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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 ... 13 14 [15] 16 17 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790482 times)

silentstormpt

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #210 on: January 10, 2013, 07:45:57 AM »

Just to remind that, with the new Decorative weapons, it also added a huge amount of possibilities for scripted weapons, you might come up with a few interesting ideas and cant make them yourself, post them
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Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #211 on: January 12, 2013, 08:52:54 AM »

Just a little update, I'm well underway with the balance/polish update. Managed to squeeze in the kinetic buckshot weapon too, the Splinter Volleygun, and some other stuff. More to come. But balance input, please!

Spoiler
Changelog:
 0.21:
 
MISC:
- All Burst Jet-type systems generate a small amount of flux, meaning they no longer stack with 0-flux speed boost unless you have Helmsmanship skills
- Burst Jet-type systems generate more temporary speed

SHIPS:
 Desdinova:
 - Reduced armor to 500.
 - Increased FP cost to 13.
 - Increased deceleration
 - Increased shield upkeep slightly.
 Mantis:
 - Reduced HP by 100.
 
WEAPONS:
 - Added Splinter Volleygun
~
 Solenoid Quench Gun:
 - Increased damage to 450.
 - Slightly lowered projectile speed.
 - Increased range to 700 and flux cost to 600
 - Slightly lower refire rate
 Shard Autocannon:
 - Increased damage,
 - Increased EMP damage,
 - Slightly increased range.
 Argus Particle Beam:
 - Increased charges to 4
 - Lowered range to 450
 - Increased damage slightly
 - Increased flux cost slightly
 Quill Rocket Launcher:
 - Reduced damage to 250
 Fury-class Torpedo:
 - Reduced damage to 2500
 Antiplasma Blaster:
 - Reduced proj speed
 Achilles MRM/Pod:
 - Reduced OP by 1
 Squall Cannon:
 - Increased OP by 1
Ironveaver Chaingun:
- Increased proj speed, increased damage
[close]
« Last Edit: January 12, 2013, 09:06:34 AM by Cycerin »
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conorano

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #212 on: January 12, 2013, 01:09:55 PM »

when will the update be out?
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Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #213 on: January 13, 2013, 03:29:32 AM »

Sometime before UsC updates, hopefully.
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Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #214 on: January 13, 2013, 10:31:03 AM »



How could Blackrock possibly not have an Apogee equivalent?
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Jonlissla

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #215 on: January 13, 2013, 10:46:44 AM »

How could Blackrock possibly not have an Apogee equivalent?

As always, really stellar artwork. This one is a bit whiter than the others, is it to signify that it is a exploration vessel perhaps?
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Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #216 on: January 13, 2013, 11:12:17 AM »

Thanks. It's also supposed to be older than most of the Blackrock vessels, so yeah, I wanted it to look a bit separate. A bit millenium falcon-offwhite.
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conorano

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #217 on: January 13, 2013, 01:33:22 PM »

Let me guess, the system will be some kind of temporary range boost?
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Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #218 on: January 14, 2013, 02:33:40 PM »

Let's say I'm considering different options.

First large weapon! Solenoid Quench Cannon.

Also, thanks to EnderNerdcore, the AI is now drastically better at using Blackrock systems, who are themselves drastically better!
« Last Edit: January 14, 2013, 02:37:09 PM by Cycerin »
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Dog

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #219 on: January 14, 2013, 06:43:39 PM »

Let's say I'm considering different options.

First large weapon! Solenoid Quench Cannon.

Also, thanks to EnderNerdcore, the AI is now drastically better at using Blackrock systems, who are themselves drastically better!

Now that is a sweet new gun!  The new update looks awesome, keep up the solid work Cycerin!
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Kommodore Krieg

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #220 on: January 16, 2013, 05:09:55 PM »

Your sprites are still, in my opinion, the absolute best in this modding community, and I say that with respect to all those other modders who do fine work of their own.  Very nicely done. 
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Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #221 on: January 18, 2013, 04:19:37 AM »

Thanks a lot, Krieg. I really appreciate that. Note that I owe a lot to BSF community spriters like Kaelis, DSmk2 and HorseMonster. I wonder what even happened to Kaelis, he would totally love this game... most of the BSF old block would.

Thanks to LazyWizard I now have a script that perfectly controls the Solenoid Quench Cannon animation. I'm also working on further refinements of the Burst Jet system with EnderNerdcore.

I've also done some changes to the Shard that I'm curious about people's reactions to. I've turned it into a sort of suppression weapon - it fires low-damage (40 per shell) kinetic rounds to 600 range, and the shells also do 40 EMP damage with a high-procchance lightning discharge. Basically it forces the enemy to choose between flux buildup and EMP damage, but the weapon itself has a large flux buildup and low DPS. My other idea was to have a chance for the Shard to explode on impact dealing Energy damage, like a sort of critical hit that makes it occasionally punish the enemy for tanking the projectiles on armor - but I don't have the coding skills to make that work right now.

I like this approach better than the EMP approach, because it makes the weapon work more as a direct attack weapon and seems more unique and satisfying conceptually.
« Last Edit: January 18, 2013, 04:25:16 AM by Cycerin »
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sdmike1

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #222 on: January 18, 2013, 07:49:40 AM »

Dam that gun is going to be so sweet in game 8)

Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #223 on: January 20, 2013, 10:35:18 AM »

Speaking of guns: SQUALL BATTERY.



Three squall cannons. One large mount. 20 Ordnance points. Immeasurable destruction.

Mostly spent time trying to get rid of the coasting bug on the burst jets with EnderNerdcore and rebalancing the faction's ships, weapons and variants, but I had to make this.
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Brainbread

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #224 on: January 23, 2013, 09:52:33 AM »

So, I've been trying out the capital ship, and found it to be... well. Not sure what role its supposed to fill. Two large ballistic slots and its other armaments don't feel like enough for a 19 FP ship. At the same time, the faction has a ton of different fighters, and its only carriers are very expensive to deploy for that role, without swapping into another factions ships.

An increase of 3 or 4 FP on the capital ship, plus 2 Flight Decks would go really far in making the ship have a specific role (close support carrier, like the other carriers!). Just my 2 cents. Maybe with the new guns, it'll be a more combat-orientated ship! Or if there was a third large slot :D

Other than that, I absolutely love Blackrock Drive Yards. The ships are gorgeous, the systems are fun and engaging, and the weapons feel like they have a real impact. Did I mention they're gorgeous and fun? I've been using BDY ships exclusively in my playthrough, but I had to start using a Conquest to give the fleet some capital ship firepower.
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