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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
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1424


Pages: 1 ... 170 171 [172] 173 174 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790474 times)

Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2565 on: January 11, 2017, 11:53:12 AM »



Approaching finalness now
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Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2566 on: January 11, 2017, 01:07:02 PM »

oh nice, it looks less slug-y now.

and those spread-out Darts also look a lot cooler than the old ones!
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Cycerin

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Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« Reply #2567 on: January 11, 2017, 03:51:42 PM »

its certainly a way to make things more interesting.

Also just realized i announced this knight revamp in like.. 2015. Well, here it is!
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Cycerin

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BRDY 0.8.6 released!
« Reply #2568 on: January 12, 2017, 08:25:29 AM »

DOWNLOAD BLACKROCK 0.8.6!

Changelog 0.8.6:
Spoiler

- Reworked Knight completely, new sprite/ship/stats (This will break saves, use Console Commands to manually add any Knights you had that are lost on save transfer)
- Hammerclaw (Gonodactylus weapon): Now unguided, otherwise the same, reload time greatly increased to mitigate Missile Spec perk brokenness
- Gonodactylus: Acceleration, deceleration and turnrate heavily decreased, price increased to 22000
- Gonodactylus, Knight: Ship system changed to Heavy Maneuvering Jets, a powerful but shorter duration version of Maneuvering Jets that grants more speed
- Added Bolide Heavy Artillery
- Added Comet Light Artillery
- Desdinova Ordnance Points lowered by 5, from 115 to 110, Deceleration lowered by 10%
- Scalaron Repeater turn speed increased by 4, from 13 to 17
- Gale Cannon (10 OP version) range increased from 550 to 600
- Argus weapons (Particle Beam, Micro, Array): Beam duration set to 0.2 instead of 0.18, which makes the weapon more consistent due to tick mechanics
* Micro Argus PD: Now costs 0 flux to fire, allowing it to be fired while keeping 0-flux boost.
* The 7 OP Argus now cleanly kills 150-hp missiles, whereas the 4 OP Argus needs two shots. 7 OP Argus charge regen lowered to reflect this. 4 OP Argus charge regen increased.
* The end result is that the Micro Argus is more efficient against weak missiles, the Argus is more efficient against MRMs and finisher missiles, and the Array is overall more effective.
- Voidspear MRM: New custom guidance AI. Missiles don't swerve drunkenly anymore, instead tend to approach the target unpredictably and circle it.
* Refire delay increased to 14 (was 8), ammo increased by ~30%
* Damage lowered to 400 (was 500), now deals 400 EMP damage per hit
* Flux/missile increased to 175 (was 150)
* Missile appearance slightly adjusted
- Quill Rocket Pod: Burst size doubled (to 8), cooldown increased by 3 seconds (now 7)
- Quill Launcher/Pod: Firing range increased to 1200 to better match rocket's actual effective range (was 1000)
- Dart SRM: New custom guidance AI that spreads the missiles out slightly more. Acts more as a "heatseeker", not locking on if targets are out of the missile's seek range.
- Scalar Rejector (Imaginos right-click): Kinetic absorption multiplier increased by 0.05 (from 0.95 to 1.0), base explosion damage increased by 50
- Scalaron Pulse: AI slightly adjusted to be less erratic, especially when used with ECCM hullmod
- Linear Pulse Gun: Range increased to 450 (from 375), EMP damage removed (was 30), flux/shot decreased to 65 (was 70)
- Scorpion: Stinger Drones now hang out on each side of the ship, blocking less incoming damage but dying less in return
- Stinger Drones now come with 2 replacements instead of 1
- BRDY Drive Conversion: Now incompatible with Safety Overrides due to excessive fastness
- Robberfly: Max. flux increased to 1500 (was 1200)
- Imaginos: Armor increased/rounded up to 250 (from 230)
- Krait: Hull reduced to 650 (was 700)
- Stenos:
* mount types changed (more Hybrids!)
* Armor increased by 150 (to 650)
* Flux cost of ship system decreased by 10%
* Hull increased by 500 (to 8000)
- Convergence: Shield Efficiency changed to 0.9 (was 1.0)
- Bulwark Drone (Convergence Ship System): Hull increased to 1000 (was 800), shield radius reduced to 180 (was 360)
* Weapons changed: Now has two Dart SRM Racks (Fighter version of Dart SRM), and one Particle Lance instead of the Shredder
- Changed Dimensional Engine shutdown explosion SFX (subtler)
- Changed 0-flux engine boost activation SFX
- Rage SRM: New SFX
- INM Assault Gun: New SFX, stats and projectile appearance slightly adjusted
- Particle Lance: Color adjusted, damage rounded up to 270, cooldown increased by 0.1 seconds
- Changed BRDY phase cloak color to cyan-green (was white due to long standing laziness)
- Burst Maneuvering Jets: Now simply called "Burst Jets"
- Shredder Drones: Now slowly regenerates lost drones
- Changed ship system engine gfx for Robberfly and Gonodactylus
- Added running light deco weapons to most ships that were missing them
- Adjusted credit values of weapons/ships across the board to be rounder values and more in line with vanilla
- Adjusted Blackrock Flux Core AI script to make ships more conservative about venting flux if there is incoming damage
- Removed "random vs BRDY" mission until I have time to reimplement it properly
- Removed old Knight and all occurrences of and references to it (brdy_revenant)
[close]
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Nick XR

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2569 on: January 12, 2017, 09:39:27 AM »

Sweet, looking forward to trying out the changes!

Sy

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2570 on: January 12, 2017, 11:06:05 AM »

awesome changes all around. aside from the new Knight and much needed shrimp changes, the Voidspear changes are my favorite. i didn't really like that before, they were too weak to be used for burst damage but also too quickly emptied to be reliable support over the course of a battle. lower firing rate and higher ammo fixes this quite nicely. :]

just a quick note: the Bulwark Drone keeps firing its Micro Argus at ships, even when it's not in range to hit anything! i assume they are linked with the Darts or Particle Lance in weapon groups. ^^
and Heavy Maneuvering Jets appear to have no description... yet. :P
« Last Edit: January 12, 2017, 11:38:19 AM by Sy »
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Morbo513

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2571 on: January 12, 2017, 10:34:27 PM »

I have to congratulate you on this mod, I can't believe I played SS for an entire year without trying it. The ships look great, are fun to use and challenging to fight without being unbalanced; the backstory, system design and music, it's all great. What I'd most like to see more of is corvettes and gunships (In Starsector in general as well as the mod). I really like the Robberfly, so much so that they comprise 90% of my fleet. They're very versatile and can punch well above their weight especially in numbers, but they trade massive vulnerability for their speed and relative firepower. This is some A-Grade stuff, thanks for putting in the time and effort to make it.
« Last Edit: January 12, 2017, 10:36:29 PM by Morbo513 »
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Nick XR

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2572 on: January 12, 2017, 11:39:26 PM »

Yeah, this too is my favorite faction.  Every time I play SS+ with lots of factions I think to myself "This time I'll try the other ships".  4 hours later I've got a fleet of 4 Nevermores and am trying to get more... 

Seth

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2573 on: January 14, 2017, 04:35:15 AM »

Wanna chime in too, great update, thank you, author. BRDY is my favorite faction too, ships are amazing, especially Convergence, Scorpion, Karkinos, Eschaton and new Knight, all are simply outstanding.
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Gezzaman

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2574 on: January 21, 2017, 11:29:49 PM »

ive played BRDY for a long time but this is the first time im having problems with an update..

it keeps saying "Fatal: Ship hull spec [brdy_revenant] not found! check starsector.log for more info."

when i disable the mod everything works... any ideas?
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Orikson

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2575 on: January 21, 2017, 11:59:30 PM »

ive played BRDY for a long time but this is the first time im having problems with an update..

it keeps saying "Fatal: Ship hull spec [brdy_revenant] not found! check starsector.log for more info."

when i disable the mod everything works... any ideas?

The latest version removed any instances related to that 'revenant' reference.

Have you updated BRDY to the latest one?
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Gezzaman

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2576 on: January 22, 2017, 12:49:39 AM »

Ye i have.

i always unzip it into the mods folder and say overwrite all.

ill try deleting the whole BRDY folder and redo it i guess
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Gezzaman

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2577 on: January 22, 2017, 01:03:17 AM »

works now after I deleted the old mod and unziped the new one. thanks
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Midnight Kitsune

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 - UPDATED! (12.01.2017)
« Reply #2578 on: January 22, 2017, 01:13:04 AM »

works now after I deleted the old mod and unziped the new one. thanks

Yeah, you should ALWAYS delete the entire mod and then bring in the new one
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NightKev

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Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« Reply #2579 on: February 08, 2017, 05:12:26 PM »

Looks like there's a bug with the new Comet Light Artillery weapon's projectile getting destroyed by means other than ship impact (cf this post and the one after it). At least I think it's that weapon, it's the only one with a "CometOnHitEffect.java" file of the mods I have.
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