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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

Poll

What would you like to see in Blackrock?

More ships
- 430 (25.2%)
More weapons
- 288 (16.9%)
More campaign features
- 236 (13.8%)
Space monsters
- 342 (20%)
More lore
- 93 (5.4%)
More music
- 63 (3.7%)
More portraits
- 96 (5.6%)
Subfactions
- 161 (9.4%)

Total Members Voted: 767


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Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1215386 times)

Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #810 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.
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Executive Creative Director of Naysmyth Armouries Mod (Very WIP)

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #811 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.
« Last Edit: November 30, 2013, 06:21:02 AM by Cycerin »
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Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #812 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...
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #813 on: November 30, 2013, 08:31:52 AM »

It's a Linear Pulse Gun, new sprite. :)

In other news.
« Last Edit: November 30, 2013, 08:35:27 AM by Cycerin »
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ValkyriaL

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #814 on: November 30, 2013, 08:39:31 AM »

I smell a scalar deracinator on crack.
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #815 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.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #816 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!
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mendonca

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #817 on: November 30, 2013, 10:37:15 AM »

Imaginos. Awesome. Blackrock is great at naming stuff.
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"I'm doing it, I'm making them purple! No one can stop me!"

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #818 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
« Last Edit: November 30, 2013, 11:07:44 AM by Cycerin »
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Bjørn_in_the_Sector

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #819 on: November 30, 2013, 11:09:58 AM »

pure, unadulterated win. Also, subbed. :D
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MShadowy

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #820 on: November 30, 2013, 05:57:25 PM »

Indeed,  this is lookin mighty fine.
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #821 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.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #822 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.
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #823 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.
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etherealblade

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #824 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
« Last Edit: December 05, 2013, 11:10:39 PM by etherealblade »
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