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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


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Author Topic: [0.9.1a] Blackrock Drive Yards v0.9.5a (10.06.2019) - Hotfix released  (Read 1211171 times)

Reshy

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Re: Blackrock Drive Yards - First version release!
« Reply #150 on: December 12, 2012, 01:24:47 PM »

Works with shields too if you want to say have phase cloak and shields at the same time.  Or if you want an 'Onion' shield that has several weak layers meant to absorb large infrequent hits rather than smaller ones.
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Cycerin

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Re: Blackrock Drive Yards - First version release!
« Reply #151 on: December 12, 2012, 01:27:23 PM »

Confusion between Drones with emp subsystems and multiple emp emitters on a ship as a subsystem I take it? :P Multiple emitters on one ship have no effect, only one fires, that's why you have to include a drone system with each drone having an emitter for 'multiple' emps.

That doesn't accomplish what I want to do. I don't want the ship to constantly have an EMP effect active, and you couldn't make the drones occupy fixed positions on the ship that actually make it look like that's where the EMP is emitted from (the plates). It's a clever trick though.
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Reshy

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Re: Blackrock Drive Yards - First version release!
« Reply #152 on: December 12, 2012, 01:33:12 PM »

Is there a way to make temporary drones?
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FlashFrozen

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Re: Blackrock Drive Yards - First version release!
« Reply #153 on: December 12, 2012, 01:37:23 PM »

Well, You can't perfectly keep the drones aligned to points on the ship ( you can come close but it's still based on orbits so... circles and stuffs.) but a really hacky way of doing it is to have the invisble drones have a really long cooldown on their emp weapons to the point they'll realistically only use it once, then you have to recall the drones to refresh the emp subsytem and then relaunch them, to use the emp agains.
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Wyvern

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Re: Blackrock Drive Yards - First version release!
« Reply #154 on: December 12, 2012, 01:39:51 PM »

Well... actually... it'd be a pain, but I think you could.

Key points:
  • You can adjust ship stats when drones are active - something like cutting flux dissipation to zero, or slowly generating hard flux, would put a time limit on how long you could keep the drones active.  You'd probably need to write your own system AI to make the AI capable of realizing it needs to recall drones, but it ought to be at least theoretically doable.  Or go with FlashFrozen's idea.
  • You can make the drone system not have a free-roam mode, so each drone will try to keep its assigned location.  Make the drones much faster than the main ship, with high (but not too high) acceleration values, and they'll hold rock-steady; consider the drones used the Apogee, for an example.
  • You can make the drones launch from the exact locations they're supposed to hold station at, so they don't have to spend any time getting into position.
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Wyvern is 100% correct about the math.

Thule

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Re: Blackrock Drive Yards - First version release!
« Reply #155 on: December 13, 2012, 06:40:11 AM »

Thanks for the insight Caycerin.

I am curious what you come up with next.
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silentstormpt

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Re: Blackrock Drive Yards - First version release!
« Reply #156 on: December 13, 2012, 07:09:13 AM »

On the thread about misc shipsystems, theres a code for hull regeneration, the idea of for example a fortress shield that instead of creating a super shield its possible to make a regenerative shield that regens your flux while using (toggle with a activation time limit and a cd), you can also make light animations coming out of the ship by adding engines with 0 alpha (invisible) then when you activate the shipsystem you change it to visible (same way the burn engine system works visually only)
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Cycerin

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Re: Blackrock Drive Yards - First version release!
« Reply #157 on: December 13, 2012, 10:30:12 AM »

The hacks people are coming up with are really cool.



Two Desdinovas sporting new weapons. Play the mod later to find out what they do.
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harrumph

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Re: Blackrock Drive Yards - First version release!
« Reply #158 on: December 13, 2012, 11:14:51 AM »

But what if we want to play the mod now?!
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Cycerin

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Re: Blackrock Drive Yards - First version release!
« Reply #159 on: December 13, 2012, 12:27:39 PM »

NO FUN ALLOWED
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Uomoz

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Re: Blackrock Drive Yards - First version release!
« Reply #160 on: December 13, 2012, 01:07:26 PM »

Too much naga.
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Cosmitz

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Re: Blackrock Drive Yards - First version release!
« Reply #161 on: December 13, 2012, 05:13:27 PM »

NO FUN ALLOWED


.. Do you play Guild Wars2 and are a member of /v/? If not, just ignore this post. Thank you for your cooperation.
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Cycerin

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Re: Blackrock Drive Yards - First version release!
« Reply #162 on: December 14, 2012, 01:12:05 AM »

Neither. That isn't... where that comes from.
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Cycerin

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Re: Blackrock Drive Yards - First version release!
« Reply #163 on: December 17, 2012, 10:06:00 AM »

Well damn, turns out orange is the new BRDY color, because I've been flirting with orange details for a long time and it's easier to use as a faction color.


Personally, I think it looks better. Also, I re-did detailing on the Desdinova and finished off an altogether esoteric list of ship names for the faction.
Check the OP for the rest of the ships. Re-wrote the introduction text too so it flows better. :)

Also, this. http://soundcloud.com/fastland/theme-from-blackrock
« Last Edit: December 17, 2012, 10:21:46 AM by Cycerin »
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Axiege

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Re: Blackrock Drive Yards - First version release!
« Reply #164 on: December 17, 2012, 11:01:42 AM »

Is the download updated? :D

EDIT: Also, that song is really really cool ;D
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