Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

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
- 429 (25.2%)
More weapons
- 288 (16.9%)
More campaign features
- 235 (13.8%)
Space monsters
- 342 (20.1%)
More lore
- 92 (5.4%)
More music
- 63 (3.7%)
More portraits
- 95 (5.6%)
Subfactions
- 161 (9.4%)

Total Members Voted: 765


Pages: 1 ... 62 63 [64] 65 66 ... 198

Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1213733 times)

etherealblade

  • Commander
  • ***
  • Posts: 132
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #945 on: January 19, 2014, 10:24:23 PM »

hmm...I like the tactical aspect of faster teleport...but...I liked that build up animation a whole lot. I'll mourn it for a whole 5 seconds before using the new awesome adds to tear my enemies to shreds.
Logged
Spoiler

[close]

Bjørn_in_the_Sector

  • Commander
  • ***
  • Posts: 186
  • Have a towel, just need a ship...
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #946 on: January 20, 2014, 02:14:13 AM »

Oh yeah. The capital-sized teleport FELT like you were teleporting a capital ship, but annihilating my enemies in a cloud of awesome sounds like it'll make up for it. In spades.
Logged
Executive Creative Director of Naysmyth Armouries Mod (Very WIP)

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #947 on: January 20, 2014, 02:51:10 AM »

Nothing's changed about the buildup. You are just vulnerable while charging now.
Logged

etherealblade

  • Commander
  • ***
  • Posts: 132
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #948 on: January 20, 2014, 05:53:10 AM »

Well..Unless you could make it to where keep both...have the build up so it looks like you see where its going to teleport.....only for it to pop up somewhere else entirely....that way it looks like it's going to teleport forward but then have it green flash behind the enemy ships...
Other wise just the green flash is no different and unorigional from the tritachyons teleport.
Sorry, it's not that I dont appreciate an update in fighting prowress...I just love that animation a hella lot and had to mention an idea I randomly had.
Logged
Spoiler

[close]

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #949 on: January 20, 2014, 06:56:51 AM »

I'm not sure I understand what you mean. :0 The only things that have changed about the Deracinator are:
- You don't see a growing, green image where the target location is
- Shots don't pass through your ship harmlessly while the teleportation is charging anymore
- The explosion upon arrival is more damaging, and does not hurt allies as badly anymore. It also never damages yourself.

I've considered to have a growing vortex of particles appear at the target location like 100-200 milliseconds before the actual arrival, though, but that will require more scripting down the road.
« Last Edit: January 20, 2014, 06:58:33 AM by Cycerin »
Logged

NanoMatter

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #950 on: January 20, 2014, 05:33:55 PM »

Make a giant super cap that in bigger than Valks like 10 KM long! Like a boss fleet...
Logged

Ishman

  • Commander
  • ***
  • Posts: 212
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #951 on: January 20, 2014, 06:08:32 PM »

The people have spoken Cycerin! They don't read a damn word you type.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #952 on: January 20, 2014, 06:50:51 PM »

Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight, or that I spend it to make a glorified, redundant space codpiece to participate in slugfests with other mod factions? (I tend to assume that Blackrock exists in a vacuum with the vanilla factions - what use is there for something stronger than the Karkinos then?)

Speaking of mod progress, I just fixed all the csv values and I've done some funky stuff with the Imaginos to keep it in line (it no longer has a shield! Have fun with that. (you will)

Need to sort out some more adjustments and fix a bug with the campaign before I can release. Guess I'll put up a dev version tomorrow.
« Last Edit: January 20, 2014, 06:53:11 PM by Cycerin »
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 541
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #953 on: January 20, 2014, 07:02:39 PM »

I'd rather see the monsters that the Nevermore is based on, since Blackrock has a pretty good variety of ships.
Logged

Ishman

  • Commander
  • ***
  • Posts: 212
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #954 on: January 20, 2014, 07:19:26 PM »

Obviously those of us not asinine and needy chumps want to see more of the work you want to create - since we've appreciated so much of it so far.

Also those sketches of the spessmonstahs you've teased are :3
Logged

Mazuo

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #955 on: January 20, 2014, 08:12:15 PM »

No shield?  I'm intrigued.  I really want to see the new hullmods in action too.
Logged

etherealblade

  • Commander
  • ***
  • Posts: 132
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #956 on: January 20, 2014, 11:33:13 PM »

Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight?

Yes Please. I support space monsters 1000000%. Didn't know you were still planning on that..or was this a joke?

Also, I misunderstood, about the karkinos. It's not worth further explaining my idea because it sounds what you did was really awesome already. Thanks Cycerin. 8D

@Ishman
I'm going to take it that you mean we shouldn't be nitpicking but being greatful for his awesome mod?
Yes I'm very grateful and his mod is one of my top favorite. Not only that but he's a modder that is always approaching the next horizon of possiblity. We are blessed indeed.
Logged
Spoiler

[close]

Sabaton

  • Captain
  • ****
  • Posts: 478
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #957 on: January 21, 2014, 02:14:03 AM »

 You left the battleship without a shield? ??? Well it isn't much of a loss given that BR ships are for shock and awe tactics anyway.
 Will the frigate have the same same fate? It could make scalar ships a class of their own, just like phase ships, and speaking of phase ships, will the Asura ever get some company, or is it an oddity in the BR ranks?
Edit:
 My bad. Should glue the monitor to my face. But question still stands, will the Asura ever get a sibling or is it forever alone?
« Last Edit: January 21, 2014, 05:04:43 AM by Sabaton »
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #958 on: January 21, 2014, 04:50:14 AM »

I was making a false dichotomy as a joke, not fishing for praise... not going to make a super-cap though, it's a ton of work making large ships and in this case it would be a wasted effort when I already made three capital ships.

You left the battleship without a shield? ???

Imaginos. The frigate. :P
Logged

Tecrys

  • Captain
  • ****
  • Posts: 478
  • Creator of Biomancy Genetic Engineering
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #959 on: January 21, 2014, 05:25:09 AM »

Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight?

Yes Please. I support space monsters 1000000%.

Space monsters are coming, my friend. Making my own mod for those, actually has nothing to do with Blackrock, just saw your post and thought I'd give you a little teaser.

Spoiler
[close]
Logged
Bringing biological warfare to Stasector since 2014.
Let's say I'm the cave man type of a modder, I put the square through the triangle in kindergarten and even succeed.
Such a stupid thing to quote myself, oh well
Pages: 1 ... 62 63 [64] 65 66 ... 198