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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
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1424


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790589 times)

Cycerin

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #615 on: September 30, 2013, 03:29:08 PM »

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FasterThanSleepyfish

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #616 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!
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Gothars

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #617 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.
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Sproiet

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #618 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  :(
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x Daedalus

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #619 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
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Cycerin

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #620 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):



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.
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Turdicus

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #621 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
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Gotcha!

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #622 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.
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Erick Doe

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #623 on: October 01, 2013, 03:20:04 PM »

Maybe these can help you decide on a faction colour?
Spoiler


[close]

http://en.wikipedia.org/wiki/Category:Shades_of_orange
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Hyph_K31

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #624 on: October 01, 2013, 05:17:28 PM »

That is a surprisingly useful link... Thank you, even though it wasn't for me!  ;D
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"GEDUNE, stop venting in front of your classmates!"

etherealblade

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #625 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...................
Spoiler
[close]
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Spoiler

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Gothars

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #626 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?
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

ValkyriaL

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #627 on: October 02, 2013, 04:34:12 AM »

it slows down ballistic projectiles

enough to actually not hit me.

^ you said it yourself :P
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Uomoz

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #628 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
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Vayra

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #629 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?
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
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