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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


Pages: 1 ... 45 46 [47] 48 49 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790512 times)

Cycerin

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #690 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.
« Last Edit: October 14, 2013, 02:47:37 PM by Cycerin »
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Ishman

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #691 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.
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Weh

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #692 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.
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Trylobot

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #693 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.
« Last Edit: October 15, 2013, 11:24:55 AM by Trylobot »
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Cycerin

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #694 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.



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.
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Gothars

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #695 on: October 16, 2013, 08:20:07 AM »

You're a real artist.
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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.

MShadowy

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #696 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.
« Last Edit: October 16, 2013, 09:30:35 AM by MShadowy »
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Trylobot

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #697 on: October 16, 2013, 10:16:39 AM »

Cool ship concept, can't wait to see it finished.
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zakastra

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #698 on: October 16, 2013, 12:39:57 PM »

You continue to amaze. hot damn. this is why half the playerbase consider your ships cannon
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Oh DRM, bane of the carrier captain...

Cosmitz

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #699 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.
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Doogie

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #700 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?
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Cycerin

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #701 on: October 17, 2013, 07:49:20 AM »



How about now, Doogie?
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FasterThanSleepyfish

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #702 on: October 17, 2013, 08:02:31 AM »

It's wonderful! Although, the right hand extension looks like a char grilled steak...  :D
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Cycerin

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #703 on: October 17, 2013, 08:18:17 AM »

Haha yeah, I think I might fade the lattice armor back a little bit. ;D
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Morion

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #704 on: October 17, 2013, 08:21:17 AM »

Wow! Fast. Cool ships and mod overall.
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