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
- 428 (25.1%)
More weapons
- 288 (16.9%)
More campaign features
- 235 (13.8%)
Space monsters
- 341 (20%)
More lore
- 92 (5.4%)
More music
- 63 (3.7%)
More portraits
- 95 (5.6%)
Subfactions
- 160 (9.4%)

Total Members Voted: 764


Pages: 1 ... 72 73 [74] 75 76 ... 198

Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1211405 times)

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1095 on: March 15, 2014, 08:57:28 AM »

Nice to see how you do things. What do you think about the balance/gameplay of Blackrock as a faction?
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4152
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1096 on: March 15, 2014, 09:39:53 AM »

I am very, very happy with the gameplay. The fast and super aggressive profile is just my stile. It just conveys such great sense of agency. The danger here is of course to drift into arcade territory, but I don't think that has happened as of yet.

I haven't played Blackrock extensively in the campaign, so I can't say too much about balancing. It seems that all the rabid monster ships (Desdinova, Nevermore, Asura, Imaginos)  are restricted by horrendous logistic demands. I'd say CR was really a blessing here, I could not imagine any way to get so fun and powerful ships in the game, while still maintaining balance, without it.
I also really like that these elite ships are grounded by a less bloodthirsty core fleet (like the Gonodactylus and Scarab). I'd recommend to keep it that way and not turn Blackrock into a fleet of super sport cars. I'd imagine there's the temptation to make every ship awesome, but then no ship would stand out and the whole faction would lose plausibility.


e/ One thing about the balance, I think the Shard Cannon is somewhat OP. From the stats it looks OK, but it feels much better. Low flux cost, great at bringing down and even overloading shields, at the same time highly effective against fighter and frigate armor; for me it totally invalidates other small kinetic weapons.
If you want to keep it that way I'd think about making it hard to find, otherwise it might help to change the shard explosion damage to EMP or something.

« Last Edit: March 15, 2014, 01:38:34 PM by Gothars »
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1097 on: March 16, 2014, 05:54:05 AM »

Nice, thanks for the feedback. I have been wondering about the Shard. It can be a liability sometimes due to the range/flux against high tech ships, but as an overall weapon, it's very effective. Kinda considering to give it a tiny bit worse accuracy and a tiny bit higher flux cost.
Logged

Ishman

  • Commander
  • ***
  • Posts: 212
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1098 on: March 16, 2014, 08:35:03 AM »

Pleasings to give more shard weaponry, we lovessss the shardssss
Logged

AnimeHeretic

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1099 on: March 16, 2014, 12:46:02 PM »

I'm more keen on a large slot sunfire. Change the two forward large ballistic slots on the karkinos to energy and make it happen!
 ;D
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1100 on: March 18, 2014, 05:54:32 AM »

We'll see... large energy weapons are cool.

Thanks to Trylobot's hard work, the Flux Ejector for the Asura finally works as intended. Sundog has also been polishing the Imaginos' scripts and I feel about ready to release very soon. I'm going to do a polish pass and write the changelog, and then we're go.
Logged

AnimeHeretic

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1101 on: March 19, 2014, 02:40:35 PM »

HYPE

I love your ships. Keep up the good work!
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 817
    • View Profile
    • Email
Re: [0.6.1a] Blackrock Drive Yards v0.5
« Reply #1102 on: March 21, 2014, 05:20:42 PM »

If I wanted to use the dev version with Exerelin, what would I need to do? I can see there's a new ship, so I would need to add that to Exerelin's BRDY generic fleet right?

I'll probably need to make sure the variants match up...
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1646
  • beyond the infinite void
    • View Profile
Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« Reply #1103 on: March 21, 2014, 05:30:59 PM »


DOWNLOAD BLACKROCK FOR STARSECTOR 0.6.2a!

Mod Version 0.6
General:

NOTES:
This version will break savegames that have variants of changed ships in them. Missions with custom variants in them will also break unless you reset the mission, or remove the variants from your saves folder.

CONTENT:
- New ship: Eschaton-class Superfreighter
- New ship: Dipteron-class Interceptor
- Added three music tracks (Blackrock, Stellar Rust, Magnetic Caress)
- Added new mission to showcase the Imaginos and Eschaton (End Times)
Imaginos redesign!
- The Imaginos now works as follows: no shield, regenerating armor, right-click activates a new secondary system: SCALAR REJECTOR.
This system is active for slightly less than a second and builds flux rapidly. While active, you are phased out and suck in and convert missiles, energy bolts and bullets into energy.
At the end of the duration, this energy is unleashed as blast of lightning, hitting nearby enemies for EMP and Energy damage based on the absorbed damage.
- The Imaginos now has five built-in weapons: Four miniature PD beams, and the RIFT CANNON, a hard-hitting close-range weapon. To compensate, it lost all weapon mounts save for a turreted Small Universal.
The Imaginos also has new ship sprite, sounds and visual effects.
Revenant redesign!
- The revenant has a shiny new sprite and Arcjet Burner instead of drones.
Stenos redesign!
- The Stenos has a new sprite, new weapons loudout, and a new system: HYPERCOOLED AUTOLOADER.
When activated, this ship system builds flux and resets the cooldown of ALL WEAPONS.
Asura redesign!
- The Asura has a new sprite and slightly different weapons layout.
Kurmaraja redesign!
- The Kurmaraja has a heftier loadout now, and the Interdiction Array lights up when the system is active. New ship sprite.
Squilla-class Bomber replaced with Vespa-class Bomber
- The Vespa-class Bomber is outwardly similar to the Squilla, but has a micro Argus and single Fury torpedo, no shield, and burst jets.
New weapon - Scalaron Repeater
New weapon - Voidspear SRM Pod
New sound effects for a bunch of stuff I forgot what aaah help, at least 50% of sounds.json is different now so there's that. Notably, flux and engine sounds have been altered.
- Added some new portraits and descriptions
- Denoised and touched up all ship sprites.
REBALANCING
All ships have been rebalanced to make the faction more cohesive and balanced.
Rebalanced weapons slightly. Underused weapons have been buffed and overpowered weapons have been nerfed. I recommend people to take a look at the Solenoid Quench Gun.
Changed Sunjet PDE to work like a small version of the Sunfire PDE (Can turn)
Antiplasma Blaster renamed to Scalaron Blaster. Damage lowered, reload time improved.
Scalar Deracinator: The Scalar Deracinator no longer shows where the ship will end up, and you will be hit by incoming fire while charging.
Adjusted all logistics values and prices for 0.6.2a
Adjusted stock variants
« Last Edit: March 21, 2014, 05:35:51 PM by Cycerin »
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 817
    • View Profile
    • Email
Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« Reply #1104 on: March 21, 2014, 05:38:58 PM »

Oh man. Right after I post about using the dev version, Cycerin comes in!
Logged

Ishman

  • Commander
  • ***
  • Posts: 212
    • View Profile
Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« Reply #1105 on: March 21, 2014, 06:10:16 PM »

Wait, arcjet burners on the Revenant? Oh boy, time to try that out as my go-to for running down those cowardly AI!

Such content
very excite
much wow
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 817
    • View Profile
    • Email
Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« Reply #1106 on: March 21, 2014, 06:16:35 PM »

Now to figure out how to use this with Exerelin. Maybe I'll just wait for an updated build of it on the github/bitbucket.

Nevermind, the current build on bitbucket already has the changes for this new version it seems. Wasn't written down.

Needed to edit Squilla to Vespa in the exerelin mod.

Now to play!
« Last Edit: March 21, 2014, 10:57:43 PM by Nanao-kun »
Logged

kazi

  • Admiral
  • *****
  • Posts: 708
    • View Profile
Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« Reply #1107 on: March 22, 2014, 12:28:50 AM »

I really, really like the music, especially the Magnetic Caress track (the drumline, bass synth, and sidechaining are excellent).

A couple (hopefully helpful) comments:
-I'd consider reducing the music volume to about 60% of what it is now. iirc the vanilla tracks are very quiet so they don't drown other stuff out (only really an issue in battles). Not really a huge issue, but your tracks may possibly seem really loud when they are shuffled with the vanilla ambient track. I haven't actually checked this for your mod ingame (since it requires listening for a long time to check) but ran into this issue with my stuff, so take this with a grain of salt.
-There is a massive amount of clipping at 1:50 in the "Blackrock" ambient track.
-I want to see the full face of the guy in your male portrait but the suit gets in the way.  :(
Logged

Kazzthal

  • Ensign
  • *
  • Posts: 27
    • View Profile
    • Email
Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« Reply #1108 on: March 22, 2014, 12:36:35 AM »

One of my personal favorites :)

Thank you Lord Cycerin, you do a fantastic job there !

EDIT: This error apeared while loading with exerelin :(

java.lang.RuntimeException: Ship hull spec [brdy_stormcrow] not found!
   at com.fs.starfarer.loading.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)

EDIT 2 : I'm no programer or so, but I found that the data for the Stormcrow hull in the "ship_data.csv" is missing... I will give it some values tho :P

« Last Edit: March 22, 2014, 01:54:47 AM by Kazzthal »
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 817
    • View Profile
    • Email
Re: [0.6.2a] Blackrock Drive Yards v0.6 - NEW VERSION RELEASED
« Reply #1109 on: March 22, 2014, 01:50:27 AM »

One of my personal favorites :)

Thank you Lord Cycerin, you do a fantastic job there !

EDIT: This error apeared while loading with exerelin :(

java.lang.RuntimeException: Ship hull spec [brdy_stormcrow] not found!
   at com.fs.starfarer.loading.OOoO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)


I don't think the Stormcrow is even still in the new version.
Logged
Pages: 1 ... 72 73 [74] 75 76 ... 198