capital ships, but the destroyers and frigates of BRDY are very fun to pilot with their ability to pack loads of firepower.
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Starareo

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2961 on: December 09, 2019, 08:07:41 PM »

Was going through ship_data.csv and it appears the Eschaton has the CARRIER, COMBAT hints instead of the Kurmaraja. Would this effect ship AI behavior?
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Sunnyko

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2962 on: December 09, 2019, 10:40:51 PM »

Any chance for support for commissioned crews?
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cathar

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2963 on: December 21, 2019, 04:49:10 AM »

Hey, I'm working on a pirate reskin of the Karkinos for personal use in my pirate playthrough.

I am trying to recolor the effect of its teleport from green to red but can't get it right. I have recolored the fx pngs but it's still very much green. Which graphics/scripts do I need to edit to change the whole thing?

Not going to use this for a mod or anything by the way, just for my own playthrough and to learn some sprite editing. When I'm done you're welcome to use it if you like it of course.
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Rezonga

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2964 on: February 12, 2020, 06:15:03 AM »

Please make it so all the weapons and such show up in console commands when you search using brdy, It makes finding faction specific stuff so much easier when everything uses the same thing,
Some equipment cant be found by typing brdy, some only need the br, some equipment are just there by name like the voidspears, and a couple of weapons I couldn't find at all.
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mora

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2965 on: February 13, 2020, 12:23:21 AM »

Please make it so all the weapons and such show up in console commands when you search using brdy, It makes finding faction specific stuff so much easier when everything uses the same thing,
Some equipment cant be found by typing brdy, some only need the br, some equipment are just there by name like the voidspears, and a couple of weapons I couldn't find at all.
Changing those breaks saves sadly, so it is very unlikely a modder will do that. Meanwhile, you can open up weapon_data.csv inside Blackrock Drive Yards\data\weapons folder and see every weapon ID.
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RoquetheRogue

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2966 on: February 14, 2020, 05:05:51 AM »

Hello Cycerin and people!
This mod is decently crafted and even inspiring, some of the ships look amazing!

I have an issue with this mod, however, balancing issues, while playing it with NEX I think you were overly generous with BRDY Cycerin, their fleets are infinite and dangerous to colonies! BRDY isn't that huge to have like thousands of huge fleets, plus that Pristine Nano-Forge can even beat vanilla factions
I was comissioned into Tri-Tachyon and I took over the pirate Limbo planet in Rama, BRDY immediately took issue with me, despite it being a 3 factions planet, so they caused a war over it, they were at war with SCY and Kadur at the same time, the TTS garrison isn't that good, but what is the issue here is the amount of Fleets BRDY has!

I have a decent fleet, nothing that could stomp a station, but it can defeat most fleets, I must have destroyed easily 90 Blackrock drive yard fleets yesterday, they keep spewing out those medium Consortium Enforcers and huge System Protection Fleets as if it was that easy and minor patrols despite being constantly repulsed
They don't ceasefire either after taking so much attrition, not surprisingly, a Hegemony alliance declared war on Tri-Tachyon, so I'm fighting a senseless war with BRDY and defending against Hegemony at the same time, Hegemons can be repulsed back and take while to reconstruct, but BRDY constantly spawns huge fleets, these fleets have a inate ability to overpower Stations, any station, I was stalking Limbo and having recently built a Station there, Consortium Enforcer fleets that aren't even that capable of destroying Stations, (in game battle), can easily destroy stations if I don't join in to see them getting killed..

I could understand a lore reason for them to have like.. a huge army, but minor patrols being able to destroy stations is where I take issue.. is this a vanilla problem? can someone explain to me?
plus' F Hegedemonies satured my pristine nano-forge while I was busy in Rana

Blackrock Drive Yards does not have NEX diplomacy traits? is that a reason they can't Ceasefire?
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Ishman

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2967 on: February 14, 2020, 12:29:09 PM »

Spoiler
Hello Cycerin and people!
This mod is decently crafted and even inspiring, some of the ships look amazing!

I have an issue with this mod, however, balancing issues, while playing it with NEX I think you were overly generous with BRDY Cycerin, their fleets are infinite and dangerous to colonies! BRDY isn't that huge to have like thousands of huge fleets, plus that Pristine Nano-Forge can even beat vanilla factions
I was comissioned into Tri-Tachyon and I took over the pirate Limbo planet in Rama, BRDY immediately took issue with me, despite it being a 3 factions planet, so they caused a war over it, they were at war with SCY and Kadur at the same time, the TTS garrison isn't that good, but what is the issue here is the amount of Fleets BRDY has!

I have a decent fleet, nothing that could stomp a station, but it can defeat most fleets, I must have destroyed easily 90 Blackrock drive yard fleets yesterday, they keep spewing out those medium Consortium Enforcers and huge System Protection Fleets as if it was that easy and minor patrols despite being constantly repulsed
They don't ceasefire either after taking so much attrition, not surprisingly, a Hegemony alliance declared war on Tri-Tachyon, so I'm fighting a senseless war with BRDY and defending against Hegemony at the same time, Hegemons can be repulsed back and take while to reconstruct, but BRDY constantly spawns huge fleets, these fleets have a inate ability to overpower Stations, any station, I was stalking Limbo and having recently built a Station there, Consortium Enforcer fleets that aren't even that capable of destroying Stations, (in game battle), can easily destroy stations if I don't join in to see them getting killed..

I could understand a lore reason for them to have like.. a huge army, but minor patrols being able to destroy stations is where I take issue.. is this a vanilla problem? can someone explain to me?
plus' F Hegedemonies satured my pristine nano-forge while I was busy in Rana

Blackrock Drive Yards does not have NEX diplomacy traits? is that a reason they can't Ceasefire?
[close]

None of this is an issue with BRDY - it's just how invasion fleets are in Nexerlin. I presume this is your first or second game of it, or you'd have experience with seeing that any invasion consists of half a dozen fleets the size of a pirate armada, except instead of crummy atlas Mk. II's they've got 10-15 of that faction's capitals.

I'm also presuming you haven't added many other mod factions, as Diable, SCY, II, DME, SRA, Neutrino, and Junk Pirates all have pristine nanoforges.
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RoquetheRogue

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2968 on: February 14, 2020, 01:27:14 PM »

I used to be a textwall like you you, til I took a delete to the temple

Your presumptions are unfortunately wrong, I have been around, discord told me BRDY has these extra patrols because of their unique consortium building, which is like the Lion's in Askonia, my other issue was that minor patrols could RNG Stations and Fortresses and win which was a issue exarcebated by BRDY having extra patrols in the system of Rana

The the problem currently is more than that, it's because they can't call a ceasefire despite having several crushing defeats, they are not invading said system because they own it (which was added by this mod)
I have other Factions, Kadur, SCY, all active actors in that sub-sector of the Core Worlds, BRDY does not have those traits like all other factions in NEX, maybe they're not set for diplomacy? because someone told me factions in vanilla don't have the option to call for a ceasefire

Anyway, thank you for your time, I'll probably give up on that save and work better strategies.
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Rezonga

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Re: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released
« Reply #2969 on: February 20, 2020, 12:27:25 AM »

Please make it so all the weapons and such show up in console commands when you search using brdy, It makes finding faction specific stuff so much easier when everything uses the same thing,
Some equipment cant be found by typing brdy, some only need the br, some equipment are just there by name like the voidspears, and a couple of weapons I couldn't find at all.
Changing those breaks saves sadly, so it is very unlikely a modder will do that. Meanwhile, you can open up weapon_data.csv inside Blackrock Drive Yards\data\weapons folder and see every weapon ID.
Well it's not like other modders haven't broken saves before, some of them seem to do it every 3 or so updates.
Well based on what others have said, The mod needs an update since some things just never appear in the market.
Might as well make the ID adjustments at the same time.
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