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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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What would you like to see in Blackrock?

More ships
- 755 (23.7%)
More weapons
- 481 (15.1%)
More campaign features
- 478 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
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More portraits
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Total Members Voted: 1425


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1791040 times)

etherealblade

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #990 on: January 29, 2014, 09:41:46 PM »

Ah...I see what you mean now about the deracinator dmg.  ;D
I hope you get better. Over here where it never snows, it's sleeting. I'm sure the sudden change in temperature is causing colds to pop up around the work place.
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Lolpingu

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #991 on: January 31, 2014, 05:05:27 AM »

These are some REALLY nice-looking ships!
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Chaos Farseer

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #992 on: January 31, 2014, 04:23:37 PM »

First post by a fairly long-time observer over here. I'd like to open up by saying that Blackrock is my favorite mod by far, and it's lots of fun playing around with the uniqueness of each ship. Specifically, the Karkinos is my new best friend.

Now, I was trying to show a friend that the Onslaught kills everything in front of it, and I decided to fight it with the Karkinos and not use the Deracinator. Problem was, the Onslaught got annihilated. Since then I've been trying to see how far the Karkinos can go, and after a few hours of testing I built a variant which has defeated every vanilla ship 1v1 without teleporting and without character skills.
2 Ironweaver Cannons on the inner mounts
2 Solenoid Cannons on the outer mounts
2 Gale Cannons on the medium universals
2 Sunfire PDEs on the medium energy mounts
Small universals empty
All remaining mounts filled with the biggest PD weapons available (4 Shredder Batteries, 2 Argus Particle Beams, 6 Shredders)
Heavy Armor
10 Capacitors, 16 Vents
This setup also allows the player to almost ignore all missiles entirely (except Sabots, for some reason) and slaughter fighters.
Btw, the Paragon was the hardest to beat reliably. All of the default variants lost to the Onslaught due to a lack of PD (again, no teleporting). Doom takes forever.

Point of the story is, though, that the Karkinos can take on every vanilla ship and win, without teleporting. As much of a joy it is to use in its current state, I suspect it might be a bit overpowered.
I just wanted to bring this up. Whether or not you modify it is up to you. Good day!
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FasterThanSleepyfish

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #993 on: January 31, 2014, 10:51:15 PM »

###Rant incoming!###

I beg to differ, but the Karkinos is the biggest block of tripple-pressed steel-composite alloy in the sector. My  experience is that the Karkinos must be played with extreme skill and caution. Its massive outline screams "Torpedo Me!" from any direction, and the speed of the poor thing only makes it worse. These are my qualms, but there are more than those which I feel are exclusive to me.

  I realize that the Karkinos is like a giant glass cannon, (compared to other capital ships) due to the inconvient fact that if just one reaper/harpoon/salamander, gets through, half the d*mned weapons get knocked out longer than it takes for me to write this rant. Maybe that's just an exaggeration, but the entire ship is literally covered in easily disableable weapons. If one missile gets through, the entire area is even more vulnerable to missiles, due to the fact that the PD is taken offline. It can't even move out of the way of the said torpedo, now that I think about it.

But don't get me wrong, I love the Karkinos. It is just not a good ship for all pilots to use. Too many things can go wrong if you're not watching carefully. Also, sometimes the AI is just perfect for these ships, but the Karkinos is hard to take seriously when not in an adept player's control. (Storm needlers, anyone?) Overall, it is a mildy underwhelming capital ship that an Onslaught would replace almost any day (In my fleet).
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #994 on: February 01, 2014, 06:52:32 AM »

Thanks for weighing in, both of you. My personal opinion is that the Karkinos is too strong at the moment. Its firepower, mobility and 1600 armor makes it extremely dangerous. Even with a front shield. I'm going to look at it long and hard before I release this version officially.
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TheNewCongalala

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #995 on: February 01, 2014, 08:56:28 AM »

Heya Cycerin.
                   i have been really enjoying your mod but a while ago (few days) it suddenly stopped working. it seems to have problems finding Brdy_stormcrow and Brdy_stormcrow_cyc hulls/Ids. i've deleted it and re downloaded the mod but i still get the same problem.

this is the error i get for the Brdy_stomrcrow_cyc

13436 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading blackrock faction
13455 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_stormcrow_cyc] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_stormcrow_cyc] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

don't know what i've done  to upset it :/.
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Chaos Farseer

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #996 on: February 01, 2014, 01:37:15 PM »

I realize that the Karkinos is like a giant glass cannon, (compared to other capital ships) due to the inconvient fact that if just one reaper/harpoon/salamander, gets through, half the d*mned weapons get knocked out longer than it takes for me to write this rant. Maybe that's just an exaggeration, but the entire ship is literally covered in easily disableable weapons. If one missile gets through, the entire area is even more vulnerable to missiles, due to the fact that the PD is taken offline. It can't even move out of the way of the said torpedo, now that I think about it.
That's what motivated me to cover it in PD in the first place. I'd suggest you try it out with more shredders; perhaps that will solve your missile problem. You could also try giving it the Omni-Shield Emitter to cover it during torpedo runs.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #997 on: February 01, 2014, 06:40:12 PM »

Thanks for the well-written, comprehensive feedback, Pesci. I really really appreciate it.

Now that I've got every single Blackrock ship in my current campaign, I've noticed a possible balance issue with the new Ironweaver megashardshotgun.  Specifically, its range.  The projectiles take a really long time to fade away, making its usable range more than five times its listed range.  The Ironweaver can fire farther than the default radar can show ships!  I really don't think a Shard shotgun is supposed to have more than twice the range of an Antimatter Lance or Solenoid Quench Cannon.

Yeah, this is a side effect of the new buckshot script, and it's something I haven't fixed yet. The fadeout time isn't supposed to be like that.

Quote
I wouldn't say the Karkinos is terribly imbalanced as much as it is uneven.  It's as lethal to your own fleet as the enemy in the hands of the AI, thanks to the AI not realizing how much damage the Deracinator does to the Nevermore I'm piloting when it teleports next to me to get that pirate Lasher off my tail, sending the Nevermore spinning out of control with half its weapons disabled.  The Deracinator also sometimes hits the Karkinos.  I find this happens most often when I teleport really close to an enemy capital ship with its shields up.  I guess the bow wave of torn spacetime bounces off the enemy's shields or something?

Hmm, you aren't supposed to get dumpstered by allied deracination anymore, except for the freak accident where a Kark literally parks on top of your ship (and that's something I've seen twice ever, and both times I laughed out loud)

If this happened while playing one of the two recent builds then I guess I need to adjust some numbers. You really aren't supposed to take any hurtful damage from friendly deracinators unless you were already completely crippled and armorless, in which case one weapon or so might be EMP'd offline. Or you might die if you had like 20 hp left and zero armor anywhere. Which I think is fine. Give those ships a wide berth if you are in that kind of situation. If you want clean, no-pain teleportation, Tri-Tachyon™ corporation offers alternatives. : >

Quote
Blackrock Driveyards is at the moment my favorite mod faction and it feels almost vanilla balanced.  However, there's couple of minor but fleetwide imbalances.  First, BRDY does not properly value mobility.  Mobility is a valuable commodity in vanilla Starsector, but BRDY ships seem to have everything their vanilla counterparts do, plus a little extra.  There are three tech levels in vanilla, and BRDY feels like the level four tech level.  While everybody else in the dying galaxy is running as fast as they can just to stay where they are, BRDY is strolling casually ahead.  Their "our vents are better than yours period" free hullmod exacerbates this as well; a BRDY cruiser with full vents dumps its full flux load in the time it takes the vanilla frigate of your choice to do the same.

I disagree that BRDY "sits outside" vanilla balance. Mostly they just play like glorified midtech ships. However, I agree that the flux hullmod is a bit ridiculous, especially when combined with skills or the flux conduits hullmod... and that it has inflated faction strength slightly, over time. The idea behind the hullmod was that it makes up for the ships' bad shield ratios and bad flux stats by letting you play very aggressively and venting under fire.

As it turned out, the AI does not do this often enough, but the player can make good use of it. Since then, there has been a bit of power creep as I adjusted things to make the AI competitive. I still think the faction is fairly balanced, but I am probably going to end up making the hullmod less powerful, and other things here and there. I think adding more CR timers might cut it, and would reflect the comparative "youth" of the tech compared to Domain tech. Another thing I've intended to do is force the player to field smaller fleets through supply consumption.

Designing within the limitations of the AI is hard sometimes, because you can do things that feel amazing in the hands of the player, but end up being mostly a handicap in the hands of the AI. Which has given me a lot of respect for what Alex has accomplished with the vanilla ships.

Heya Cycerin.
                   i have been really enjoying your mod but a while ago (few days) it suddenly stopped working. it seems to have problems finding Brdy_stormcrow and Brdy_stormcrow_cyc hulls/Ids. i've deleted it and re downloaded the mod but i still get the same problem.

Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.

The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.

I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.
« Last Edit: February 01, 2014, 06:46:03 PM by Cycerin »
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slyn4ice

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #998 on: February 01, 2014, 06:48:27 PM »

Hey, first off - love the mod. I am playing the Uomoz sector and have some opinions/bugs i want to discuss.

First of all I have been getting crashes when I use the battleship's Scalar Deracinator. Game freezes (screen still shows game) and there is a popup under the game I cannot see, I have to click at random to close it and thus closing the game or just kill it with task manager. Funnily enough the log shows nothing. This is the last few lines of the log after the latest crash:
Code
1107611 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Obstruction_4095793114097459909...
1115105 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1197401 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Obstruction_4095793114097459909...
1203484 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1250719 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 150, FP2: 181, maxFP1: 320, maxFP2: 380
1349491 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1510921 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1566185 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1693192 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
1743325 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
2173769 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 318
2174015 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 378.68 MB of texture data so far
2174016 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background4.jpg (using cast)
2174016 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 445, maxFP1: 280, maxFP2: 420
2174019 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image khs_graphics/backgrounds/background2.jpg into existing tex id 318
2174302 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 390.68 MB of texture data so far
2174303 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture khs_graphics/backgrounds/background2.jpg (using cast)
2714213 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Obstruction_4095793114097459909...
2720529 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
2758703 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 133, FP2: 24, maxFP1: 420, maxFP2: 280
2811106 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN
2858955 [Thread-5] INFO  data.shipsystems.scripts.DeracinatorStats  - Started State.IN

This has happened 3-4 times for about 4 hours of gameplay with the battleship. It happens right when the ship is half visible in the new location it is jumping in.

The second thing I want to mention is the absolutely destructive heavy escort AI for the Interdictor. It's almost like the AI is not aware of the dimensions of the ship resulting it in pretty much wrecking any other friendly ship around just so it can position itself around the escort target. I've just pretty much given up on it unless i'm driving. Not sure if that is a mod issue or a Starsector issue. In any case, wanted to share and say thanks for your work.
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slyn4ice

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #999 on: February 01, 2014, 08:29:27 PM »

Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.
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TheNewCongalala

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1000 on: February 02, 2014, 08:05:47 AM »

Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.

The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.

I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.

sooo... deleted the brdy_stormcrow and thats fixed that one but i can not find the Brdy_stormcrow_cyc and how can i get rid of it?

Edit: ahh just re-read what you said. looks like ill have to look into the exrelin files then
« Last Edit: February 02, 2014, 02:39:12 PM by TheNewCongalala »
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Zaphide

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1001 on: February 02, 2014, 03:05:02 PM »

Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.

The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.

I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.

sooo... deleted the brdy_stormcrow and thats fixed that one but i can not find the Brdy_stormcrow_cyc and how can i get rid of it?

Edit: ahh just re-read what you said. looks like ill have to look into the exrelin files then

Ah I have been meaning to change this for a while now  :-[

You can edit the data/world/factions/blackrock.faction file in the Exerelin mod and replace this:
Code
"exerelinEliteFleet":{
           "displayName":"Exerelin Elite Fleet",
           "maxFleetPoints":100,
           "daysWorthOfSupplies":[30, 50],
           "lyWorthOfFuel":[0, 0],
           "extraCrewPercent":[80, 80],
           "marinesPercent":[20, 20],
           "ships":{
               "brdy_stormcrow_cyc":[0, 1],
           },
       },

with this:
Code
"exerelinEliteFleet":{
           "displayName":"Exerelin Elite Fleet",
           "maxFleetPoints":100,
           "daysWorthOfSupplies":[30, 50],
           "lyWorthOfFuel":[0, 0],
           "extraCrewPercent":[80, 80],
           "marinesPercent":[20, 20],
           "ships":{
               "brdy_karkinos_assault":[0, 1],
           },
       },

and that should have the desired effect :)
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TheNewCongalala

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1002 on: February 02, 2014, 03:12:16 PM »

Thanks Zaph. greatly appreciated
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1003 on: February 03, 2014, 03:34:03 AM »

Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.

That is very strange. The shipsystem does not crash on my rig, but the log is puzzling... I'd have to ask Alex.
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Ishman

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1004 on: February 04, 2014, 03:33:48 AM »

Besides the Karkinos' very powerful subsystem, I feel a LOT of its power is actually hidden rather than specifically anything wrong with its stats. Check it out in the variant viewer and compare with the onslaught and you'll immediately notice the difference: 9/10ths of every weapon on the Karkinos can range on anything directly in front of it, while none of the onslaught's broadside weapon arcs quite have the range for directly in front of it (and also every last onslaught setup is turbo derp with the weapons).

The onslaught can field way more firepower but isn't capable of focus firing a single target into obliteration and moving onto the next like the Karkinos, it has a similar flaw to the conquest in having to distribute its explosive goodies across a grab-bag of targets.

Or at least, I think that's the main thing for why the Karkinos feels the strongest of the vanilla balanced capitals, since it's what you as a player look for - the ability to really quickly annihilate whatever you are pointed at right this instant, and then move onto the next, and the one thereafter, and ad nauseum until the enemy fleet is space dust.

But also it really helps that every Onslaught variant is ***.

Edit: Oh, and there aren't any slots wasted on missiles, which are all awful wastes of OP for the dps they (never) deliver. So that'd be one way to bring it more in line with vanilla capitals, cripple it by changing a few hardpoints into missiles.
« Last Edit: February 04, 2014, 03:38:04 AM by Ishman »
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