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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
- 753 (23.6%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 704 (22.1%)
More lore
- 206 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1423


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1787406 times)

Mazuo

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1035 on: February 14, 2014, 06:57:13 PM »

I actually wasn't aware of the line about joining Blackrock on character creation since I was loading an old save, but tried it myself and no luck either.  I don't expect the Imaginos regenerative hull to be selectable anyway, but that targeting suite and assault fitting I've just never seen available.
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Dragar

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1036 on: February 14, 2014, 10:06:13 PM »

Yeah there are suppose to be 3 hull mods that you can put on Blackrock ships but they arn't selectable for some reason.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1037 on: February 15, 2014, 12:58:20 PM »

Hmm, I must have messed something up with the code that's supposed to make it unavailable to non-Blackrock ships.

I think I'm going to release this version officially once I iron out that bug, the Ironweaver bug, and the Flux Ejector bug.

Meanwhile, new portraits for interacting with the faction:

 
« Last Edit: February 15, 2014, 02:23:14 PM by Cycerin »
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1038 on: February 18, 2014, 05:05:53 AM »

http://gfycat.com/AlertJaggedCavy



Sundog and I have been busy. Meet the Scalar Rejector. Any projectile nearby gets sucked in, turned into energy, and then unleashed on anything nearby. This is what right clicking as the Imaginos does now.

The damage done is proportional to how much damage what you sucked in would have caused. This means frag is weighed less than energy and so on. If you manage to catch an AM blaster shot, or something like a solid TPC salvo... yeah, it's glorious.

Yes, the other aspects of the ship are being nerfed to compensate. ;)
« Last Edit: February 18, 2014, 05:10:42 AM by Cycerin »
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1039 on: February 18, 2014, 06:16:58 AM »

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Tecrys

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1040 on: February 18, 2014, 06:34:03 AM »

That is utterly amazing!

And really unique, I wish I could code stuff like that ...

Is that in the current version of Blackrock?

I think I can reverse engineer the rightclick mechanic to use for a unique shield mechanic for BGE.
Don't get me wrong, I don't want to use the whole system but making my ships heal a slight bit on a right click would be pretty cool and fitting for the faction.
Also I could rebalance my ships a little bit downward if I had that.

Would you mind?
« Last Edit: February 18, 2014, 06:41:53 AM by Tecrys »
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1041 on: February 18, 2014, 06:52:09 AM »

Not at all. It's Sundog's code, anyway, so it's his call!
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Gothars

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1042 on: February 18, 2014, 07:42:46 AM »

Wow, both concept and execution are absolutely astonishing! Never seen anything like that before, the next best thing that comes to mind is goddamn Kirby. I think it would be worth to base an entire new faction on that concept. Props to Sundog and Cycerin!

e/ Can you jump before rejecting the absorbed fire? For example absorbing an Onslaught's fire and then jumping to its rear to take out the engines with the collected energy?
« Last Edit: February 18, 2014, 07:48:00 AM by Gothars »
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1043 on: February 18, 2014, 07:56:51 AM »

And more importantly, can the AI use this trick effectively? Would be cool to see the enemy Imaginos jumping on your reaper torpedo to regurgitate it on you. Also can it absorb beam weaponry?

Oh and the rift cannon looks awesome.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1044 on: February 18, 2014, 07:59:37 AM »

Thanks a lot guys, I'm glad you are as excited about this as we are, haha!

If you want to help test the Scalar Rejector/Imaginos out, here's the dev build:
https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.7z

e/ Can you jump before rejecting the absorbed fire? For example absorbing an Onslaught's fire and then jumping to its rear to take out the engines with the collected energy?

The release happens at the end of the phase out, so the only control you have is how you move while phased, which is difficult because the ship controls are locked as soon as you activate it.

You can obviously use friendly projectiles along in the mixture, but they have half the multiplier of enemy projectiles. It's still quite effective to turn two Fury torpedoes and a Rift Cannon salvo into a huge AoE blast, however.

And more importantly, can the AI use this trick effectively? Would be cool to see the enemy Imaginos jumping on your reaper torpedo to regurgitate it on you. Also can it absorb beam weaponry?

The AI uses it as a normal phase cloak, which means that more often than not, it ends up absorbing and returning fire. Beams just pass through harmlessly, but you can catch energy projectiles.

Currently the damage absorbtion mults are 0.3 frag, 1.0 energy/kinetic, and 0.9 HE.
« Last Edit: February 18, 2014, 08:04:05 AM by Cycerin »
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Dragar

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1045 on: February 18, 2014, 08:44:40 AM »

Hubris: The #1 Killer of Imaginos's.
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Tecrys

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1046 on: February 18, 2014, 09:29:07 AM »

That is an error related to a changed or deleted variant or the weapon slot of the Imaginos has been renamed.

You can fix that easily with the ship editor or you change the variant file according to the hull file.
My guess is a renamed weapon slot.
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Symbiotic Void Creatures 0.5.0-alpha for 0.97a is out
https://fractalsoftworks.com/forum/index.php?topic=28010.0

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1047 on: February 18, 2014, 09:41:38 AM »

Oh yeah, forgot to mention that. The Imaginos has changed sufficiently to break saves... you might crash on mission selection too, if so, go to Fractal Softworks\Starsector\saves and delete the Imaginos variants saved therein under relevant missions. There is no need to edit variants, the new stock variants are already updated.

You might be able to fix it by editing the save file itself and changing the Imaginos variant you're flying, but I've never tried that myself.
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Lopunny Zen

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1048 on: February 18, 2014, 10:56:18 AM »

does the imaginos still have that phased tele friendly fire....because when the computer uses it it ruins everything friendly around them...
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mendonca

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Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1049 on: February 18, 2014, 11:32:42 AM »

Sundog / Cycerin, that's so cool :)
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