Coming from a background of playing Battleships Forever and building ships (since 2007) I decided to take some of my old BSF designs, refurbish them in photoshop, and turn them into SF vessels. Soon after, I realized it would be cool to have a faction too, with custom weapons, and custom ship systems, and so on, and so on...
After starting work a few days ago, so far I have a frig, destroyer and cruiser. The garish version of the destroyer is for a hunter-killer fleet consisting solely of elite destroyers (this baby's mostly engines.. I'd love to have a modded burn drive for it that doesn't disable maneuvering, but merely hinders it)
(http://i.imgur.com/ZKaXR.png)
[Scarab, Desdinova, Desdinova II, Nevermore]
Having some trouble implementing my faction in the campaign and so on, but all the ships are up and running. Hopefully I'll have a download up soon! In the meantime, feedback and questions is more than welcome!
Or you can take the burndrive ( and preferably rename it something else/make it your own), in the ship_systems.csv and delete the True from the noturning column but it'll leave most of your turning intact but it'll feel like it turns sluggishly since your going in the forward direction mostly.
Trylobot, did you only do that to put pressure on me to deliver more? ;D I love the appreciation, this seems like a great community.
I ended up doing what FlashFrozen said, it works like a charm. The ship is an absolute monster when player-piloted, but the AI can't quite use it for the intended purpose (big plays, driveby shootin', and making Dominators feel insecure about their broad backsides)
The Desdinova-class Fast Destroyer is a marvel of optimized technology. Lacking the reach and resources needed to mass-produce phase technology, Blackrock still required a flexible mid line option that can outmaneuver other destroyers and avoid fighter wings. The result is a design that has mobility unheard of for a hull of its size - bristling with Blackrock-custom ballistic guns and sporting a gas-bleeding flux core built directly into the engine, this menacing, insectoid vessel is rapidly becoming the talk of private military contractors everywhere.
The special Arcjet Burner disengages the shield generator from the shield emitter and feeds excess flux from the entire shield powerplant into the drives, venting the resulting energy out with the engine torch to produce an astonishing volume of temporary acceleration. Magnetic coils that run alongside the flame catch and redirect instabilities, allowing the crew to maneuver the ship even at peak specific thrust. While Tri-Tachyon techs snort derisively and offer that it would have been better to simply implement a phase displacer or skimmer, it remains to be seen if this straight-forward approach will allow Blackrock to contend with high-tech destroyers.
Anyone who doesn't include descriptions on their ships is missing out. You could have just told us what the ship was for, its intended role, but that might garner only a "neat". Now I want to fly the damn thing =P
You're right man, I just added like 700px of extra negative space and it's starting to look more like it should.
Thanks!
I remember seeing the Nevermore (great name, by the by) on the SA thread. These things look brilliant, and you've definitely pushed the limits--and have shown marvelous expertise with--the BSF ship creation tool and a bit of post processing. I'm a bit envious of how good you've gotten these things looking, and not just on the skill you've shown with the toolset you've used. The concept and the quality of their execution is very high; I'm not sure I can meet it.
Now just to wait and hope for release, because these look rather fun to fly.
I remember seeing the Nevermore (great name, by the by) on the SA thread. These things look brilliant, and you've definitely pushed the limits--and have shown marvelous expertise with--the BSF ship creation tool and a bit of post processing. I'm a bit envious of how good you've gotten these things looking, and not just on the skill you've shown with the toolset you've used. The concept and the quality of their execution is very high; I'm not sure I can meet it.yeah but my nevermore was a bit different
Now just to wait and hope for release, because these look rather fun to fly.
You are my role model.not me I hope
Also, medikohl, I think that guy meant SA as in "somethingawful", where I first posted that ship before registering here. I might be wrong though.
BIRDY never dies!
(http://i.imgur.com/9tykC.png)
Repurposed from a never-popular class of mining vessel built by Blackrock before it began specializing in military hulls, the Gonodactylus-class Frigate is a nasty brute that chews through the enemy with its cannon batteries, only to turn around and show them its other, equally ugly cheek when they begin venting.
The only problem with this thing is that the AI hates it and keeps crashing it into asteroids and other hulls, and doesn't really ever turn around to use the other side's AM blaster when it should. At least it knows which broadside is the most powerful.
I might have to resort to giving it a built-in weapon with a less prohibitive flux cost or something to entice the AI to use it. And if I give it any weapon with too long range (even a harpoon MRM), it begins behaving like a fire support ship and is, generally, quite useless for it.
Anyway, if I can't ever get it to work as an assault vessel, I'm just giving up and mirroring the arm with 4 gun hardpoints so I can turn it into a dedicated point defense vessel or something. The AI REALLY dislikes asymmetry.
Another question I have regarding this: The Revenant does not register as a carrier for use with "rally carrier group" in the fleet UI, even though it has a flight deck. Likewise, I can't get any Desdinova kit to register as a "strike" vessel. Is it possible to hard-code the game into recognizing this?
Another question I have regarding this: The Revenant does not register as a carrier for use with "rally carrier group" in the fleet UI, even though it has a flight deck. Likewise, I can't get any Desdinova kit to register as a "strike" vessel. Is it possible to hard-code the game into recognizing this?
The ships not available for sale in the campaign intentionally or did I somehow mess something up?It seems that the station is not set up to sell the ships yet.
The cruiser (? flagship in first mission) is great, too - love the Antimatter Lance, and pairing it with the Lucifer system is a fun thing to try to get to work right. I didn't quite manage, but it seems like if you do, the results would be quite worth it.
It's nice to see my ancient sprites in there, especially since they've been put to good use
As for the campaign and the station not selling ships, I really haven't done much in that department yet. It'll come, though.
Also, how did you manage to get the sprites to work properly? I can't seem to get mine right ._.
Is that a BSF Metagame 1 loadout I see there on your ship? :D
(I used to participate in that too, as guilee186)
Damn, I didn't know there were still people around who remember that. All the stuff we did out of love for that game... (and all the huge bloated projects that died before they could take off)Even then, your shipmaking skills were far beyond a couple of notches above mine. Mine still look cluttered. Also, I still miss all the crazy designs we submitted for the metagame, and all our bloated projects (which took forever to move forward)
Piroton/guilee, go read the tutorials in the sticky! That's basically what I did, then I downloaded Trylobot's ship editor and messed around with it until it worked. And if you're going to clean up BSF screenshots in photoshop, make sure you set a pure white background first so its easy for photoshop/gimp to select and remove it.
Finally made some time to play this last night, and can't really add anything much other than has already been said. [...]
Also I felt the variants on the Gondactylus were a bit sub-optimal. Not sure the bank of 3 vulcans is a sensible choice (one alone would provide decent PD and still cover the same general area, freeing up the other two points for perhaps a different role) and 3 autocannons (as opposed to 3 dual autocannons) would be significantly more flux efficient with perhaps a small drop in effectiveness, giving 6 OP to play with elsewhere.
Also, for some weird reason the Metagame shipmaker arcalane built for us doesn't seem to want to accept my white background.
Makes me kinda sad, so I've had to make do with substandard wine-red.
Well, feel free to post some alternative variants if you can make them work.
Rule of cool forever!
DAMMIT DYSPRAXIA
Actually, spriting at all.DAMMIT DYSPRAXIA
Ah - not having an easy time of it trying to do the lucifer/am lance combo?
Hand eye coordination doesn't have that much to do with this type of artwork at the end of the day. It's all post processing.It does for me.
Hand eye coordination doesn't have that much to do with this type of artwork at the end of the day. It's all post processing.
I admit to having had some trouble balancing the fighters. The Krait went back and forth between being a superheavy unshielded fighter and being the bomber it currently is, but neither felt quite "right". The Locust fares well when its delegated to killing enemy fighters, but it has trouble absorbing shots that would have slipped inbetween smaller fighters. I have half-considered turning it into a frigate instead, thoughts on that?
As for the gono, the reason it has a built-in weapon that works the way it does, is because the AI can't pilot it if it has a medium missile slot. I've tried everything, but if it has a sabot SRM pod or proxy launcher, it never fires them, and if it has a Harpoon, it tries to stay out of close range and slowly waste its shots on nothing in particular. Likewise, a fixed hardpoint containing a gun of some sorts also never gets used.
The Revenant is expensive because it basically comes with a free fighter wing - its drones. Being basically completely unbombable when its drones are up, and being able to sic them on a frigate or fighter wing to instantly destroy it, the ship is deceptively powerful in my opinion. It's also fast, fairly well shielded, and can be kitted out with a surprisingly powerful weapons package. I might consider dropping it a few notches down on the FP scale, but I certainly think it outperforms the other mid-size carriers in the game.
Ah, I figured I could hack it into using it if I gave a flare launcher that fired homing missiles the EMP AI, since it's supposed to have a similar "role" to the EMP system in combat. Won't that work? My fallback option was to turn it into a built-in weapon, but I somehow think that makes it less cool. :c
And the reason I wanted to make it a system was because I could make a truly ludicrous missile barrage, something that you might reasonably have to disable the ship's shields and weapons to properly target and unleash.
I think it's important to get the big ships "right" since they're basically the poster boys for a faction. The Onslaught, Conquest and Paragon are both extremely cool and well executed in their own ways. Sometimes it's hard to find niches that the game hasn't already covered.
And yeah, finding niches and trying to hack ship systems into doing novel things is challenging and fun. I play a lot of Dota 2, so I like trying to come up with ways a concept can feel "almost overpowered" and yet still have counters.
Part of the reason I wanted it to be a system, is because I could set one little hidden "system" weapon for each missile pod and have each of them participate in the barrage, sort of like flare launchers work (unless I missed something)
Anti-Energy Armor? Energy magnification?
Anti-Energy Armor? Energy magnification?
Wouldn't it be neat if those plates would replace themselves, like a regenerative armour? Kind of how sharks get their teeth replaced.
The best alternative I can come up with is that it's some sort of superweapon (EMP of dooom!)Wyvern wins, because of his suspicion that it's related to some sort of energy emitter system. It's going to be that, or if it turns out unsatisfactory, or I get coding help, I'm going to try for some sort of novel defensive system instead. (Kaitol touched upon some of those ideas, specifically the reflective shield, but I figured it's mechanically impossible too, so)
Heres the emp type of weapon that i wanted to show you, it does damage instead of emp so its custom made to be an actual weapon:Spoiler(https://dl.dropbox.com/u/32263294/screenshot055.png)[close]
I tried that way before I scrapped the concept. Doesn't matter how many hidden system weapons the ship has, it will still only fire from one of them.
"weaponSlots": [
{
"angle": 0.0,
"arc": 0.0,
"id": "WS0001",
"locations": [
91.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "BUILT_IN"
},
{
"angle": 0.0,
"arc": 1.0,
"id": "WS0002",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 30.0,
"arc": 1.0,
"id": "WS0003",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 60.0,
"arc": 1.0,
"id": "WS0004",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 90.0,
"arc": 1.0,
"id": "WS0005",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 120.0,
"arc": 1.0,
"id": "WS0006",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 150.0,
"arc": 1.0,
"id": "WS0007",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 180.0,
"arc": 1.0,
"id": "WS0008",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 210.0,
"arc": 1.0,
"id": "WS0009",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 240.0,
"arc": 1.0,
"id": "WS0010",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 270.0,
"arc": 1.0,
"id": "WS0011",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 300.0,
"arc": 1.0,
"id": "WS0012",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
},
{
"angle": 330.0,
"arc": 1.0,
"id": "WS0013",
"locations": [
0.0,
-0.0
],
"mount": "HIDDEN",
"size": "LARGE",
"type": "SYSTEM"
}
],
Marauder,kohrah_marauder,Marauder,marauder_fried_system,15,15000,300,1000,,80,0,150,400,100,50,50,3500,NONE,,,,,,,21,42,100,100,1,1,1,37500,,200019
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.
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.
NO FUN ALLOWED
IIRC, IRL = In Real Life
I made a custom maneuvering jets system that operates in quick bursts of speed and stores charges like the Phase Skimmer. It REALLY makes the Nevermore much, much more useful and fun to pilot. I might bring back the Lucifer generator concept as a "siege mode" for a long-range destroyer I want to make later on.Both of these sound like Really good ideas.
Let me try to clarify a bit around why the weapons are the way they are and what I am trying to accomplish.
The Ichneumon AG is supposed to be equal in power to the Light AG, but more focused on burst damage. Vanilla gameplay in Starsector makes a point out of the risk of trying to finish off overloaded ships: small ships usually need to get close to them in order to deal HE damage, while larger ones get the luxury of being able to threaten from range. I don't want every BR ship to be a kiting ship, I want them to use the mobility to dart in and out of combat and deal their damage more or less up-close. That's why the Shard and Ichneumon fire bursts of projectiles.
However, I had considered to create a weapon that deals light mortar-style DPS at higher flux cost, and has 900-ish range. A sort of light artillery cannon for sneaky Locust and Mantis variants. A HE light needler should have enormous flux costs or OP costs or it would make every other small sized assault weapon superfluous.
The Argus is supposed to be the best alternative for destroying missiles and low-tech fighters if you have the flux and OP. It very easily wastes flux if it fires on enemy shields due to the damage type and huge flux costs. But if you have an Argus PD, you are very, very safe from enemy missiles. That is my design philosophy for it, at least - if it needs readjustment in line with this idea, then I'm more than willing to make them. And iirc frag damage is 25% against armor and shields, so your calculations are off. :)
If you want to see just how much more effective the Heavy Burst Laser is at actually hurting enemy ships than the Argus, arm a ship with a single Argus/Heavy Burst Laser (use the Desdinova) and then try to kill a Buffalo II using no other weapons in the simulator. It takes almost twice as long to kill it using the Argus. And this is an unshielded ship that mainly uses hull to soak damage.
The Interdiction Array is very experimental currently. However it does more than simply tint enemy projectiles. It stops missiles dead in their tracks if the engine has burned out (like Annihilators) and makes Hellbores, Arbalests, Assault Chainguns and such useless because the AI does not move closer to compensate for the projectile falloff. Ideally the system should force ships to fight much closer, but right now the AI does not seem aware of changes to projectile speed brought on by a stat mod.
One of the frigates (the Scarab I believe) has two light ballistic hardpoints with a fairly wide arc of fire. The problem is any weapon put on them turns very slowly, presumably because its a hardpoint. It appears that if you want a weapon with an arc above fifteen or so degrees you have to make it a turret.
The Burst Maneuvering Jets (which could probably be just shortened to Burst Jets) seem to be more useful for accelerating yourself to a high speed then coasting to where you need to be than quickly maneuvering. Not that it is necessarily a bad thing, just seems unintentional and probably better suited as solely the domain of the Desdinova's Arc Jets. Perhaps you could forcibly limit the ships speed after the burst jets finish firing.
On the subject, I kind of liked the Nevermore's old ship system better. I feel as though the concept of the ship built around an extremely heavy energy weapons fits better as an artillery support ship rather than a close up brawler, especially since the addition of the Antiplasma Blaster makes the newer-version of the Nevermore's weapon less unique, though I suppose its change to being something the AI can actually use is a fair trade.
I disagree with the statement that they are more useful for coasting than than they are for quick maneuvering. The Nevermore would be completely useless if it couldn't reposition or turn with the Burst Jets.
the other change I have been considering is to make it fire a fan-shaped blast of flechettes, so it becomes like a "shotgun needler" that doubles as a great manual screen against incoming missiles. Any thoughts you have about this are quite welcome!
The Solenoid Quench Gun is already quite useful, it's terrifying for shielded frigates due to the enormous projectile speed and single shot damage - but I've considered upping the damage a bit.
How do you feel about the Mantis, Gonodactylus, Serket, Krait and whatnot?
The Locust is fine, I think. Not every ship needs to be whiz-bang-flashy, and as it stands the Locust would actually make a very good starting ship—it's quite strong not just against fighters but 1-on-1 against other frigates too, especially slower ones. Still, it wouldn't hurt to either knock one FP off the price tag or crank the speed up just a wee bit to emphasize its strength in that department.
I also agree with Meatsteak about the new kinetic weapons—bursty short-range kinetics don't really suit Starsector's shield mechanics; every time you scoot back out of range, the enemy can just drop shields and dissipate that flux. What you want from a kinetic weapon is the ability to keep up constant pressure from a distance, ideally beyond the range of most of your enemy's weapons…
In other news, I'm starting to work on a different faction that will, for the time being, act as an antagonist to Blackrock. Picture a moon overrun with grey goo. Picture the grey goo starting a fierce internal evolution, hastened by curious exploration ships being consumed and disassembled by the oceans of nanomachines. Picture strange, ship-like "lifeforms", like multicellular creatures spawned from a primordial soup, flying out into the Sector in search of more ships to disassemble...Love this idea. That'll make point-defense very, very important.
And gameplay-wise, picture hulking, slow vessels accented by huge swarms of little drones, with very few ships approaching frigate-size.
but depending on real-life workload I may also have the time to squeeze in a few new features, like the new Hammerclaw.
And gameplay-wise, picture hulking, slow vessels accented by huge swarms of little drones, with very few ships approaching frigate-size.
Could be tricky if you're outmanuevered and end up with very little FP available in a battle, but a interesting concept nontheless. To make the faction less one-sided in terms of ship systems I presume you will add different drones for these ships? Speaking of which, is it possible to have several different ships as drones? I recall that the Mothership in the Ironclad mod has both these beam platforms as well as smaller drones. Would make for some very interesting gameplay.
How could Blackrock possibly not have an Apogee equivalent?
Let's say I'm considering different options.
First large weapon! Solenoid Quench Cannon. (http://i14.photobucket.com/albums/a350/cycerin/SolenoidQuenchCannon_zps9c3fd01f.gif)
Also, thanks to EnderNerdcore, the AI is now drastically better at using Blackrock systems, who are themselves drastically better!
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.Keep in mind the ship system on that ship is not fully working in the current available release.
Desdinova... I knew I seen that name somewhere...
Desdinova... I knew I seen that name somewhere... :P
PS: What? Chinese? Official? Could you.. link me or something?http://tieba.baidu.com/p/2174399183
Ah boat really exquisite passing ship Tucao under their own their own painting with PS completely three-dimensional large flat wood
One last question--does this mod suffer from the same vanilla bug where stations stop acquiring goods and ships after a short time? I hate having to cheat myself millions of credits to buy out all the useless *** they acquire for every station every two months or so of playtime. It takes a long time in Vanilla and the number of stations in this mod will make it very long indeed.
Hi there,Personally i think it is vastly overpowered, I regularly have fights where i never have to raise my Shields lol
just tried out your mod a second time because now it´s included to oumoz . So I thought, I had to leave a comment. 8)
I like your design of all your ships and especially the "burst maneuvering jets" of the Scarab which makes it an awesome frigate :)
Also the proc of the "Shard Autocannons" makes those very cool and a unique sort of weapon. love them. great idea!
but :) ...
i think , that the ship system of your "Kurmaraja battlecruiser" is cool but to weak at the moment in comparison with other ship systems.
It does stop missiles, but only slow ones , so most of them don´t get influenced enough by that system, even when trying to evade them.
It might need a little buff and therefore a limited uptime.
best regards.
Chronosfear
Edit : ok seen it trys to stop bullets ,too .. but also to weak i think :)
This mod is amazing, however personally, I think you should add a flagship class ^^;
That's not good, i really can't be arsed fighting every single fleet i come across.
i was thinking about a medium variant of the tachyon lance only with high explosive damage and maybe a small emp chance. it would have low damage but long range and good rate of fire. it could be used as a good support weapon.just trowing an idea out there you can change it as you like.
Any chance of us getting a battlecruiser of some sort, slow ponderous, yet awesomely powerful?
but it feels as if it's missing a few things. Is it possible for you to add a lighter fightercraft similar to the Talon, and perhaps a larger, heavier capital ship?
Also, it feels as if every ship has different versions of Manuevering Jets. For the Nevermore, I can understand the design, and I guess the Desdinova is about close-combat mobility, but what about the Scarab?
Any chance of us getting a battlecruiser of some sort, slow ponderous, yet awesomely powerful?
You already have a battlecruiser - the Kurmaraja. The definition of a battlecruiser is a ship with the speed and protection of a cruiser, but the armament of a battleship, by the way. ;)
A slow, ponderous, enormously powerful vessel isn't in the Blackrock spirit, so to speak.. there will be a ship that is situationally more powerful than the Kurmaraja, though. But it will take a while for me to get everything I want about that ship to feel right. Picture a teleporter that only works at 0 flux coupled with a built-in weapon that causes enormous destruction in a close radius around the ship. Now picture that on a ship the size of an Onslaught - except it's a Blackrock ship, so its weapons are all close-range burst damage. That is the Sachumodo.Quotebut it feels as if it's missing a few things. Is it possible for you to add a lighter fightercraft similar to the Talon, and perhaps a larger, heavier capital ship?
Also, it feels as if every ship has different versions of Manuevering Jets. For the Nevermore, I can understand the design, and I guess the Desdinova is about close-combat mobility, but what about the Scarab?
What's planned right now is a corvette - basically a 3fp frigate that functions more or less like a Hound. I am also going to make a phase destroyer and a second capital ship. I might also make research variants of ships, like a prototype Desdinova or prototype Nevermore that has to be captured or earned as a reward for gaining favor with the faction. I really want, for instance, to make a Nevermore that has a toggle Lucifer generator as well as a toggle superpowered Plasma Discharge Emitter for hyper-risky glass cannon play, but I don't want to touch the current version of the ship, which I feel has settled into a nice niche.
As for the Maneuvering Jets, the Scarab and Nevermore use the exact same shipsystem. It just handles differently due to the ship stats. However, the Desdinova's system is indeed focused on twitchier movement, I also wanted to keep it separate simply to give the ship some flair.
Just seems like Kurmaraja just seems a little underwhelming I guess maybe because its ability isn't working?
What's planned right now is a corvette - basically a 3fp frigate that functions more or less like a Hound.
I also wanted to keep it separate simply to give the ship some flair.
the lucifer generator was the first shipsystem of the nevermore. it was a timed ability that completely locked your engines down so it made you unable to move in any way except for the velocity you had. but on the bright side, you would get like 2 or 3 times more energy weapon damage. it was meant for the nevermores built in weapon
To Alfalfa: Well, it's going to be a phase destroyer, not a phase cruiser. And I had actually considered a weaponized flux venting system for that ship - an emergency flux vent that damages the ship slightly, does damage to everything in close range, etc. I'm worried that burst jets would be too good on a phase ship, it would be very fun to pilot though. Glad you're enjoying the mod.
The Sachumodo in the files is a very outdated sprite and the final ship probably won't look much like that at all. :)
Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?
Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?
God no, the Nevermore's current ship system is perfect and is the reason I use it.Been pondering adding two more turrets to the Nevermore - one small ballistic turret on each flank, pointing sideways with a 120-160 degree arc. Thoughts?
Not necessary if you ask me. It feels like it's in a solid place now. Wouldn't mind if it had the High Energy Focus subsystem though, it would be a perfect match.
(http://i.imgur.com/3VJBKHr.png)
The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.
(http://i.imgur.com/3VJBKHr.png)
The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.
(http://i.imgur.com/YXgWaeT.png)
The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.
public class GravityField implements ShipSystemStatsScript
{
private static float FIELD_RANGE = 1000f;
private static float FIELD_STRENGTH = 0.00000005f;
private static float FIELD_STRENGTH_CONSTANT = 6f;
private static float FIELD_STRENGTH_SQUARED = 3f;
private static boolean MUTUAL_GRAVITY = false;
private static boolean GRAVITY_PROPORTIONAL_TO_MASS = false;
private static float PROPORTIONAL_GRAVITY = 0.1f;
private static float INVERSE_GRAVITY = 10000f;
private static float DISTANCE_WEIGHT = 1f;
//private static Color FIELD_COLOR = Color.CYAN;
private static Color FIELD_COLOR = new Color(142, 112, 248); // some color idk
@Override
public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel)
{
ShipAPI ship = CombatUtils.getOwner(stats);
if (ship == null)
{
return;
}
Vector2f velocity;
Vector2f shipvelocity;
Vector2f gravvelocity = new Vector2f();
Vector2f direction = new Vector2f();
Vector2f curlocation;
Vector2f shiplocation;
CombatEntityAPI current;
float curdistance;
float gravforce;
List workdamnit = CombatUtils.getCombatEngine().getProjectiles();
//workdamnit.addAll(CombatUtils.getCombatEngine().getShips());
//workdamnit.addAll(CombatUtils.getCombatEngine().getAsteroids());
for (Iterator iter = CombatUtils.getCombatEngine().getProjectiles().iterator();
iter.hasNext();)
{
current = (CombatEntityAPI) iter.next();
curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;
if ((current.getOwner() == ship.getOwner()) || (curdistance > FIELD_RANGE))
{
// Don't affect friendly projectiles
continue;
}
velocity = current.getVelocity();
shiplocation = ship.getLocation();
curlocation = current.getLocation();
if (GRAVITY_PROPORTIONAL_TO_MASS) {
gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
}
else {
gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
}
direction.x = curlocation.x - shiplocation.x;
direction.y = curlocation.y - shiplocation.y;
gravvelocity.x = gravforce * (direction.x / curdistance);
gravvelocity.y = gravforce * (direction.y / curdistance);
if (MUTUAL_GRAVITY)
{
shipvelocity = ship.getVelocity();
shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
} else {
velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
}
//velocity.x += gravvelocity.x;
//velocity.y += gravvelocity.y;
}
for (Iterator iter = CombatUtils.getCombatEngine().getShips().iterator();
iter.hasNext();)
{
current = (CombatEntityAPI) iter.next();
if (current.getOwner() == ship.getOwner()) {
continue;
}
if (((ShipAPI) current).isFighter())
{
for (Iterator iter2 = ((ShipAPI)current).getWingMembers().iterator();
iter2.hasNext();)
{
current = (CombatEntityAPI) iter2.next();
curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;
if (curdistance > FIELD_RANGE) {
continue;
}
velocity = current.getVelocity();
shiplocation = ship.getLocation();
curlocation = current.getLocation();
if (GRAVITY_PROPORTIONAL_TO_MASS) {
gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
}
else {
gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
}
direction.x = curlocation.x - shiplocation.x;
direction.y = curlocation.y - shiplocation.y;
gravvelocity.x = gravforce * (direction.x / curdistance);
gravvelocity.y = gravforce * (direction.y / curdistance);
if (MUTUAL_GRAVITY)
{
shipvelocity = ship.getVelocity();
shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
} else {
velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
}
}
}
curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;
if (curdistance > FIELD_RANGE)
{
// Don't affect friendly projectiles
continue;
}
velocity = current.getVelocity();
shiplocation = ship.getLocation();
curlocation = current.getLocation();
if (GRAVITY_PROPORTIONAL_TO_MASS) {
gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
}
else {
gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
}
direction.x = curlocation.x - shiplocation.x;
direction.y = curlocation.y - shiplocation.y;
gravvelocity.x = gravforce * (direction.x / curdistance);
gravvelocity.y = gravforce * (direction.y / curdistance);
if (MUTUAL_GRAVITY)
{
shipvelocity = ship.getVelocity();
shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
} else {
velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
}
}
for (Iterator iter = CombatUtils.getCombatEngine().getAsteroids().iterator();
iter.hasNext();)
{
current = (CombatEntityAPI) iter.next();
curdistance = CombatUtils.getDistance(current, ship) * DISTANCE_WEIGHT;
if ((current.getOwner() == ship.getOwner()) || (curdistance > FIELD_RANGE))
{
// Don't affect friendly projectiles
continue;
}
velocity = current.getVelocity();
shiplocation = ship.getLocation();
curlocation = current.getLocation();
if (GRAVITY_PROPORTIONAL_TO_MASS) {
gravforce = (float) (PROPORTIONAL_GRAVITY * ((ship.getMass() * current.getMass()) / Math.pow(curdistance, 2)));
}
else {
gravforce = (float) (INVERSE_GRAVITY * (ship.getMass() / (Math.pow(curdistance, 2) * current.getMass())));
}
direction.x = curlocation.x - shiplocation.x;
direction.y = curlocation.y - shiplocation.y;
gravvelocity.x = gravforce * (direction.x / curdistance);
gravvelocity.y = gravforce * (direction.y / curdistance);
if (MUTUAL_GRAVITY)
{
shipvelocity = ship.getVelocity();
shipvelocity.set(shipvelocity.x - gravvelocity.x * (current.getMass() / (ship.getMass() + current.getMass())), shipvelocity.y - gravvelocity.y * (current.getMass() / (ship.getMass() + current.getMass())));
velocity.set(velocity.x + gravvelocity.x * (ship.getMass() / (ship.getMass() + current.getMass())), velocity.y + gravvelocity.y * (ship.getMass() / (ship.getMass() + current.getMass())));
} else {
velocity.set(velocity.x + gravvelocity.x, velocity.y + gravvelocity.y);
}
}
}
(http://i.imgur.com/3VJBKHr.png)
The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.
(http://i.imgur.com/YXgWaeT.png)
The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.
(http://i.imgur.com/3VJBKHr.png)i got I have mixed feelings about this
The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.
(http://i.imgur.com/YXgWaeT.png)
The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.
(http://i.imgur.com/3VJBKHr.png)i got I have mixed feelings about this
The new Sachumodo. Still a work in progress, both sprite and ship, but... this is pretty much the final shape.
(http://i.imgur.com/YXgWaeT.png)
The Robberfly-class Corvette, a 3fp frigate without a shield, fast and with a highly efficient flare launcher.
i like your ships designs & the whole mod it self
but there is something that disturb's me in this ship, somehow it don't fit to the rest of the ships, i dunno maybe its just me
i quite like the sachumodo, only i feel a heavy weapon slot or a built-in is missing... is this a cruiser?
Thanks for the appreciation Shadowy! Regarding the Kurma's system, I am of the opinion that there currently isn't anything wrong with it. However I'm talking to LazyWizard about a possible redesign.
First off I'm really happy that you've played and enjoyed my mod for so long. ;D
Well, the arcjet burner remains - the Gonodactylus is using it. The reason for this is the same as why Enforcers, Onslaughts etc. have Burn Drive and not Tempests - a slow, predictable ship suddenly becoming fast and unpredictable is more fun to play as and against than a fast ship that becomes even faster and thus impossible to avoid. That said, you can assume that the Arc Jet Thrusters for the Desdinova still work in a similar way lore-wise - the ship is built around the engines, after all. If you want a Desdinova with Arcjet Burners, all you have to do is change some stuff in the spreadsheets. ;0 I'd still say the Desdinova is quite far from regular, though - if you want to be a speed monster, you can spec your character accordingly and it is the fastest overall destroyer in the game.
I took out the coasting on the burst jets (it was quite an ordeal to accomplish, given how thrust works in the game) because it's kind of silly to deploy a cruiser first and just bully every single enemy frigate far out of being able to cap any nodes. There needs to be tradeoffs, unfortunately, for things to have balance, but nobody is stopping you from modding my mod to your own tastes. The feature was never intended in the first place, and I didn't realize what people were talking about in the thread until I accidentally discovered it on my own.
Thanks for the appreciation Shadowy! Regarding the Kurma's system, I am of the opinion that there currently isn't anything wrong with it. However I'm talking to LazyWizard about a possible redesign.
Oh, I've grown quite fond of the Kurmaraja, that's why I was experimenting with it. The system I made introduces some interesting behaviours, though. It's about as effective as the original against projectiles, although heavy projectiles such as Hellbore rounds are difficult to deflect. Faster missiles such as Sabots and Harpoons can power through it, Pilums are just barely stopped, and it's very amusing watching an Onslaught overload itself by throwing its swarm of Annihilator missiles back in its teeth. The effects on fighters are significant as well, with bombers being held mostly at bay and others suffering from reduced agility.
If you have the time you should play around with it a bit; for inspiration, if nothing else.
Is the Sachumodo a Capital by any chance? And if so is there any particular ETA?
Is the Sachumodo a Capital by any chance? And if so is there any particular ETA?
Indeed good sir, if I can draw your attention to the 4 large ballistic points I think you will understand your sillyness. Oh btw is this in the newest build of Uomoz's Corvus 17.1?
:Pi quite like the sachumodo, only i feel a heavy weapon slot or a built-in is missing... is this a cruiser?
It will have a built-in weapon. It also has four large weapon slots.
Is there anyway of increasing the strength of the field?
Is there anyway of increasing the strength of the field?
Yes, with the current settings changing the constant INVERSE_GRAVITY will alter the field strength.
For reference, an explanation on the constants:
private static float FIELD_RANGE = 1000f;
This sets at what range the field will begin to have an effect on objects. Depending on the other settings, the effect is likely to be negligible at this distance.
private static float FIELD_STRENGTH = 0.00000005f;
private static float FIELD_STRENGTH_CONSTANT = 6f;
private static float FIELD_STRENGTH_SQUARED = 3f;
These are the original field strength constants and ones for previous implementations I made. They are all unused in this iteration.
private static boolean MUTUAL_GRAVITY = false;
This determines whether the Kurmaraja is affected by the gravitational forces it generates. If so, the force is split depending on the respective masses of the Kurmaraja and what it is affecting. Produces some odd results due to the disproportionate mass of projectiles to ships (missile surfing is quite entertaining ;)) and the implementation of engine thrust (which negates the force entirely).
private static boolean GRAVITY_PROPORTIONAL_TO_MASS = false;
This determines whether the field operates as a direct reversal of normal gravity (where greater masses generate greater forces) or whether the force is inversely proportional to the objects mass. Given the original function of the field I have it set to the inverse so it is more effective against projectiles and less so against ships.
private static float PROPORTIONAL_GRAVITY = 0.1f;
private static float INVERSE_GRAVITY = 10000f;
These are the field strengths of the proportional to mass and inversely proportional implementations, respectively, and are what you were looking for.
private static float DISTANCE_WEIGHT = 1f;
This is simply a constant to scale the effect of distance to your taste.
I'm not trying to foist this off on anyone, by the way. I simply found the idea of the system intriguing, wanted to test the limits of what could be done with it, and was pleased enough with the result that I wanted to share it.
Spoiler(http://i.imgur.com/NDJpaL5.png)
"How are we going to find crewmen that are willing to serve aboard this thing? You're talking the whole load here - potential gamma ray exposure, ambient phasic bleed lacerations to DNA... I'd put crew life expectancy around two months at most. Not even Deadbloods are going to want to climb into the airlocks on this... this torture instrument! You cancelled Project Lucifer yourself, Sir - although I don't mean to imply-"
Roland Augustmoon leaned forward in his ostentatious chair, unimaginably expensive woodwork from Lodestone's resource-rich past creaking in protest. It wasn't a sight you could get used to easily - those charismatic, crow's feet-lined eyes... and then the cold light shimmering from within, those orbs - too *small* for their sockets, silently observing you. The chief designer swallowed, making a noise that easily filled the room.
The ship model hovered over the table surface in an exploded view - pieces fitting together perfectly, joined by the metaphasic flux conduits that streamed out from the Lucifer Generator and filled the entire vessel. A spaceship, he knew, that would inevitably poison the life out of its crew.
"We don't deal in moral absolutes here at Blackrock, chief designer. Are you suggesting that there is some sort of tradeoff here that... we shouldn't be prepared to make?"
"N-no, Sir Augustmoon. I'm just saying that it will be an enormous resource drain on any fleet willing to accept the obvious risks. Why would we want to strain our omnifacs with a new blueprint, when we already have the Nevermore line in steady production, with combat protocols already trialed in live combat, the Sector already spreading rumors-"
"The Nevermore guarantees nothing. Only this can guarantee... that capital ships become a liability in the Sector. This is everyone's loss, and everyone's gain, Mr. Wondermere. This proves that we are done being intimidated by the snivelling Tri-Tachyon hypocrites and their Domain battlestations. It will be like a sword hanging over their heads, tied by a thin string, ready to snap."
The Chief Designer nodded quickly, and gathered his papers, eager to leave the room.
"I will notify the committee, then... and call a meeting in two hours," he said.
He could feel Augustmoon's gaze creeping up the nape of his neck as he waited for the doors to slide open.
"Like a sword hanging over all our heads," he thought, closing his eyes as he stepped outside into the dry air.[close]
Funnily enough, its built-in weapon is named the Sword of Damocles!Yesssssss!!!!2122321qefa!!
So what file would be edited to do the changes, the subsytem file?
I want that. I need that. Crew be damned.So what file would be edited to do the changes, the subsytem file?
Go to the mod folder, then to data\shipsystems\scripts, open GravityField.java, and replace the apply function with mine.
When can I has?i don;t like the red beam ;/ maybe its just "the picture" & it will be better looking in the game
When can I has?i don;t like the red beam ;/ maybe its just "the picture" & it will be better looking in the game
ow & the ship looks like cyber dreads sam fisher from the future :D
The firing chamber needs to close to re-fill with ferrofluid. ;)
(http://i.imgur.com/7g9ixg3.png)
Meanwhile: small Arguses.
Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?
Regarding the Kurmaraja-class Interdictor Battlecruiser
Can someone please explain to me what the Interdictor Array does?
It stops all ballistic projectiles with gravity before they hit your ship, missiles and energy weapons are not affected.
It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.
Thanks a lot, guys. I don't think I'll stop updating this mod, though.
Thanks a lot, guys. I don't think I'll stop updating this mod, though.
I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.
I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.
It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.
funny, i was wondering the same. almost scared that i might not be able to play BRDY when starsector goes gold :P
I'm constantly tinkering with the balance in the dev builds, although I'm not doing anything major until CR gets patched in. But to help ease that along, I'd enjoy reading some posts about what you players think defines and should define Blackrock's gameplay, in terms of strengths and weaknesses. Ships and weapons and ship systems all taken into account.
Resupply is random. If you haven't gotten the ships you want, you're being unlucky. Use the Omnifactory to restock a specific ship type if you're playing UsC.
Also, I can't do much about the game AI not always acting ideally. Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder. Just as a vanilla gameplay tip, if you don't want ships to charge into danger, you should tell them to escort you or order them to attack a specific target. Managing the AI is part of mastering the game.
Introducing new things always has a risk of making the AI do weird things, I suspect this will be easier to mitigate as more API options open up.
Nevermore/Desdinova sometimes charge into danger due to burst jets being based on maneuvering jets but acting completely different, and if I had access to the AI scripts for maneuvering jets/burn drive I could probably take a look at this (not nearly knowledgeable enough to do it from scratch), but the other stuff are behaviors I have zero control over as a modder.I take it the same effect but based on the Burn Drive is not an option? The AI there definitely does look-ahead, so it would be a better fit if possible.
phyrex: It brakes down projectiles. Energy weapons are unaffected. Given how often this question gets asked, I really have to write that Codex entry...
Taverius: That's an interesting idea, but then the AI would stop using it to reorient itself, I think. Which would lead to even more problems. Besides, eventually I can probably just interpret a burn drive-style lookahead anyway.
In other news resident art fiend MShadowy drew this kickass perspective Nevermore sketch. Got the underside right too based on vague descriptions. I might ink and clean it up later on for some splash screen related action or a more ridiculous version of the "blueprint" in the OP.
(http://i.imgur.com/qvR1TpO.jpg)
Try it out in the simulator against a Dominator that has annihilators. Then you'll quickly see what it does. :)
This one.
(http://i.imgur.com/wNi2Saa.png)
Its on page one with ship descriptions
There is an in-game Codex too. Or you could have searched the thread for "Stormcrow" to find my post about it.
Why would you not play USC 17? :P
I'd like to see the lightning arc effect being used on overloaded ships. Just overlaid here and there, a few discharges now and then, from one point on the ship's hull to another.
package data.scripts.plugins;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.input.InputEventAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import java.awt.Color;
import java.util.Iterator;
import java.util.List;
import org.lwjgl.util.vector.Vector2f;
public class ArcEffectOnOverload implements EveryFrameCombatPlugin
{
private CombatEngineAPI engine;
public void init(CombatEngineAPI engine) {
this.engine = engine;
}
private IntervalUtil interval = new IntervalUtil(0.5f, 1f); //set the time you want the arc to happen
public void advance(float amount, List<InputEventAPI> events) {
{
if (engine.isPaused()) {
return;
}
//Advances the interval.
interval.advance(amount);
//When the interval has elapsed...
if (interval.intervalElapsed())
{
List ships = engine.getShips();
Iterator it = ships.iterator();
while (it.hasNext())
{
ShipAPI ship = (ShipAPI) it.next();
if (ship.isHulk()) {
continue;
}
if (ship.getFluxTracker().isOverloaded())
{
Vector2f point = new Vector2f(ship.getLocation());
point.x += (ship.getCollisionRadius() / 2f) * (((float) Math.random() * 2f) - 1);
point.y += (ship.getCollisionRadius() / 2f) * (((float) Math.random() * 2f) - 1);
//spawns one arc.
engine.spawnEmpArc(ship,point,ship,ship,DamageType.OTHER,0f,0f,100000f,"hit_shield_beam_loop",12f,new Color(155,100,25,255),new Color(255,255,255,255));
}
}
}
}
}
}
Why would you not play USC 17? :P
oh, i meant i have v17 and i havent updated to v17.1
i have a good BRDY game in v17 that is well complemented with player convoy, which were removed in v17.1
you're not gonna tell me the stormcrow is in v17 are you ?
Why would you not play USC 17? :PTechnically accomplished mod, but it makes Corvus too busy and chaotic for my tastes.
(http://i.imgur.com/OwAoA2x.png)
Updated Gonodactylus sprite a bit. Also made the auxiliary engines inactive when the ship system isn't on.
here's one for you: why Desdinova-class Advanced Destroyer have similar size Scarab-class Frigate on the battle map/stations ect. ? is there any way to fix this ?Spoiler(http://i.imgur.com/WbRV2Iy.png?1?1118)[close]
I think it's because you're also trying to use the maneuvering jets. There is an issue with using jets just as engines start to come back online which causes the engines to flameout again. Personally, I'd call it a feature, don't push your engines right into the red just after fixing them. "You just managed to start walking again? Great! Now do the 100m sprint". Though I thought the bug appeared because it was the activation of several more engines (as the Eagle, Falcon and Conquest do have special engines only active during maneuvers or while at cruise speed).
I think it's because you're also trying to use the maneuvering jets. There is an issue with using jets just as engines start to come back online which causes the engines to flameout again. Personally, I'd call it a feature, don't push your engines right into the red just after fixing them. "You just managed to start walking again? Great! Now do the 100m sprint". Though I thought the bug appeared because it was the activation of several more engines (as the Eagle, Falcon and Conquest do have special engines only active during maneuvers or while at cruise speed).
The problem is that when an AI controls the ship they always use the jets the second it comes back online.
I think it's because you're also trying to use the maneuvering jets. There is an issue with using jets just as engines start to come back online which causes the engines to flameout again. Personally, I'd call it a feature, don't push your engines right into the red just after fixing them. "You just managed to start walking again? Great! Now do the 100m sprint". Though I thought the bug appeared because it was the activation of several more engines (as the Eagle, Falcon and Conquest do have special engines only active during maneuvers or while at cruise speed).
The problem is that when an AI controls the ship they always use the jets the second it comes back online.
Unless the Desdinova is a part of your fleet and you're not personally flying it, it's probably best to assume control (http://suptg.thisisnotatrueending.com/archive/20710103/images/1347561308449.png) and stop letting the AI get your ships massacred.
I'm actually thankful if you leave that as an URL so I can pretend it links to something else. ;D
The Serkets are going to have to go through a rebalance due to the fighter changes, but then again, so it is with almost every other Blackrock ship.
One of the things I've been thinking about is using the new natural deceleration of ships that move over their top speed to replace the awkward coding of the current Burst Jet-ish systems, so I can go back to the way it was before, where you could make your ship move like a fish jetting back and forth.
The Desdinova will be changed to degrade over combat time using CR. It's a prototype destroyer and it's meant to crush the enemy decisively, or cripple a target and then escape. This will create a more comfortable niche for it alongside the Gonodactylus and allow me to keep it comparatively powerful without forcing it to be a ship that gets crippled the moment the player makes a mistake.
We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.
Behind the scenes, work has started on the soundtrack to the mod. :)
We'll see how much of the next Blackrock version is new content and how much is simply making the old stuff work with the new Starsector patch. I'll probably make one parity patch ASAP and then release another one later with new stuff in it.
Behind the scenes, work has started on the soundtrack to the mod. :)
It's meant to be a good frigate against fighters as well as a good escort for bigger ships. If you want firepower there are two other frigates for you to use, the Scarab and Mantis.
Currently, you can probably get the most out of it by mixing weapons, but some weapons and rebalancing in the dev version might make it overall more interesting to use if you only stick to Blackrock content. I was thinking it could benefit from having a different ship system, but it's hard to figure out what that should be.
my favorite faction ever, i hope you keep maintaining it as the games gain in complexity
I've started a war against your faction and it's only now I see how detailed everything is. I also love that sudden strafe thing they do.
Very nice! /envy
Also a faction that'll never disappear from my mods folder. Smiley
Due to the new possibilities with ship styles, when the patch drops, I'm going to further differentiate the visual theme of the faction. Some ideas I've had are a small lens flare for the Nevermore's reactor, differently colored shields, different engine sounds, etc. The differences won't be so big as to get jarring or obtrusive, but they'll add more flair.
I'm thinking about fire orange or pale green (same as engine flare) for the shield color.
I kind of agree with that, although Blackrock has kind of sh*tty shields so I'm tempted to go with a "cruder" color than mint green.
I am so fond of your ships' special abilities. Now I'm far away and now I'm in your face!
Kudo's, Cycerin.
Makin pew shweee shweee PAKOOM noises with my mouth irl
Makin pew shweee shweee PAKOOM noises with my mouth irl
SS sure is a f**ing pretty game. Amazing gif.
SS sure is a f**ing pretty game. Amazing gif.
Wow, awesome gif indeed.
Instantly downloaded GifCam, tried it out and couldn't figure out what "colorcode" you used. Mine looked always hideous.
SS sure is a f**ing pretty game. Amazing gif.
Wow, awesome gif indeed.
Instantly downloaded GifCam, tried it out and couldn't figure out what "colorcode" you used. Mine looked always hideous.
Quantize or Nearest seems to always do the trick for me.
Just thought I'd drop in and mention that Blackrock ships are the bee's knees. I'm rocking a Desdinova-Class in a Uomoz run and it is one of the best sub-capital ships I've ever run.
Easy, the Carcinos, named after the crab that nipped at the heel of Heracles.
You should make it have incredible forward fire, and give it strafing jets. Or whatever the hell you want. But definitely stick with that name.
Easy, the Carcinos, named after the crab that nipped at the heel of Heracles.
You should make it have incredible forward fire, and give it strafing jets. Or whatever the hell you want. But definitely stick with that name.
I really like this one. Also, if people hate it, they can start calling it "cancerboat" or whatever. :P
Just started playing this and wanted to say I'm really impressed with the quality of the ships and weapons. The detail is amazing!
Just started playing this and wanted to say I'm really impressed with the quality of the ships and weapons. The detail is amazing!
In my opinion, the most polished and balanced faction, maybe tied with SHI.
Small nitpick, and sorry about this, but you may want to add two zeros or atleast one to your blueprint of the nevermore under the weight. O_o
Even for space aloys that is super light, a nimitz class carrier which is 332.8 meters long clocks in at 100,000 tones.
That aside, love your mod and I cant wait for the new stuff. :D
Starsector is a game, not reality, so just because something is as big or bigger doesn't mean it weights about the same, at least not with the current mechanics in here. ::) nevermore weights 1600 mass in game, so it does the same on the blueprint.
- Flux vent rate lowered by 30% and flux capacity lowered by roughly 15% for all shipsIiiinteresting :D
- Added built-in hull mod to all Blackrock ships: Blackrock Flux Core (Doubles active flux vent rate)
- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)<Wilhelm Scream>! I thought it was one the cooler weapon names out there. D:
- Shredder Battery (ironweaver renamed to shredder, 4 barrels on one medium turret)<Wilhelm Scream>! I thought it was one the cooler weapon names out there. D:
Mainly ship systems scripting.
.. that nebula is giving me the finger, Cycerin.
Mainly ship systems scripting.
Well, I did mess around a bunch with the Kurmuraja's ship system, so I could certainly take a look.
Eta Carinae always makes an impression :D
nanomachines.
nanomachines.Spoilerhttps://www.youtube.com/watch?feature=player_embedded&v=7kNrIn8H32c (https://www.youtube.com/watch?feature=player_embedded&v=7kNrIn8H32c)
P.S. Spoilery if you haven't played MGS4 and want to, I guess ...[close]
Nanomachines.SpoilerMetal Gear?![close]
Any preview of the Karkinos? I would love to see what you can do, being one of the old gods of Wyrdysm.
http://i.imgur.com/F5EF00M.jpg
The Karkinos
The weapons are good old Solenoid Quench Cannons. They are ridiculously nasty when you field 4 of them, almost makes me want to code diminishing returns on the weapon.I miss my alpha-strike Raven with SQCs so much :D
The weapons are good old Solenoid Quench Cannons.Oh yes i've seen how nasty they can be. I was thinking. Interested in doing antimatter energy torpedos? Basically Its a like an energy weapons that fires a slower moving ball of energy and have massive explosion like that of powerful missile. Then again...I think your faction is more about hyperadvanced projectile warfare?
I've never been happy with how energy missiles have been handled in mods. They usually have no ammo limit and guidance, which somehow doesn't feel like it lines up with the tech level in Starsector.The weapons are good old Solenoid Quench Cannons.Oh yes i've seen how nasty they can be. I was thinking. Interested in doing antimatter energy torpedos? Basically Its a like an energy weapons that fires a slower moving ball of energy and have massive explosion like that of powerful missile. Then again...I think your faction is more about hyperadvanced projectile warfare?
Solenoid Quench Cannons
Yep. Making civilian ships can be fun, though.
But for now, the Mantis got a facelift.Spoiler(http://i.imgur.com/VSGdZDt.jpg)[close]
jeebus krakendoodly cheesestake devil, that is awesome.
So, just to be sure, is your mod 0.6 compatible ? (just to be sure)
It might be able to benefit from some larger armor covering on the whiter spots. It would cut down on the clutter a lot. However, I can't exactly see it so I could be incredibly wrong.
The fun idea here is that it's both a corporate brand AND something that has basically assumed the identity of the prime mover in the politics of the system in which said corporation originated.So...just a regular corporation then?
100327 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.title.super.new(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.B.super(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
48180 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.G.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.void.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ôø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.return.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
wait patientlyNegatory. *spazzes out*
Hi there, iv'e got some problems with your mod since i use 0.6Code100327 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [missile_medium] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.J.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.title.super.new(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.B.super(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
AndCode48180 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.L] with id [beam_light_loop] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.G.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.loading.specs.public.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.void.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ôø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.return.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Don't torture 'em, Uomoz.Out of curiosity, which features are those that are being backburnered?
Since most of the features I want are on the backburner due to lack of java expertise, I'm going to release the 0.6a compatible version with the new stuff soon. Minus certain things that aren't ready yet.
that ship looks incredible! what does its system do?
Don't torture 'em, Uomoz.
5594535 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [exported_variant_desdinova_a90ef979-ad25-40a8-99b2-abd4c061db7b] not found!
java.lang.RuntimeException: Ship hull variant [exported_variant_desdinova_a90ef979-ad25-40a8-99b2-abd4c061db7b] not found!
at com.fs.starfarer.loading.for.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.C.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.E.super(Unknown Source)
at com.fs.starfarer.codex.ui.E.do.super(Unknown Source)
at com.fs.starfarer.codex.ui.E.øo0000(Unknown Source)
at com.fs.starfarer.coreui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Got a crash during gameplay, says the Blackrock Personnel convoy/fleet couldn't be found.
Just wondering, is the Blackrock flux core supposed to be installable on any ship? =o
Double venting is always welcome on an onslaught x)
And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore? :)Well, might as well hype a bit about the distant future of the mod.
No, that's one of the future things I'm going to be looking at. Kurmaraja is still strong though :P
And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore? :)Space monsters, basically. Uchuu Kaiju stuff. You will see swarming, pale, glittering creatures being vomited out of gashes in the bodies of pale behemoths of comet ice and lattice metal. Screaming energy rays thrown out of the mouths of void creatures who look like Rorschach blots of twisted obsidian. And insane human splinter groups who worship these creatures as demigods who will deliver them from the dystopic reality of the Sector. This is what Blackrock has to deal with, and you'd be crazy if you think the Hegemony or any other Sector power wants to touch it with a ten foot pole.
And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore? :)Space monsters, basically. Uchuu Kaiju stuff. You will see swarming, pale, glittering creatures being vomited out of gashes in the bodies of pale behemoths of comet ice and lattice metal. Screaming energy rays thrown out of the mouths of void creatures who look like Rorschach blots of twisted obsidian. And insane human splinter groups who worship these creatures as demigods who will deliver them from the dystopic reality of the Sector. This is what Blackrock has to deal with, and you'd be crazy if you think the Hegemony or any other Sector power wants to touch it with a ten foot pole.
Come now, is it not every man's dream to stand together in a United Front against the Enemy? Hand in hands, we shall let them taste the Actinic fury of our mastery over the fundamental forces of the universe!
Catching some of the references you've strewn about in your descriptions (Gamma level AI? IS CAN HAS LIGHTHUGGER?) I'd love to see some more homages to exotic tech weaponry. (Bladder mines, conjoiner drives used as a weapon, quark weaponry, and a few other fundamental particles like the muon and meson as penetrating weaponry)
DID I MENTION THAT I AM IMMENSELY ENJOYING ALL YOUR REFERENCES TO SOME OF MY FAVORITE SCI-FI SERIES?!
I actually haven't read Revelation Space.You oughta, its good stuff.
Iain Banks.
You might want to change the faction color from yellow to something that is a little more distinguishable from the hegemony color.
Iain Banks.
I -was- wondering where all the catchy culture-esque ship names were coming from :3
Anyway, having some fun doodling up and solidifying the space monsters.
it slows down ballistic projectiles
enough to actually not hit me.
It has probably been answered earlier in this thread, but can someone please explain to me what the interdiction array does exactly and in what tactical situations it should be used? From my observations it slows down ballistic projectiles, but only small ones (that are quite harmless anyway) are slowed down enough to actually not hit me. What is the point?
Yeah, I'll have an update to my mod in a few minutes to restore integration.
I just wanted to let you know, that this is quite literally my favourite faction mod on the forums. I love what you've done with backing up your lore, creating the system, adding fluff text to the weapons, what have you. I look forward to what you do with the mod, and have confidence that it'll be great fun. Space monsters are always fun.
Although I may not like to FLY BRDY ships, I do occaisionally buy their weapons systems, and a handful of their strike craft, because it's difficult to argue with their effectiveness. The reason I have your mod installed, is because they're a deep and interesting faction, rivalling and even beating the current factions in the game (hegemony, et, al.) They add a depth and flavour to the Starsector universe that isn't currently available.
Now that event texts are added though, I'd love to see how you could incorporate this into the BRDY system, and other systems- allowing the player to rout or assist BRDY in various operations across the sector.
If you get that error you're running an old version of the mod ...
VVVV VVVV Sperg warning VVVV VVVV
How does Blackrock feel, balance-wise, for those who've had time to play with things after the recent patch? My opinion is still on the "they're a tiny bit too strong" side, but I'd like to get some feedback.
Also, are you going to update the shiplist pictures with the "phase ship", "rrrr", and robberfly?
Hello Sir! I just Cant Express how much i Love this mod! It has really Brightened up my onslaught, Speaking of which, I dont know How to put up files to download, Wait, I think i can copy...
Dear CEO of Blackrock;
I am here to present a Request from the Hegemony navy: Using Systems from
your greatest and finest, Like NeverMore Beta, And StormCrow, The Devils
Wives, I would like A Onslaught with a Blackrock look and Colour systems as such
If this is too much, I would be happy to return my request, I would call it
Onslaught S6 Prototype (Shorten Please!) It would include the Visual Flux Core
you see on every of your finest, The Scalar Flux conduit Around a Large weapon:
GSVPT (Giant Super Voltaic Plasma Cannon) A larger array of engines, And so on.
WEAPON SYSTEMS:
X4 Achilles MRM Pod :)
X7 Solenoid Quench Gun :)
X5 Solenoid Quench Cannon :)
X5 Gale Cannon :)
X8 Ichneumon Attack gun :)
X4 Duel Shard Cannon :)
X3 Shredder MG :)
Duel Sword of Damocles (Or Nevermore Antimatter thingy) Replacing Thermal Pulse Array
X1 Onslaught Beta Built Around Super Voltaic Plasma Cannon (Giant EMP Slug)
INTERNAL SYSTEMS (Systems) :
Omni Shields... CHECK
Extended Shields... CHECK
Blackrock Flux Core.. CHECK
Scalar Flux Conduit.. Please?
EXTERNAL SYSTEMS (Looks and weapon Systems,
Duplicates are How many their are ) :
HEAVY ARMOUR
FLUX DISTRIBUTOR
ADVANCED TURRET GYROS
ARMOURED TURRETS
SOLENOID COLLECTOR
SOLENOID RADIATOR
SOLENOID COMPRESSOR
SOLENOID IGNITER
SOLENOID ACCELERATOR
SOLENOID DISTRUBUTOR
SOLENOID ELECTRIFICATION
SOLENOID EXPLOSIVE
OMNI GENERATOR
HEAVY BRDY CHEMICAL ENGINES
HEAVY BRDY CHEMICAL ENGINE INGITER
AIR COMPRESSOR
AIR DISTRIBUTOR
SOLAR ENERGY ARRAY
TURRET GYRO CLAW
TURRET GYRO DOCK CLAMP
ONSLAUGHT BUILT AROUND DUAl SWORD OF DAMOCLES AND GSVPC
SHARD STORAGE
MRM STORAGE
GALE STORAGE
ICHNEUMON STORAGE
SHREDDER 100 CAL STORAGE
HULL EMP DRIVE
HYPER DRIVE
POWER PLANT EJECTOR SRB
POWER PLANT CLAMP
LUCIFER ARRAY
LUCIFER VEINS
ANTIMATTER ACCELERATOR
EXTREME POWER STOWAGE
140000 VOLT CORE BUILT ON LUCIFER ARRAY
FIGHTER BAY 1
FIGHTER BAY 2
FIGHTER BAY 3
FIGHTER BAY 4
FUEL STORAGE: 2000 GALLONS OF UNDISTERBED ANTIMATTER
ELECTRIC CLAMPS FOR REFILLING OF REPAIR BOTS, SCOUT BOTS AND FIGHTERS
FRIGATE CLAMPS
SECTOR 6 ONSLAUGHT BASED SUPER CAPITAL: GO.
So that is my coded Request, Thankyou CEO, And If you please take this
Into mind as a prototype, Not Urgent, Not Too late (If you know what I
Mean) and Part Of the BRDY Special Division (Maybe Make A new station That
Only Elite Blackrocks Can Buy From, Like Buying a VERY expensive card to get in if you are already part of BRDY navy,
Like something 1M, Or 500K) So, If you please.
The Machines Cost Would be around 800K Fully Armed, Nevermore Beta would be
450K, StormCrow 500K, It Would be AMAZING if you took this into mind, I will love you forever if you actually do this, My hopes arent high, Nobody should feel bad, Im just suggesting, BUT that was my letter and I am ;
GGMC, Anyone Notices Uomoz' Prodigous? DONT GET THE MOD IT WILL RUIN THE GAME ;D
Super Giant Omega Dreadnaught, Basically, 120 burst PD lasers, 30 guardians, 8 Autopulse lasers, and alot more, but if you want to be god, go ahead, Btw Changed Dual, Thanks :DSpoilerHello Sir! I just Cant Express how much i Love this mod! It has really Brightened up my onslaught, Speaking of which, I dont know How to put up files to download, Wait, I think i can copy...
Dear CEO of Blackrock;
I am here to present a Request from the Hegemony navy: Using Systems from
your greatest and finest, Like NeverMore Beta, And StormCrow, The Devils
Wives, I would like A Onslaught with a Blackrock look and Colour systems as such
If this is too much, I would be happy to return my request, I would call it
Onslaught S6 Prototype (Shorten Please!) It would include the Visual Flux Core
you see on every of your finest, The Scalar Flux conduit Around a Large weapon:
GSVPT (Giant Super Voltaic Plasma Cannon) A larger array of engines, And so on.
WEAPON SYSTEMS:
X4 Achilles MRM Pod :)
X7 Solenoid Quench Gun :)
X5 Solenoid Quench Cannon :)
X5 Gale Cannon :)
X8 Ichneumon Attack gun :)
X4 Duel Shard Cannon :)
X3 Shredder MG :)
Duel Sword of Damocles (Or Nevermore Antimatter thingy) Replacing Thermal Pulse Array
X1 Onslaught Beta Built Around Super Voltaic Plasma Cannon (Giant EMP Slug)
INTERNAL SYSTEMS (Systems) :
Omni Shields... CHECK
Extended Shields... CHECK
Blackrock Flux Core.. CHECK
Scalar Flux Conduit.. Please?
EXTERNAL SYSTEMS (Looks and weapon Systems,
Duplicates are How many their are ) :
HEAVY ARMOUR
FLUX DISTRIBUTOR
ADVANCED TURRET GYROS
ARMOURED TURRETS
SOLENOID COLLECTOR
SOLENOID RADIATOR
SOLENOID COMPRESSOR
SOLENOID IGNITER
SOLENOID ACCELERATOR
SOLENOID DISTRUBUTOR
SOLENOID ELECTRIFICATION
SOLENOID EXPLOSIVE
OMNI GENERATOR
HEAVY BRDY CHEMICAL ENGINES
HEAVY BRDY CHEMICAL ENGINE INGITER
AIR COMPRESSOR
AIR DISTRIBUTOR
SOLAR ENERGY ARRAY
TURRET GYRO CLAW
TURRET GYRO DOCK CLAMP
ONSLAUGHT BUILT AROUND DUAl SWORD OF DAMOCLES AND GSVPC
SHARD STORAGE
MRM STORAGE
GALE STORAGE
ICHNEUMON STORAGE
SHREDDER 100 CAL STORAGE
HULL EMP DRIVE
HYPER DRIVE
POWER PLANT EJECTOR SRB
POWER PLANT CLAMP
LUCIFER ARRAY
LUCIFER VEINS
ANTIMATTER ACCELERATOR
EXTREME POWER STOWAGE
140000 VOLT CORE BUILT ON LUCIFER ARRAY
FIGHTER BAY 1
FIGHTER BAY 2
FIGHTER BAY 3
FIGHTER BAY 4
FUEL STORAGE: 2000 GALLONS OF UNDISTERBED ANTIMATTER
ELECTRIC CLAMPS FOR REFILLING OF REPAIR BOTS, SCOUT BOTS AND FIGHTERS
FRIGATE CLAMPS
SECTOR 6 ONSLAUGHT BASED SUPER CAPITAL: GO.
So that is my coded Request, Thankyou CEO, And If you please take this
Into mind as a prototype, Not Urgent, Not Too late (If you know what I
Mean) and Part Of the BRDY Special Division (Maybe Make A new station That
Only Elite Blackrocks Can Buy From, Like Buying a VERY expensive card to get in if you are already part of BRDY navy,
Like something 1M, Or 500K) So, If you please.
The Machines Cost Would be around 800K Fully Armed, Nevermore Beta would be
450K, StormCrow 500K, It Would be AMAZING if you took this into mind, I will love you forever if you actually do this, My hopes arent high, Nobody should feel bad, Im just suggesting, BUT that was my letter and I am ;
GGMC, Anyone Notices Uomoz' Prodigous? DONT GET THE MOD IT WILL RUIN THE GAME ;D[close]
Dual not duel...proper grammar or I can't take you seriously.
And what is Uomoz's Prodigous???
I decided to increase CR active time on most ships by 20-30 secs or so to make up for the fact that it goes down enormously fast with Burst Jet spam.The drones too - stock drones don't decrease the counter unless they're firing or shielding, but the scarab's does so continuously. I noticed that earlier bit might have forgot to mention it.
Hypothetical Theme Song From Blackrock Driveyards: The Animated Series
https://soundcloud.com/fastland/theme-from-blackrock
Hypothetical Theme Song From Blackrock Driveyards: The Animated Series
https://soundcloud.com/fastland/theme-from-blackrock
Wow. Really liking these sounds. :)
Also, I bring you nevermore.gif
SQC and Antiplasma?
Also, I bring you nevermore.gif
That is the most badass SS gif I've seen yet. I can never capture anything cool with Gifcam. Takes a real pro to play while that clunky frame is in the way, lol.
Also, Cycerin: I just uploaded Nomads 0.9.4 with all your sounds :) It's really satisfying.
My personal favorite Nevermore setup. Fury racks, Antiplasma x2, squall cannons, and then some volley guns or shard cannons. Most burst damage you can get in the game without using Reapers and fast missile racks, you just use Hold Fire/weapon group juggling to wait for the right moment.Interesting.
... if you pre-record. I mean, I wasn't piloting that ship and fiddling with Gifcam at the same time. ; D
MIND = BLOWN | (http://www.reactiongifs.com/wp-content/uploads/2011/09/mind_blown.gif) |
Hmm, I personally disagree. It's an almost instant hit at enormous range, with four of them on the Karkinos you can freely eliminate or overload anything destroyer-size or lower. The closest comparable weapon, the Gauss cannon, does more damage over time, but the shots are much harder to hit. There is more to a weapon than the tooltip numbers. If anything, I'd call the weapon almost too strong.
You continue to amaze. hot damn. this is why half the playerbase consider your ships cannon
You continue to amaze. hot damn. this is why half the playerbase consider your ships cannon
Same here, I think Alex should incorporate this mod into the official game, or atleast hire you as an artist.
(http://i.imgur.com/FeOFyKB.jpg)
How about now, Doogie?
the right hand extension looks like a char grilled steak... :D
The Stormcrow is still in the files. Don't spam down the thread please. :)Lookin Tidy and Snazzy! Just fed up of replacing my saves ;D
(http://i.imgur.com/eGqa47P.png)
Finished up the Convergence-class Support Cruiser.
Or something wilder, like sunfire spitting missiles!
An assault and support variation - one for dueling capitals and another for long range support.Oh man, a massive PDE meant for fighting capitals? :o
Again have to state obvious. BRDY frigates and destroyers are among of the deadliest things in space. I played Uomoz's mod and there were few times when BRDY ships gave me quite hard time. Single sneaky Mantis was able to almost kill my flagship cruiser. And bombers and phase fighters are very hard to deal with.
But I'd like to see some improvements for Gonodactylus. While I am not sure about other aspects of this ship, his claw-missile feels very lacking. Probably in hands of player it may be usefull, but in hands of AI its another story. I can understand ammo/damage numbers. But this missile is more fragile than other missiles of similiar class. It is painfull to watch when Gonodactylus fires his single-ammo special weapon and this missile explodes under PD fire without any effort. While other missiles survive PD fire.
Were is one bad thing that happened to me. While playing Blackrock with Exerelin two times I got lags and "outofmemory" error when tried to save game. May be it coincidence, but I got it when was refiting Destinova.Its probably because your game doesn't have enough memory available. Apparently when saving, and during some other operations, game requests big chunk of memory.
WIth my new and well buffed Gonodactylus, I can truly be a bully pirate, taking on hammerheads is easy, I take down their shields with my SQG and Iche Guns, then, I have my own way of killing, I get far away while their overloaded, stick burst thrust on, turn left and ram good'old hammerclaw in there, I fire it while embedded in the hull, then, the hammerhead is vaporized.Again have to state obvious. BRDY frigates and destroyers are among of the deadliest things in space. I played Uomoz's mod and there were few times when BRDY ships gave me quite hard time. Single sneaky Mantis was able to almost kill my flagship cruiser. And bombers and phase fighters are very hard to deal with.Yeah, I bumped up the HP of the Hammerclaw so it can't really realistically ever be shot down by PD, but would still die if it struck a Reaper or something. As for the Gonodactylus, it's a sturdy and low-maintenance ship that carries a devastating "ace in the sleeve" in the form of its hammerclaw and ability to rapidly charge in and out of battle. Piloting it takes some practice but can be strangely rewarding. I might give it a bit more cargo space in the campaign.
But I'd like to see some improvements for Gonodactylus. While I am not sure about other aspects of this ship, his claw-missile feels very lacking. Probably in hands of player it may be usefull, but in hands of AI its another story. I can understand ammo/damage numbers. But this missile is more fragile than other missiles of similiar class. It is painfull to watch when Gonodactylus fires his single-ammo special weapon and this missile explodes under PD fire without any effort. While other missiles survive PD fire.
In other news Trylobot has been making an animation script for me to make the AM Lance even cooler, and I'm going to figure out a way to make the damage component of the Scalar Deracinator work properly.
But its something way special
and too overpowered
And too many OP points to use on any other ship (950)
And too much power can even if turned take out and destroy many onslaughts, Testing was 5
I smashed through a fortress shield
That paragon is now a broadside capital
Loving the lore except my dumb ass doesn't know the difference between p-space and n-space.
You know what Blackrock needs but doesn't yet have? Bombs. Most of your ships are about mobility (except for the Kurmaraja) but you don't have any faction-specific bombs for me to take advange of BRDY's mobility advantage with. I'm stuck with vanilla Annihilators and Cluster Bombs on my Desdinova(s). Starsector in general could use a heavy EMP bomb or something, what is the Blackrock corporation doing with Bose-Einstein condensates these days?
Loving the lore except my dumb ass doesn't know the difference between p-space and n-space.
Bomb bays are rather crude weaponry when you look at it. I'm not sure BRDY high-tech standard would bother with that kind of low-tech armament. And in some ways, they already got the Quill launcher even if it lack the punch of the Annihilator (Edit: and obviously the Fury).
Oh by the way, about the shard cannon. How does actually work the explosion system? Is it random? And when it explode, what damage does it do?
(http://i.imgur.com/crF57ng.png)
Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!
While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
(http://i.imgur.com/crF57ng.png)maybe blackrock could sign a contract with neutrino to create a phase ring
Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!
While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
It works with capitals and cruisers!
I'll probably end up implementing bonuses based on hull size for the Flux Core.
Anyway, having some fun doodling up and solidifying the space monsters. Gneiss is very empty right now. I'm pretty sure Verge will be teeming with weird creepy crawlies down the road for recruits to shoot down the stragglers that escape.
Beyond that, I'll throw in some temporary pirate presence when I do the bugfix/balance patch.
(http://i.imgur.com/9Z2fSCr.jpg)
(yes, it's a space monster-nevermore)
What do we know about the void beasts?
- They are cellular, but not organic. Organization on the lowest level is nanomechanical.
- They seem to be completely self-sufficient, highly aggressive, internally competitive and predatory, with a keen interest in sapient or sophont lifeforms.
- They are motile, cunning, and capable of adaption, but do not show any capacity to communicate or form complex behaviors ( Note: ? ? ? ? ? ? have propensity for long-term organization on the level of ? ? ? ? ? ? ? ? ? ?.)
- Land or atmosphere-based pseudolife size range stretches from microscopic to 20-30m in length.
- Space-capable pseudolife can reach sizes rivalling capital ships - Dimension-tunnelling pseudolife can reach sizes rivalling ? ? ? ? ? ? ? ?
first of all, im still getting used to the mod thread but Im leaving you'll be happy to know(http://i.imgur.com/crF57ng.png)maybe blackrock could sign a contract with neutrino to create a phase ring
Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!
While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
It works with capitals and cruisers!
No...everything you want is something that has a ridiculous amount of weapon slots, ordinance points, and is just plainly too good, why do you suggest such ridiculous ships in every mod thread?
first of all, im still getting used to the mod thread but Im leaving you'll be happy to know(http://i.imgur.com/crF57ng.png)maybe blackrock could sign a contract with neutrino to create a phase ring
Blackrock has successfully developed a military-grade, destroyer-sized phase cloak. Look out for the Asura-class Monitor in the future!
While the phase cloak is inefficient, the ship design compensates: on each flank of the vessel, three prominent capacitors can store excess flux. In a pinch, the capacitors can then be shut off from the reactor circuit and ejected into space, allowing an instant drop in hard flux. This allows the ship to pump out lethal amounts of damage if unchecked, thanks to its built-in Linear Pulse Cannon.
It works with capitals and cruisers!
No...everything you want is something that has a ridiculous amount of weapon slots, ordinance points, and is just plainly too good, why do you suggest such ridiculous ships in every mod thread?
Everybody is creative at some point of their life.
Second of all you are extremely rude to people you dont like and want them to leave anyway
So think before you say, I have had enough, I take all my ridiculous ideas back, Im just a nobody in this forum anyway, so happy days!
The Good old bloody mod forums are safe because My 'evil ' reign is over, middle finger to you.
Also, If you look back, all my ideas are gone, so good for you, I dont fill this place up
So to add it all up, you are a horrible person who has just made a commited forum dweller to leave.
Hope your happy.
Oh look, I can talk!
Both of you stop derailing the thread. ::) I agree that GGMC should start modding.
I refuse to let the mod take priority over my exams, so yeah, when it's done.
Alright so I've seen a Karkinos...but....I had a sector to myself. Zap did say that capitals and super cruisers show up when you own a whole sector to your faction.
(http://i.minus.com/iVJCbyx1zP2YP.gif)
Blackrock phase cloaks are pretty inefficient when it comes to flux usage, however, the ship's main engines can work in phase space, making the ship noticeably faster while submerged.
I'd say the same as for the shield issues.
The Karkinos is already implemented, and it's a capital vessel, not a frigate.
Asymmetry is the future! At least, according to Blackrock.
We'll see about the Scalar frigate. ;D
Asymmetry is the future! At least, according to Blackrock.
Flare system! Ah, my mortal enemy - limited uses, limited applicability, doesn't even work very well, it's the trifecta of filler for a ship that'd otherwise be too good with something useful.
Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?
perhaps you should ask Zaphide that? :I
Do you suppose my new variant randomizer could be implemented into Blackrock's Exerelin fleets, Zaphide?
I have noticed that BR is lacking in a light fighter or interceptor. even with major PD, I still get my carriers killed because the Krait are too slow to respond properly to threats, and too useful in a fight for escort duty. Squilla have no real PD capability, and Serket can't tank damage (and again, are too useful in a fight.)
Trying to force creativity is never good.
-Sarah McLachlan
So, been doing some playing. I have a review now!
These are the ships I have seen/used so far. Spoiler'd, honking huge wall of sentences!It was fun playing BR, and it will remain checked mod list fo'ever!SpoilerKrait Fighter Wing: Good support fighter, but still pretty flimsy when facing the big guns. They can really hurt if you don't watch your back.
Robberfly Tactical Corvette: Wow, this thing is actually really good considering it has no shields. It can easily dodge most shots, but I never played against any beam factions so far.
Locust Frigate: This is an excellent general frigate, perfectly balanced too. It has just the right amount of weaponry for a shotgun, a linear pulse gun, a mini-sunjet and an argus.
Mantis Frigate: I feel a bit conflicted on this one. It is a really great frigate that is perfect for any fast firepower, but at the same time it is really delicate in the field of battle, and the CR recovery rate is abysmal without a friendly station. 2 linear pulse guns and a scalaron blaster make it really nasty.
Scarab Heavy Frigate: A nice and dependable frigate. They are not really that fast, but they can sure hold their own in the field of battle.
Imaginos Frigate: Wow, a really Hyperion like frigate. The only qualm I have with it is that the teleporting is not that great, damages your ship and does not do much damage to the enemy ship at all. (you did say you were going to fix it) I never used it much due to the cost of its upkeep and repair rate.
Typheus Destroyer: Not much criticism here, but I did notice that for a destroyer, four small mounts are pretty underwhelming.
Gonodactylus Destroyer: A really good favorite of mine, my fleet consisted mostly of these. I like the fact that it can catch up with most freighters in a pursuit mission. It also goes good with the new plasma missiles! Dependable, durable and powerful. I also like how you made the player decide between the universal medium mount being an assault weapon, or a PD weapon.
Desidnova Destroyer: A great classic. The only thing I am reluctant about is the supply cost, but that is intentional.
Nevermore Cruiser: Wow. Nothing to say. <3
Stenos Cruiser: I don't like this one for a few reasons. I is not very powerful in battle, and most destroyers give it a good run for it's money. Speaking of money, I guess the cheap cost reflects its strength, but the supplies a day kinda make it not worth it in the long run. I immediately changed back to a Nevermore just a few fights after I purchased one of these. (I think it might need an art update too, its very bleached looking compared to the rest of the Blackrock fleet!)
Revenant Cruiser: Never saw much, but its relatively fragile compared to other ships of its size.
Convergence Cruiser: You might want to rename it as a support carrier. It can't do much else, really, and lacks the long range missiles that other carriers would have in vanilla.
Kurmajara Interdictor: A very fun ship to play as! It can't really face another capital in battle, but it is the bane of cruisers and destroyers. A great close support vessel overall.
Karkinos Battleship: I love the Scalar system, its so great. The only thing I don't like is the ship is SO D*MN SLOW when it has the shields up, and can get easily overwhelmed after it teleports.[close]
Yeah, I wanted to make it look more thickly plated and also extend the whole feeling that the ship has some kind of barely contained internal energy.
Yeah, I wanted to make it look more thickly plated and also extend the whole feeling that the ship has some kind of barely contained internal energy.
Hah, this is literally the exact way I have been trying to paint my ships.
Also, I am blown away by how fast you continue to update this mod.
Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?
Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?
I've been trying to figure this out myself. When I try starting a new game, none of the new ships appear. What steps do I take in order for them to appear?
I hope alex does a pass on the AI engagement priorities again and just throws out his current code because it does dumb things WAY too often. It's like every ship on your team is getting dominator AI right now instead of being Muhammad Ali.
i know but im curious on what this teams fighter loadout would be seeing as the frigates and up are cool...plus every faction has a large carrier so why not these people?
make the bigger one have 2 flight decks then...that seems fairWhat's fair is that it's not your mod and that he can do what he wants. Don't like how many flight decks a Typheus has? Get another one.
whats fair is that you dont have an attitude with me...its not yours either...im just making suggestion
whats fair is that you dont have an attitude with me...its not yours either...im just making suggestion
Finally got xeno's buckshot code working thanks to help from MesoTroniK and by looking at kazi's implementation in the mayorate mod.Spoiler(http://i.imgur.com/iHC7B2H.jpg)
(http://i.minus.com/ioGPm9RG4zdFs.gif)[close]
Well Cycerin's already mused over a large variety of other weapons to add earlier on in this thread if you feel like checking through it.
Butnoseriouslyireallylikeshardweaponry
Edit: Oh and is the bug-fix with no Scalar Deracinator self-damage on jump coming out soon? Because I'm still having difficulty using the imaginos thanks to that frequent self-kill (and getting all my sunfires disabled on jump with the Karkinos makes me sad).
Super-caps is more something I would do... right?? >.>
I loved the codex blurbs that I found (the karkinos one was particularly great)!
Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight?
You left the battleship without a shield? ???
Would you rather I spend my precious future modding time making cool space monsters for the Yardies to fight?
Yes Please. I support space monsters 1000000%.
I think my space monsters will have a sort of Gunbuster-esque vibe to them.
Also gotta read some more Peter Watts to prime my brain.
I think that maybe giving it a tad less armor and replacing some universal slots with missile slots could do it.
You could make the shields go up instantly after a teleport; that'd allow it to be pretty fragile but survive bum-rushing right next to a ship and causing a detonation.It's a shieldless ship, though, that's why it's a problem in the first place. Unless there is some way to create a puppet shield that only exists momentarily?
The Imaginos is great fun, but may be a little too much even under AI control... (http://www.youtube.com/watch?v=fgRvWuyVb-4&feature=youtu.be)
Oh dear, other shieldless ships are kinda food for it...
It's a shieldless ship, though, that's why it's a problem in the first place. Unless there is some way to create a puppet shield that only exists momentarily?No, but you could set damage to the ship to nearly-zero for that frame that it's active, instead. Should work.
I've been trying out the Asura this morning and I notice that the Weapon Flux/sec entry in the Refit screen shows -50000 plus my actual flux/sec.
QuoteIt's a shieldless ship, though, that's why it's a problem in the first place. Unless there is some way to create a puppet shield that only exists momentarily?No, but you could set damage to the ship to nearly-zero for that frame that it's active, instead. Should work.
I realize that the Karkinos is like a giant glass cannon, (compared to other capital ships) due to the inconvient fact that if just one reaper/harpoon/salamander, gets through, half the d*mned weapons get knocked out longer than it takes for me to write this rant. Maybe that's just an exaggeration, but the entire ship is literally covered in easily disableable weapons. If one missile gets through, the entire area is even more vulnerable to missiles, due to the fact that the PD is taken offline. It can't even move out of the way of the said torpedo, now that I think about it.That's what motivated me to cover it in PD in the first place. I'd suggest you try it out with more shredders; perhaps that will solve your missile problem. You could also try giving it the Omni-Shield Emitter to cover it during torpedo runs.
Now that I've got every single Blackrock ship in my current campaign, I've noticed a possible balance issue with the new Ironweaver megashardshotgun. Specifically, its range. The projectiles take a really long time to fade away, making its usable range more than five times its listed range. The Ironweaver can fire farther than the default radar can show ships! I really don't think a Shard shotgun is supposed to have more than twice the range of an Antimatter Lance or Solenoid Quench Cannon.
I wouldn't say the Karkinos is terribly imbalanced as much as it is uneven. It's as lethal to your own fleet as the enemy in the hands of the AI, thanks to the AI not realizing how much damage the Deracinator does to the Nevermore I'm piloting when it teleports next to me to get that pirate Lasher off my tail, sending the Nevermore spinning out of control with half its weapons disabled. The Deracinator also sometimes hits the Karkinos. I find this happens most often when I teleport really close to an enemy capital ship with its shields up. I guess the bow wave of torn spacetime bounces off the enemy's shields or something?
Blackrock Driveyards is at the moment my favorite mod faction and it feels almost vanilla balanced. However, there's couple of minor but fleetwide imbalances. First, BRDY does not properly value mobility. Mobility is a valuable commodity in vanilla Starsector, but BRDY ships seem to have everything their vanilla counterparts do, plus a little extra. There are three tech levels in vanilla, and BRDY feels like the level four tech level. While everybody else in the dying galaxy is running as fast as they can just to stay where they are, BRDY is strolling casually ahead. Their "our vents are better than yours period" free hullmod exacerbates this as well; a BRDY cruiser with full vents dumps its full flux load in the time it takes the vanilla frigate of your choice to do the same.
Heya Cycerin.
i have been really enjoying your mod but a while ago (few days) it suddenly stopped working. it seems to have problems finding Brdy_stormcrow and Brdy_stormcrow_cyc hulls/Ids. i've deleted it and re downloaded the mod but i still get the same problem.
1107611 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Obstruction_4095793114097459909...
1115105 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1197401 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Obstruction_4095793114097459909...
1203484 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1250719 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 150, FP2: 181, maxFP1: 320, maxFP2: 380
1349491 [Thread-5] INFO data.shipsystems.scripts.DeracinatorStats - Started State.IN
1510921 [Thread-5] INFO data.shipsystems.scripts.DeracinatorStats - Started State.IN
1566185 [Thread-5] INFO data.shipsystems.scripts.DeracinatorStats - Started State.IN
1693192 [Thread-5] INFO data.shipsystems.scripts.DeracinatorStats - Started State.IN
1743325 [Thread-5] INFO data.shipsystems.scripts.DeracinatorStats - Started State.IN
2173769 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/background4.jpg into existing tex id 318
2174015 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 378.68 MB of texture data so far
2174016 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/backgrounds/background4.jpg (using cast)
2174016 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 0, FP2: 445, maxFP1: 280, maxFP2: 420
2174019 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image khs_graphics/backgrounds/background2.jpg into existing tex id 318
2174302 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 390.68 MB of texture data so far
2174303 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture khs_graphics/backgrounds/background2.jpg (using cast)
2714213 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Obstruction_4095793114097459909...
2720529 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
2758703 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 133, FP2: 24, maxFP1: 420, maxFP2: 280
2811106 [Thread-5] INFO data.shipsystems.scripts.DeracinatorStats - Started State.IN
2858955 [Thread-5] INFO data.shipsystems.scripts.DeracinatorStats - Started State.IN
Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.
The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.
I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.
Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.
The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.
I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.
sooo... deleted the brdy_stormcrow and thats fixed that one but i can not find the Brdy_stormcrow_cyc and how can i get rid of it?
Edit: ahh just re-read what you said. looks like ill have to look into the exrelin files then
"exerelinEliteFleet":{
"displayName":"Exerelin Elite Fleet",
"maxFleetPoints":100,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[0, 0],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"brdy_stormcrow_cyc":[0, 1],
},
},
"exerelinEliteFleet":{
"displayName":"Exerelin Elite Fleet",
"maxFleetPoints":100,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[0, 0],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"brdy_karkinos_assault":[0, 1],
},
},
Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.
Actually, the Scalar bug is increasing in frequency. Just happened 4 times in the last hour. Weird.
That is very strange. The shipsystem does not crash on my rig, but the log is puzzling... I'd have to ask Alex.
Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.
The old sprite is outdated because the new one has two extra phase coils.
Yeah, it's being revised just like everything else is. I have a few decent ideas as to how to keep it in line.
Yep. The Doom only needs 4 phase coils, the Asura needs 5, and its cloak is half again as efficient as the latter. Quantity trying to make up for lower quality. ; P
Run the mod alone, latest version, and with no other mods enabled, then see if it still occurs.
Absolutely loving this mod so far. The dev versions are just whetting my appetite for more.
Also, seconding the love for the Gonodactylus! That thing is a fantastic flagship, good for zipping around the battlefield and taking potshots at every unshielded surface you see. Shrimpin' ain't easy, but it's ridiculously fun.
If you're planning any more ships, I'd like to humbly request a Voidspear-armed bomber. They're a great support missile, and while the Squilla is a perfectly adequate torpedo bomber, it would be nice to have something better rigged for pursuit (and void-beast hunting).
^ I'll take a look at it. It could simply be the fact that there are too many hullmods, a lot of those mods add custom ones.
I've been redesigning some ships/sprites and denoising them to remove visual clutter. The Revenant feels very good right now.Spoiler(http://i4.minus.com/jbqXuBlSOpHzZG.jpg)
(http://i7.minus.com/j3ihXZXi7ItGZ.jpg)
(http://i.minus.com/ieVyOADqHbMww.png)
(http://i.minus.com/it3sckorUcGvn.png)[close]
I feel bothered by the conflict of pixel thin and brushstroke-like outlines still, but that's just a problem with my artstyle I'll have to gradually work out.
This smiley needs to be on all forums everywhere.
^ I'll take a look at it. It could simply be the fact that there are too many hullmods, a lot of those mods add custom ones.
I've been redesigning some ships/sprites and denoising them to remove visual clutter. The Revenant feels very good right now.Spoiler(http://i4.minus.com/jbqXuBlSOpHzZG.jpg)
(http://i7.minus.com/j3ihXZXi7ItGZ.jpg)
(http://i.minus.com/ieVyOADqHbMww.png)
(http://i.minus.com/it3sckorUcGvn.png)[close]
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?
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?
does the imaginos still have that phased tele friendly fire....because when the computer uses it it ruins everything friendly around them...
Sundog / Cycerin, that's so cool :)
https://www.youtube.com/watch?v=OnWDI-fL6ocIs... Is that Imaginos absorbing projectiles and regenerating armor with it!?
Meso made another video showing off the most-recent Imaginos build.
The move the AI pulls around 1 min is hilarious.
Not glass. :P
Give me some feedback on the mission End Times with the new Imaginos.
Give me some feedback on the mission End Times with the new Imaginos.
Got 70 percent on the first try
Very well played. You should stream sometime. ;D
The Doom is mostly there as a big "if you forget me, I'll kill your Eschaton" factor, but if you have to, you can just deflect its torpedoes away, which means you do have an ability to pressure it. You just can't easily destroy it.
*throws money at screen*
When do I get to support you as a full time game developer?!
I'll look into that soon. A video of the issue with the Falcon and Shade would be very useful. Do you know of a way to reliably reproduce it?
One of my personal favorites :)I don't think the Stormcrow is even still in the new version.
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)
Then why Exerelin is asking for it?What version of Exerelin are you using? 0.632 isn't updated for this version anyway. The dev build on bitbucket is better, but still requires you to edit the faction file to replace Squilla with Vespa.
It is the first time this happens to me with both this mods
EDIT: Tha game is still crashing because of the Stormcrow & NevermoreB ???
-There is a massive amount of clipping at 1:50 in the "Blackrock" ambient track.
The nanolattice armor mod on the Imaginos states it can't be combined with any armor mods, but currently heavy armor can be placed on it.
I'm getting a sqiulla fighter wing not found error upon starting campaign. I re-downloaded the mod to no avail.Are you using any other mod? You might be using Exerelin, which will require you to edit the faction file in the Exerelin folder. Change Squilla to Vespa.
Yeah I am getting the same error as the other guy in previous post.You'll want to use the Exerelin dev version, since the current 0.632 is outdated.
It says that it's missing some hull brdy_squilla. I am using the mod Exerelin btw and all other mods work respectively together.
Just not this one. I can't seem to understand what the person said by modifying something in the faction file. I can't find squilla anywhere.
https://soundcloud.com/fastland/desdinovaIs that the Desdinova's theme song?
mod news today, I made this track after playing USS at night in the space of a day, and DR has been helping me polish the faction in relation to the SS+ integration, which means there'll be a polish release of BRDY soon too.
Nevermore sound.I always thought of it like this (https://www.youtube.com/watch?v=mEizJ-TWua0).
Nevermore sound.I always thought of it like this (https://www.youtube.com/watch?v=mEizJ-TWua0).
Is it possible to disable this mod's soundtrack? I think removing the sounds.json file would also disable all of the ship sound effects too. Personally I think that mod soundtracks should be separate downloads.
Edit: Just wanted to say I figured it out by editing the sounds.json and removing the custom soundtrack part of it.
Cool mod~ (http://i.minus.com/ijQOGw8I0Nqbp.gif)
(http://i.imgur.com/kl6TOfv.png)Oh awesome.
Something for the next release: The Scorpion-class Destroyer.
It flies a lot like a huge Scarab, and features the powerful Stinger Drone, which essentially is a self-propelled, miniaturized Gale Cannon.
That's because in most mods Corvettes are large fighters, here the robberfly is a very small frigate.
That's because in most mods Corvettes are large fighters, here the robberfly is a very small frigate.
I know it is but noone uses it...its kinda worthless...what this faction needs is a single ship corvette that can dock and refit...the powerhouse of the fighter/bomber wings....something expensive but would help a Carrierneer as the leader of the fighters. A buffed robberfly seems like it would perform just that role as this seems to be one of the few mods to have something like that....it would be nice to see
That's because in most mods Corvettes are large fighters, here the robberfly is a very small frigate.
I know it is but noone uses it...its kinda worthless...what this faction needs is a single ship corvette that can dock and refit...the powerhouse of the fighter/bomber wings....something expensive but would help a Carrierneer as the leader of the fighters. A buffed robberfly seems like it would perform just that role as this seems to be one of the few mods to have something like that....it would be nice to see
Nah, the Robberfly is a great ship if you outfit it and use it right. I find that a Light Needler and some hard-hitting weaponry make it a fantastic strike ship. Otherwise, it fills its intended role as an expendable skirmish ship perfectly fine.
eh you have better options and the blackrock theme sucks...i can give you a better theme from an old game that would suit them if you like
(might reduce the amount of missiles this thing can mount)
really...deleting my comments....well...facts are facts and i wanted to help but if you want to laugh at me for trying to be honest and help and be sarcastic then fine you can fail on your own in this mod..
If we're all deluded and blind to your genius, blow our minds by making your own mod. Nothing's stopping you from tweaking BRDY to your own specifications either. I must admit I fail to see the value in most of your suggestions, though, but I do read them.I'm still waiting with bated breath for the Lolpunny Zen mod revelation. I'm sure we will all be devastated by it's earth (or star)-shattering brilliance, balance, and ingenuity. Until then however, I'm going to slog through Cycerin's (obviously inferior, but what can we do) efforts.
If your posts had a different tone, and some actual argumentative weight to them, people would leave you alone.
Same holds true of many Blackrock ships, like the poor Gonodactylus, which (in my experience) is frequently outperformed by the good ol' Enforcer in the AI's hands. Especially if that Enforcer has Blackrock guns on it. ;D
Hahahah. That one is almost inexcusable, I must admit. Evil. Worst Banks tribute ever.I actually like the Scorpion a lot. It looks great, it's plenty fun, and I enjoy having it as my flagship.
Yeah the Scorpion is strange - in spite of having 3 medium universals, you pay a high price for specializing it too much. Which again means it can lead to some highly interesting fleet roles. It's very new still so I'm interested in feedback on it.
"It's is not undergoing repairs" in the base game I've found grating though, heh. As for the large gale, I want one and fear it at the same time.It might be better if it was some gatling array thingy to prevent distant triple gale alpha ... maybe?
Ironweaver on a Onslaught is beautifulMaybe, I like to fly 'faction' fleets using only 'faction' weapons where possible, so I've only tried it on BRDY ships.
I've only been using it a while, but mounted on an Asura the burst damage of the Ironweaver can really catch ships off-guard. Followed by some Scalaron Blaster fire, very unhappy enemies. I think I'd prefer the Ferrocannon with its lower OP cost, but it lacks the excellent shard damage and its fire rate is nearly 3 times slower with only a little more kinetic damage to compensate. It's a tough balancing act, but I think it could use a little more love even with its sniping potential. I need to use it a lot more though to really see.
It's a goofy build, and I'm not really sure how effective it is, but I've been using the Scorpion with triple Scalaron Repeaters. Something does seem off with its listed numbers though as it really doesn't seem possible it's generating as much flux as it says it does. The damage numbers on the weapon itself may be a touch low as even with the AI holding down the trigger on 3 of them and most shots connecting, shield systems do not seem to be as under as much pressure as I'd think they should be. It appears to be a lesser version of the Rift Cannon, so a little more punch would be nice.I've found it a little underwhelming too.
Ferroguns are generally worth the OP now?I'd say so.