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.
Got this running 0.6.5 with a lot of other mods, it occurred randomly while I was still lv1. Had this issue with an earlier version yesterday too but I assumed that was due to not updating.Spoilerjava.lang.NullPointerException
at data.scripts.world.blackrock.BRSpawnPoint.rndSystem(BRSpawnPoint.java:62)
at data.scripts.world.blackrock.BRSpawnPoint.spawnFleet(BRSpawnPoint.java:38)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:63)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:46)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
(http://i.imgur.com/TxCz8iZ.png)Large mount, I presume?
Sunstorm PDE.
No, you can't. The system is created when the save file is created (as well as fleet spawning, I believe, but don't quote me). So you can't do that. Once you have created a save, can't be changed.Crap. Can you tell me how to enable dev mode?
You can always enable dev mode, start a new save with the mods you want, and give yourself everything you need to get back to the status of your old save file.
Go to "Starsector/starsector-core/config" and open the the "settings.json" On Line 10, change "false" to "true" and voila, dev mode is enabled. It doesn't affect save files.What do you use to open a .json file, and what do I do to edit the save?
What do you use to open a .json fileNotepad++ is pretty decent.
That's the bottom.
What about that pirated Deshindova you were teasing a while back>
3 Krakinos(es?), supported by 2 Nevermores, one of which I pilot. No fighters (the fighters are severely undergunned for their size). Some auxiliary ships for cargo, flight decks and troop transport which I won't bother mentioning.
Invested most of my points into technology, which means that my ships are equipped with the highest amount of flux-related upgrades possible without compromising too much firepower. The rest went into logistics.
Even then, the buggers are incapable of venting flux at the right time, and spend most of the battle floating about with nearly-overloaded flux capacitors that they won't vent.
As for the ships I fight - just about every faction that's compatible with exerelin. The list is long, so I won't write it down here.
As for the ships I've used AGAINST the Blackrock - I found just about any capital ship to be capable of singlehandedly killing an entire Blackrock combine fleet (or whatever the name of the largest fleet of this faction is)
Sajuuk, Hildolfr, Core, Vatican, Behemoth etc etc etc
Engaging Blackrock fleets with an entire fleet is a joke, unfortunately.
Either the AI needs to be altered to vent more liberally (AKA, play the ships to their strengths), or the weapons need to generate less flux.
That, or make a dreadnought-sized ship that will be strong enough to hold on it's own in solo missions so that you don't have to rely on your fleet too much.
the fighters are severely undergunned for their size
1988280 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.blackrock.BRSpawnPoint.rndSystem(BRSpawnPoint.java:67)
at data.scripts.world.blackrock.BRSpawnPoint.spawnFleet(BRSpawnPoint.java:43)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:63)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:46)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
StarSystemAPI rnd = Global.getSector().getStarSystems().get((int) ((float) Global.getSector().getStarSystems().size() * (float) Math.random()));
if (rnd.getStar().getName().equals("Gneiss"))
if (rnd != null && rnd.getStar() != null && rnd.getStar().getName() != null && rnd.getStar().getName().equals("Gneiss")) {
. . . and their phase fighters are just straight up unfair, and if they die, you can replace them with 2 more. :)I hate those little ***. I'm not sure I've ever even killed one.
4) Subjectively, I find supercaps are boring to pilot and play against.This. So much this.
another prob with supers is they they are very easily surrounded and disposed off, meaning they don't really live up to their massive cost and maintenance.
Fatal:Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
64229 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
java.lang.RuntimeException: Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
at com.fs.starfarer.loading.oOoO.?0000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at exerelin.EventAddObjectToStorage.addEliteShipToStorage(EventAddObjectToStorage.java:86)
at exerelin.SectorEventManager.triggerEvent(SectorEventManager.java:61)
at exerelin.skills.scripts.FleetDeploymentPerk1.apply(FleetDeploymentPerk1.java:13)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.coreui.oOoo.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.oOoo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Exerelin as a whole is extremely outdated, you'd be lucky to find ANY mod that isn't going to throw errors like that by now.
- New Ferrogun sprite is delightful, but doesn't read quite as clearly as the old - perhaps a slightly thicker barrel between the recoiling sleeves?
You deleted the folder of the old version?
Hi again!
I just wonder, since you guys have experience in modding stuff ( not only experience .. i mean the Blackrock Mod seems to be the most high quality yet available), is there anything that can force A.I. ships to turn their ships 90 degrees to use a broadside maneouvre? for example - having a Ship with 4 cannons left, 4 cannons right but only a few light weapons to the front .. Can you force the A.I. to use the side weaponry in prime, instead of its fore weapons?
Since it's kind of a homage to the Starbridge from EVN, it'll have a few skins floating around - militarized Blackrock version, smuggler version, etcStarbridge :D
Do you mean the Asura? Phase ships on Blackrock are kind of an oddity. I might have an idea for how to make them stand out more in the future.
Right now the only long-range missile available is the Ajax, so I have some ideas for possible LRMs/more exotic missiles down the road.
I think you can put 200 quill missiles on a Mantis? It's not what I'd normally associate with missiles, but those universal mounts may be just what you're looking for.
I think you can put 200 quill missiles on a Mantis? It's not what I'd normally associate with missiles, but those universal mounts may be just what you're looking for.
You have a good point. Maybe I should look into it a bit more. Could be right what I want right under my nose.
The Silverfish gets a big thumbs-up from me; it's very pretty.I think you can put 200 quill missiles on a Mantis? It's not what I'd normally associate with missiles, but those universal mounts may be just what you're looking for.
You have a good point. Maybe I should look into it a bit more. Could be right what I want right under my nose.
it's 180/314 (without/with Expanded Missile Racks, assuming you fill every universal slot). Here's what I tried:Spoiler(http://i.imgur.com/n6HWWNf.png)[close]
Actually pretty decent in the simulator; you have to lead your target a lot, but even a single volley will put the hurting on anything it connects with.
Does that lack of an Antimatter Lance mean a free Large Hardpoint?
Would love to shove that Arondight Accelerator on it.
(http://i.imgur.com/jQnCkKG.png)
The frontal hardpoint allows for a large weapon to be built in
I mean, the first priority for the mod will always be to fill whatever new types of content the core game has to offer. But I def. want to wrap some more worldbuilding/expanding the scope of things into that, and that could involve space monsters. It'll be a lot of work though.
I also wish I could make that poll multiple-choice..
I also wish I could make that poll multiple-choice..
Make sure to add opposing vanilla faction stations in BRDY systems so we can have an easier time raising the reputation. I'm playing the campaign right now and I wanted to raise the Tri-Tacyon's reputation by destroying Church fleets, but unfortunately since there isn't a single system where they are both present that turned out to be very hard to do, I had to settle by attacking the Hegemony instead since they share a system.
Speaking of terraforming mirrors, one thing that's eluded my understanding of the sector verse is the total lack of near-solar orbit Mirror arrays.Bear in mind though one of the big themes in Starsector is the dependence on autofactories and external infrastructure over local knowledge. The Domain could easily just ship in autofac recipes for generic fusion reactors to the colonies and have them all set up by untrained colonists as and when needed, without needing huge investments of time and talent to figure out where to position the mirrors, where to beam power, how to manage the power grids...
I mean, sure, you've got the sector verse's neat array of power creating devices - but all of them consume precious and valuable resources to output their tremendous energies to fuel the many ongoing endeavors of a space-faring society.
Whereas with mirrors, it's just a flat and (on human scales) infinite sustained function of the total surface area of mirrors you have in orbit, and their distance from the star. (inverse-square law)
Also, mirrors in space are INCREDIBLY easy to make - melt one nickel-iron asteroid, vaporizing the volatiles in the process - same for one siliceous asteroid. After you've got a ball of molten metal and glass, you use controlled vaporization via collimated light to act as a rocket motor and spin them up - the rotational forces pulling them out into discs (carefully controlled, of course, to maintain even thickness) and then you join the two still-molten discs together to create a modern metal-backed mirror with an IMMENSE surface area.
Two one-km asteroids (final melt diameter) becomes a mirror with a surface area of 104,000km^2 at 5cm thickness.
At a distance of 57 x 10^9m, (mercury orbit) and with equivalent luminosity of our sun, that provides 9116.4 w/m^2.
The end result is for every 2km^3 of asteroid combined into a mirror, and de-orbited to mercury distance (you can, of course, go even closer for more intensity) you get a 9.1 gigawatts of energy per square kilometer of mirror - that's 0.76th of the power of the space shuttle on launch, or half of the peak electric power of the Three Gorges Dam.
Thus, the total energy received by that one addition to the mirror system is 9.481 x 10^20 watts. That is, 5400 times the energy received by the Earth from the sun (which is 173,000 terrawatts (173 pettawatts)).
This is a PHENOMENAL amount of energy to play around with - and all it requires is small station keeping thrusters attached to the mirrors to keep photon pressure from pushing them off course and out of alignment. The entire self-replicating operation could be overseen by a simple program using positional tracking data of the mirrors to melt more asteroids to create more mirrors to melt more asteroids (using optical and other sensor data to properly turn the rocks into mirrors).
Incidentally you also get more minerals and metals daily than that which has been used by all of human civilization up to this point.
Who'd want to live in an uncontrolled planetary environment instead of a nice safe box inside other boxes inside an inflated metal asteroid spun up into an O'neil Cylinder with kilometers thick walls capable of absorbing many, many, strikes from antimatter weaponry, while retaliating with directed columns of light capable of dumping out enough energy to vaporize a 10,000 strong fleet of 300m long ships inside of a minute?!
Also relativistic kinetic bombardment sucks when you're exposed to the direct and indirect effects of a wrecked biosphere - tidal waves and hypercanes and super volcanoes, oh my.
Whereas with mirrors, it's just a flat and (on human scales) infinite sustained function of the total surface area of mirrors you have in orbit, and their distance from the star. (inverse-square law)
Also, mirrors in space are INCREDIBLY easy to make - melt one nickel-iron asteroid, vaporizing the volatiles in the process - same for one siliceous asteroid. After you've got a ball of molten metal and glass, you use controlled vaporization via collimated light to act as a rocket motor and spin them up - the rotational forces pulling them out into discs (carefully controlled, of course, to maintain even thickness) and then you join the two still-molten discs together to create a modern metal-backed mirror with an IMMENSE surface area.
Two one-km asteroids (final melt diameter) becomes a mirror with a surface area of 104,000km^2 at 5cm thickness.
The intention is to keep PD competitive, apart from that I have no agenda.
Hi! I use Blackrock as part of the Starsector+ modpack (which combines several mods together). And I don't know if this issue has been brought up before, but Blackrock's economy seems a bit overpowered than anyone else's by a large margin. For example, you can usually buy supplies for half of what you can get them in Corvus (normally the cheapest/largest supply producer in vanilla Starsector), and the same for fuel in comparison to Askonia (again, normally the cheapest/largest supplier in vanilla). It also overproduces other goods and sells them cheaper than every other sector, though not to the same extreme as 50% off the next cheapest planet like with fuel and supply. It's a massive boon for anyone looking to profit from trade... to the point of feeling like an exploit.Not Blackrock. You're talking about Shadowyards.
I suspect the issue is the combination of it's 10^8 population and extremely high stability, probably due to Blackrock fleets being deadly enough to wipe out any pirate that dares even look at a trade route. Have you considered nerfing the Anar economy, or is it unparalleled might intended due to the faction's backstory?
God I can't wait! I'm lost without my blackrock fleet!
Also I'm vary glad to hear about the second station for more conflict, I really wish all systems had several factions. Whats the point of war if you don't get profitses when invading a system? And the AI hardly ever raids systems (though I thnk II adresses that?).
man i miss my nevermore :\So do I!
man i miss my nevermore :\So do I!
Although I've had some fun maknig a fleet without a piloted Nevermore, I still want to use one again :)
man i miss my nevermore :\I've never used the Nevermore. Or the Dessinova... *ducks behind Fort Shield*
man i miss my nevermore :\I've never used the Nevermore. Or the Dessinova... *ducks behind Fort Shield*
What? No love for the increadible Asura? Lying in wait for those pesky shields to drop, and when they do, kill them all!
nevermore bitter :\man i miss my nevermore :\I've never used the Nevermore. Or the Dessinova... *ducks behind Fort Shield*
nevermore bitter :\
comon cycerin we dying here <3
What? No love for the increadible Asura? Lying in wait for those pesky shields to drop, and when they do, kill them all!
They are blind to the truth. Unlike us.
what are the new features of this mod :)
blackrock: Happen.
Things are on their way much thanks to DarkRevenant's help and cattle proddingSpoiler(http://i.imgur.com/rl64V7g.jpg)[close]
I've heard SO much about this mod at this point (lots of "noooooo! how will I live without my <x>!!!!" type posts, etc) that I'm starting to get super curious. It sounds like there's a goodly bit of added content, is it more in the "lots of additional flavors of existing things and SUPER MEGA KILL KILL SHIPS" camp or more like "really interesting mechanics with great balance"? Intriguing!
So how does someone with no experience whatsoever in Starsector modding help fix it? :P
if thing.dependency < 6.5:
thing.newerversion(6.5)
?
Actually, not very much had to be rewritten. The difficulty is just wrapping your head around it and creating new artwork for market conditions, stations, etc.
I started laughing really hard at that description. I have no idea why, but that's just really awesome.So did I. :)
its fappening!
I think i feel something closly related to... deep admiration... Aahhh~Speaking of which, Valk, any chance we'll get to fly glorious red and white triangles of death ere the 0.65 cycle is up, or are you in "wait and see" mode?
https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards.zipThank you!
Here you go. Should be up in 10 mins from this post
Alright, we're here. It's been a lot of work, but DarkRevenant helped me get it done a lot faster than I'd have been able to on my own. Thanks, DR!THANK GOD
WOOOOOOO
(BTW: Is it me or is the Desdinova sprite annoyingly small in the UI (ship picker, etc.)? It looks like a frigate.)
Welp, looks like the stoners are happy getting their Crackrock Drive Yards back again
But why did you choose to jam a weapon in the 00 Series large slot instead of leaving it open for customization?
...Faction name with article to The Blackrock Drive Yards Corporation
pls no LRM though. Those things are universally incredibly obnoxious. If one more shows up in my game I'll have to quit Starsector. Or mod some LRMs out and stop complaining. Yeah, that'll work better.
So far initial changes for the next version are:What do you have against full shield coverage...
Silverfish (all models): Shield from 180 to 90 degrees
So far initial changes for the next version are:What do you have against full shield coverage...
Silverfish (all models): Shield from 180 to 90 degrees
Silverfish: There's already plenty of discussion about nerfing these, but how about diversifying them?I think one way you could make someone grab a Silverfish instead of a mod or B variant is to keep the normal SF's shield arc where it is. So you choose either firepower or protection, not both
It *is* tempting to basically turn the Mod Silverfish into a Mod Starbridge.
It *is* tempting to basically turn the Mod Silverfish into a Mod Starbridge.Yeesssssss
New system with a three-way war between the Hegemony, Tri-Tachyon and Blackrock.Argh this please. I've been spending hours sitting around Gneiss with nothing but 4-frigate pirate spawns popping up, and all the bounties are on the other side of the sector :P
it was always more attractive to run scalarons + squalls/gales instead of shard/ferro + PDE
PDEs are more cumbersome nowI guess my main beef is the AI doesn't know about the beam speed thing, so it hangs out at max range and pokes enemies with the tip of the beam ...
*wonders how long it will take Crackyards to update this time...*Don't worry, I'm sure "Blackbong Dank Yards" will be back soon. :P
- The side pointing turrets on the Nevermore's middle are now fixed missile hardpoints.Nuuu me point defence
- Added High Maintenance hullmods to Imaginos, Desdinova and Nevermore. Sorry, no fun allowed.Dear lord, the Nevermore CR per deployment was already a supply vacuum...Rooks, Castles, and freighters ahoy
Less PD, more explosions.Nah, less Argus, moar Darts.
- Added High Maintenance hullmods to Imaginos, Desdinova and Nevermore. Sorry, no fun allowed.Ehhhhh... I really dont agree with that. The Imaginos makes sense, but the Desdinova and Nevermore are just really good ships, and not indomitably good ships either. But anyway, thanks for the speedy update. I was waiting to play till Blackrock was updated, lol.
Wait, there was a Doom in End Times? (I don't see it in my v0.7)
especially now that the Nevermore has 4 small missile hardpoints....though I can see how that would effect things with the regenamander, yeah.
Screw the regenamander, the new Achilles can kill ships on its own. :PI haven't tried it yet! :P
IMO it's entirely warranted, especially now that the Nevermore has 4 small missile hardpoints. The problem is player skills, I have to add something to make the playing field a tiny bit more even due to how broken those ships can be in a decent player's hands.I definitely understand that, but wouldn't it make more sense just to crank up the CR per deployment? And I'm not really sure buffing them then adding high maintenance is the right direction if you already think they're too crazy. There are so many taxes in this game in this game already, and basically no way to offset the cost of high maintenance. I understand you probably don't want to change the ship and the way its used, but if you want to discourage its use by holding a sword over the players head for just carrying it, I feel like that's close to the same thing. If you want it not to be used, I think there's got to be a better way than this. I wanted to avoid using myself as an example, but for me personally, the combined CR per deployment and high maintenance makes me not want to use it at all, when I was first attracted to it basically because it seemed like a cool ship.
I totally understand where you're coming from, and we'll see if it works out or not. I feel like really powerful, high-tech ships should require you to make an investment of support craft to carry supplies, as well as making you pay an opportunity cost. The campaign is very easy as it is, and the cost of running the ship can be offset by using efficient ships elsewhere. High Maintenance might be excessive, but when I tested it, I could still break even. You are not even penalized for being active, given that High Maintenance only kicks in when the ship is idle at full CR%.Alright, Ill try using them a little before I judge anymore. Not sure if I want to wait for SS+, templars, and other mods still, not sure how long its going to be. My original save is basically too big to play on 65.1a so I'm basically sitting here till something happens. Thank you for your understanding, I hope I didn't come across as rude.
The problem with the Desdinova and Nevermore is that both of them have Hyperion Syndrome, where they can easily outmaneuver the AI and obliterate ships that other ships of their size class wouldn't be able to touch. Once I get a Nevermore in the campaign, I very rarely lose battles, nor do I lose the ship itself - it's very easy to retreat with it. The point isn't really to impose a limiter, because there are none in a single-player game. If you wanted, you could mod the Nevermore to have unlimited burst jet ammo and cost 2 supplies/day. The point is to create a feeling of weight and cost, to sell the concept of the ship through both its designed strengths and weaknesses.
Thank you for your understanding, I hope I didn't come across as rude.
While doing some tests, it seems that AI controlled Imaginos class frigates don't fire their Rift cannons.
One mildly screwy thing about High Maintenance (though I only really felt it with Templar ships) is that it incentivizes the player to deploy ships with them regularly. You're going to be bleeding supplies no matter what you do, so you may as well use it and pay a 100% supply cost to Smite the Foe instead of 25% to have it sit idle in reserves.You know, I was contemplating making some allusion to the tempest/medusa in my rant, but in the end I didn't. Not to say that I think what you're saying is wrong, far from it. Having extensively used both the Medusa and the Tempest, its safe to say they are strong. But strong is hard to define in a single player game. Builds are somewhat narrow as they come on the Medusa, more so on Tempest, at least if you want to do the crazy stuff people rave about. Not sure about the Desdinova and the Nevermore. In a way, their mobility is what gives them the edge they have, but on the other hand, that kind of is blackrocks thing. Hard to say if having mobility AND power on a dedicated attack, 1v1 me-esque destroyer/cruiser is worth high maintenance. If it is strictly better than most every other ship in its class, maybe. But I can't make that kind of claim without lots of testing.
Anyway, if it goes on Hyperion it makes sense to also go on Imaginos and probably Desdinova and Nevermore. Also fits with the lore.
On the other hand, those latter two are in many ways destroyer/cruiser versions of the Tempest, and that one doesn't have High Maintenance.
I really like the lore,the design and the ships but the in-build cannons for example in the nevermore is complete overpowered, if you have enough techs/hullmods to install those ships are way too strong with their insane 120flux superior burst damage in-build cannons. The Photonbeam cannons from the interstellar imperium are way more balanced in terms of burst damage/flux costs. I really like to use your ships in my fleet but as long as there is no option to deactivate that op in-build cannons i don't use them.
Sad
Seems that the ship isn't overnerfed after all. I've always maintained that it's very powerful, which is why I've slowly brought its stats down over the past 2 years. Anyway, I will say that I can mostly accomplish the same things in an Aurora, and that goes for AI controlled ships as well. Swap a Nevermore for an Aurora and your fleet power should stay roughly the same, the Nevermore is just flashier which makes it feel broken if the enemy fleet can't deal with it.I pretty much agree with this. The Nevermore and Aurora end up with mostly the same levels power, depending on the loadout. I think the Nevermore certainly is flashier, and the built in weapon probably feels more powerful than it really is because its "free." Torpedo's accomplish basically the same thing, probably with more projectile speed as well, and you can put those on anything.
Having a lot of Combat/Technology aptitude compounds the problem and allows for very cheesy, powerful loadouts, which sadly shore up the ship's weaknesses very quickly and make it easy for it to get out of bad situations. Not quite sure what to do about that.
One change I've considered for the Nevermore is to nerf the ammo regen of the built-in weapon and lower its projectile speed again.
Yes it's very hard to balance stuff and keep the flavour, my main concern is that the inbuild weapon has a extrem low flux generation, with a comparable flux generation per shot like the photonbeam cannon from the imperium it would be way less tanky, because the AI is not able to control the weapon very good and just shoots around when its "recharged".
That's basically why it has a very low flux cost, the AI was unable to manage it and the ship just felt too much like it HAD to be player-piloted in order to not be an enormous waste.
1. thanks for updating the mod, im not fond of the new SS update (i actually liked the limited ammo mechanic) but it compresses save files which makes the game playable when modded, and quite frankly, i LOVE your ships.Wait wait wait, first you say
2. so you come from the BSF forums too? that would explain why all your ships are so badass XD i built a few BSF ships of my own, but i never did have a WFTU (DGW) faction of my own. any chance you could turn some of my BSF ships into SS ships? if you do, you can do basically anything you want with them, maybe add them as a secondary faction that comes with BDR, or a separate mod entirely. i even have a couple of fighter sprites (and can easily make more) that you can use if you want. you might have to remove the weapons before spriting it, but... that shouldnt be too hard: http://www.wyrdysm.com/phpBB3/download/file.php?id=5073&mode=view
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=7279&start=30 the downloads are all at various points in that thread. my older ships are crap (skip them), but some of my newer ones are ok-ish, edit as needed.
or maybe im too used to the BSF forums where even the mid grade shipbuilder's creations would be considered top of the line ships by SS standards. and maybe that's part of why i want to convert all those beautiful BSF spaceships and factions into actual SS mod factions...and then you want one of THE BEST mod artists out there to do all the work of turning your BS ships into useable SS sprites? And for free too?! If yours and other BS ships are SOOOOO GOOD compared to SS's ships, then why don't you just use them as is or convert them yourself!
2. so you come from the BSF forums too? that would explain why all your ships are so badass XD i built a few BSF ships of my own, but i never did have a WFTU (DGW) faction of my own. any chance you could turn some of my BSF ships into SS ships? if you do, you can do basically anything you want with them, maybe add them as a secondary faction that comes with BDR, or a separate mod entirely. i even have a couple of fighter sprites (and can easily make more) that you can use if you want. you might have to remove the weapons before spriting it, but... that shouldnt be too hard: http://www.wyrdysm.com/phpBB3/download/file.php?id=5073&mode=view
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=7279&start=30 the downloads are all at various points in that thread. my older ships are crap (skip them), but some of my newer ones are ok-ish, edit as needed.
>-<
This ships look awesome to play with, and they are... It's just that they keep killing my ships like flyswatters that... hmph.
At least my drones can take care of them soon enough. c:
What I have planned is another system that has constant interaction between Tri-Tachyon, Hegemony and Blackrock. You should be able to see Luddite trade fleets there sometimes too, although the fact that BRDY and the Luddites are mutually hostile is mostly flavor. Basically though, I want the new system to be a very fun, active place you can go when you're stacked on resources and looking for trouble, and because the factions are all enemies of enemies you will rapidly stack rep against two factions and gain it with one by fighting or trading there, like Corsica from II.
It certainly sounds like a fun system to be in once its put together :)What I have planned is another system that has constant interaction between Tri-Tachyon, Hegemony and Blackrock. You should be able to see Luddite trade fleets there sometimes too, although the fact that BRDY and the Luddites are mutually hostile is mostly flavor. Basically though, I want the new system to be a very fun, active place you can go when you're stacked on resources and looking for trouble, and because the factions are all enemies of enemies you will rapidly stack rep against two factions and gain it with one by fighting or trading there, like Corsica from II.
You mean it'll be sort of like the good ol' times when everyone was cramped into corvus?
Because, to be honest, I liked that a lot better than the current (more realistic) "you're in space, most of it is empty, everything's spread out, deal with it" feeling we have going on now.
BTW, anybody noticed that Blackrock is the first faction mod to finally breach the 100 page limit on the forum? Congratz Cyc.Are those... two large weapon slots? Either way, that looks pretty cool.
In my mind, it's what happen when there's a recreational drugs glut on Blackrock, they design new stuffs.Spoiler(http://i.imgur.com/2HgQ0V2.png)[close]
The BRS Crack and Hoes, or BRDY in a nutshell.
BTW, anybody noticed that Blackrock is the first faction mod to finally breach the 100 page limit on the forum? Congratz Cyc.
In my mind, it's what happen when there's a recreational drugs glut on Blackrock, they design new stuffs.Spoiler(http://i.imgur.com/2HgQ0V2.png)[close]
The BRS Crack and Hoes, or BRDY in a nutshell.
BTW, anybody noticed that Blackrock is the first faction mod to finally breach the 100 page limit on the forum? Congratz Cyc.
In my mind, it's what happen when there's a recreational drugs glut on Blackrock, they design new stuffs.Spoiler(http://i.imgur.com/2HgQ0V2.png)[close]
The BRS Crack and Hoes, or BRDY in a nutshell.
The Nevermore was already a Wing Gundam in ship form. This thing should oneshot anything that gets in its way.
No more camping in Gneiss trying to eke out reputation gains!Huzzah!
(http://i.imgur.com/WGM7w7z.jpg)I assume this breaks saves?
DOWNLOAD BLACKROCK 0.7.3! (http://www.mediafire.com/download/cd1m4a2ryrych51/Blackrock%20Drive%20Yards.zip)
Explore a new system between Gneiss and Corvus. The focal point of a three-way cold war between Blackrock, The Hegemony and The Tri-Tachyon Corporation, with a pesky Pirate hideout profiteering from the chaos, Rama is a massive, politically unstable binary star system with lots of things to see and do. No more camping in Gneiss trying to eke out reputation gains!
Changelog:
v.0.7.3:
- Added the Rama system
- Moved Gneiss further out
I noticed the scaleron repeater's displayed flux per second is significantly less than what it actually is. Not sure if its displaying the consistent usage rather than burst, or what.It's likely talking about consistent usage. So, not very accurate.
I noticed the scaleron repeater's displayed flux per second is significantly less than what it actually is. Not sure if its displaying the consistent usage rather than burst, or what.
Curious about feedback w/r/t how Rama evolves during long campaigns.
Curious about feedback w/r/t how Rama evolves during long campaigns.Help! it would seem that my game only crashes when i start a campagain with blackrock installed, i loved blackrock with the previous version of the game and would love you to look at this crash log i attached to the reply. I'm not a modder for this game so i have no idea what any of this stuff means. ???
Love those variants. People should post more stuff like that.i'm not using any saves i'm trying to make a new one, also yes i re-downloaded it and tested it just before posting.
jeffg10: Are you 100% sure you're playing with the latest version of BR, and that you aren't using a save from an outdated version of the game?
Well, it seems like your game is trying to load missing assets, eg. the pre-ship skins hound variant and an illustration that came with 0.65.2a. Are you absolutely sure you're using the latest versions of everything and that you didnt overwrite the older version of Starsector with the new one when you ran the install?I re-installed SS and it gave me a new error, something about not being able to spawn a templar fleet so i un-installed the knights templar mod and now the game works great! :)
The newest version of Starsector is 0.65.2.a RC2
This is so minor I hesitate to bring it up, but the Thalm Listening Post claims that it has 10^2 population, yet it has never had less than a thousand crew available for hire between the Black and Regular Market tabs.
Not pictured: the 12 losses before this roundStill way better than Duel of the Century. Screw that mission, seriously; if I never have to see an AI Hyperion with AM Blasters again it will be too soon ::)
Made a new mission for the next version
https://www.youtube.com/watch?v=-Dd4uqcGPPg
Not pictured: the 12 losses before this round
Please limit the length of the ship descriptions to one page, and limit the amount of chaff/become a better writer. The lobster ship is a particularly egregious example of eye rollingly bad writing.In your eyes, perhaps. I thought it was interesting.
Please limit the length of the ship descriptions to one page, and limit the amount of chaff/become a better writer. The lobster ship is a particularly egregious example of eye rollingly bad writing.Nobody touches the shrimp, on pain of pain.
Please limit the length of the ship descriptions to one page, and limit the amount of chaff/become a better writer. The lobster ship is a particularly egregious example of eye rollingly bad writing.
Please limit the length of the ship descriptions to one page, and limit the amount of chaff/become a better writer. The lobster ship is a particularly egregious example of eye rollingly bad writing.
I've been meaning to look into how to make it an option rather than a dependency (a. la SCY). It'd probably be a very large effort though, so it might be easier to address the problem directly.i looked at my mods and realised that my shaderlib is vastly out of date so that may just be the problem (going to install the new one now, but thanks for the imediate help. that's you i think your awesome, well that and the beautiful mod you created)
Can you post the crash log or put it on pastebin?
One thing I might suggest is the mod version checker. It will tell you when your mods are out of date and which ones are out of dateI've been meaning to look into how to make it an option rather than a dependency (a. la SCY). It'd probably be a very large effort though, so it might be easier to address the problem directly.i looked at my mods and realised that my shaderlib is vastly out of date so that may just be the problem (going to install the new one now, but thanks for the imediate help. that's you i think your awesome, well that and the beautiful mod you created)
Can you post the crash log or put it on pastebin?
No kidding, has he ever posted anything of any level of contribution?Please limit the length of the ship descriptions to one page, and limit the amount of chaff/become a better writer. The lobster ship is a particularly egregious example of eye rollingly bad writing.Please limit your shitposting tia
(http://i.imgur.com/ihiFcfl.png)
New ship, the Megaceras-class Armed Courier. Sprite's not 100% final.
It's a freight ship designed for the Sector as opposed to hailing from safer days, so it's basically a destroyer with a big cargo/crew/fuel capacity but a logistics footprint that's above that of a combat destroyer or freighter of similar strength. It's got good engine stats without a mobility system and a drone bay with small Shredder-armed drones. It's also compact.
hey, I don't mean to incroach again but do you know of a way to raise the ingame memory above 1024m without the game freaking out? (refusing to start)You need to make the game run on 64-bit java, as it comes with 32-bit java by default.
I run it on a 64 bit windows 7 computer and despite several attempts to raise it above 1024m in the vmparams file the game freaks and does not even start when i run the file, this has led to a lot of out of memmory errors (i think that's whats doing it?) but i can't find a single solution any where on the forum, I would ask in the I.T. secton of the forum but last time i did that the results where less then stellar.... besides since it's a mod related problem (exceeding the max memmory) they would mostlikely just tell me to go but the modding forum :-\
That looks more Templar than BRDY to me. :-\
Okay, these prices were collected over a couple of weeks in January of Cycle 212 on a level 46 character with reputation between 95-100 with BRDY, TriTach, and Hegemony. All these prices are from the civilian market only, not the military market or black market, although I will get those too if it will help any. Naturally I can't collect all the prices at the same time because Rama is so huge it takes a week or more to travel from one market to the next.
Staalo has a stability of 4, and I see food shortages here more than any other planet in the system.
There are 329 supplies going for 77 credits, 45 fuel going for 177, 116 food going for 115, 727 green crew for 47, 28 regular crew for 95, and 3 veteran crew for 190.
Moria has a stability of 6, this is counting a -1 from smuggling which doesn't seem to go away because a year or more ago I bought some Sunfires and Sunjets off the black market here.
There are 655 supplies going for 50 credits, 87 fuel going for 156 credits, 89 food for 105, 1724 green crew for 34, 155 regular crew for 68, 29 veterans for 137, and 3 elites for 274.
Thalm has a stability of 6 and gets its trade disrupted more than any other planet.
There are 49 supplies going for 56, 111 fuel going for 166, 29 food going for 80, 1423 green crew for 42, 91 regular crew for 85, and 9 veterans for 170.
The system seems to have stabilized from the wild swingy way the balance of power was shifting in the early levels. At least, I'm not seeing the price of supplies on Jangala going from 40 to 100 from one week to the next like I did for the first few months of game time unless Jangala itself has a "trade disruption" event.
If you want I will sit in Rama for a few months and count how many events each location gets.
(http://i.imgur.com/CC19LJS.png)yea, I think it looks better with the little vertical / horizontal slat vents. just something to break up the solid white and make it look less like a Templar ship. Awesome ship so far! :)
Near-final.
(http://i.imgur.com/CC19LJS.png)The white boxes on the wings seem to pop out quite a bit- they don't feel like they're a feature of the surface.
Near-final.
The white boxes on the wings seem to pop out quite a bit- they don't feel like they're a feature of the surface.
I've been using a lot of Darts lately. Even at twice the price of the Swarmers, they're great for a few things. Obviously they slaughter most fighter wings but they're also decent at hitting exposed hull as a finishing weapon, and their amazing speed and tracking not only gets them through light ballistic PD that would get a lot more Swarmers or Salamanders, it also lets them catch those especially fast vanilla targets like Tempests or burn driving Cerberuses. I don't use them on frigates, but larger craft that lack the speed to catch retreating ships get Darts to make sure anything they beat gets destroyed, not just defeated. Their range is deceptively long too, as they last for a long time after they burn out.
Have you considered buffing the Sunfire any in light of the new addition of the Phase Lance? I think the Phase Lance may get a nerf, but as it stands it's a good deal more powerful generally than the Sunfire for less OP. The Sunfire has a tad more range and more DPS only against armor, but fires a tiny bit slower and of course is nearly useless against shields. I like the look and feel and sound of the Sunfire, but any time I want to equip one the Phase Lance is tempting me with added EMP, energy damage instead of HE, and a cheaper cost. I understand if for thematic reasons you want an ultra-specialized beam weapon that noticeably underperforms the more generalist vanilla competition though. I do end up going with the Sunfire but only because its color complements the BRDY color scheme instead of clashing with it.
Despite the lesser range of the Shard Gun, its continuous fire seems to work a lot better for suppression or countering phase ships than the Shard Cannon, plus it has better DPS. I'd swap the OP cost for the Gun and the Cannon.
Cool. No, Blackrock only starts hostile to the factions that hate almost everyone in the game, such as Templars, Junk Pirates etc. Also I believe both me and Kazi agreed that Mayorate should be hostile to Blackrock, but I don't remember.
Yeah, it's one of the things that need some further polish. Apart from that, I'm glad you like the sprite! It's becoming a challenge to evolve my art style while still keeping the faction cohesive. A lot of things I used to do a lot, I never do anymore, like using black outlines - the engame might be to have to redo all the older sprites, which I don't look forward to that much...
Cool. No, Blackrock only starts hostile to the factions that hate almost everyone in the game, such as Templars, Junk Pirates etc. Also I believe both me and Kazi agreed that Mayorate should be hostile to Blackrock, but I don't remember.
More or less. The Mayorate folks were meant to be hostile to most mod factions so you'd either have a new set of ships to beat up on (that would hopefully pose slightly more of a challenge to modded ships than vanilla), or a diverse set of enemies if you sided with them. Plus probably my favorite method of balancing is buying up a whole bunch of Blackrock ships and going on a rampage through Rasht. Speaking of which, I need to update my mod at some point... :P
BRDY weapons tends to have shorter range than vanilla and getting close to a Templar ship with no shield to overload is not a good idea. On top of that you don't have the shield efficiency nor the armor to survive the encounter.
The biggest weakness of the Templars are missiles.
....but it's better than trying to tank a bunch of Clarents with your shield.
*note to nerf the burst repeater beams a bit*The 800 range makes it a bit hard to use. So yeah.
As for the Imaginos, I think you're simply looking for a style that isn't what Blackrock is going for. They mostly want to dive in, land some hits and get out and not sit back with long-range weapons.No, most of the Blackrock warships can be fitted and worked as standard ships. Actually, even better - Blackrock ships tend to have better mobility and more universal slots than standard ships, and backed up by good stats. I can load up on the very best weapons and have nasty Blackrock kiting machines. Asura is practically a phase Dominator in a destroyer chassis, with nearly the mobility of a Medusa. Nevermore is like an strange Aurora/Eagle hybrid that can snipe with maulers and beams (Aurora is stuck with missiles and short-ranged blasters), and can blast ships with renewable main gun instead of limited Reapers.
Megas, try the Linear Pulse Gun in the Imaginos. You want to get in and mix it up with the Imaginos, it's not a ship for plinking away at range.I did, and I still prefer Railgun over Linear Pulse Gun because Railgun has more range and it is more effective against shields. Linear Pulse Gun is better if the enemy is a Dominator or Onslaught, but not an enemy with an omni shield.
Re: Imaginos
The rejector is cute, and looks ferocious after it absorbs lots of stuff... but it seems to do little more than mass EMP ships. Rejector can destroy tons of fighters, but other ships seem to take little or no damage even after I absorb more than a dozen Pilums, several Hellbore or HAG shots, and what not and unleash a gigantic light show. It is definitely no Templar Priwen Burst.
but punching people in the face with a ball of antimatter makes it worth it to me.My Reaper Aurora says hi.
Well, if you live off nothing but drops, that a choice you make and I think then you have to accept that you will have to give up the most expensive options in favor of something more efficient.And yet I fly mostly high tech ships, the most expensive option in game to use, and refuse to use most low tech PoS
but punching people in the face with a ball of antimatter makes it worth it to me.My reaper aurora says hi.
Yeah, I do agree that the Aurora is ugly...but punching people in the face with a ball of antimatter makes it worth it to me.My reaper aurora says hi.
If you don't mind looking at it, I suppose expanded racks are enough to get through a battle if one doesn't heave the torps around like I do antimatter shots.
After much deliberation, l'm gonna remove High Maintenance from the Nevermore and Desdinova.F*** YES! *does happy dance*
Honestly I never really noticed the high maintenance on the Desdinova and Nevermore as it's mainly a penalty for having the ship in your fleet and not deploying it constantly. If you're not fighting strong fleets fighting constantly then there's not much reason to bring ships like the Desdinova and Nevermore along.
Is there a reason the Convergence-class isn't flagged as a carrier? As in it doesn't respond to Carrier Rally command points and cannot fit SS+'s Expanded Flightdecks hullmod. I assume it also means it's more willing to head into the battlecenter instead of skirting it in AI hands, though I haven't played with it enough yet to notice.
EDIT: A note to people directly updating saves; the High Maintenance hull mod will still be fitted to ships that previously had it, but can be removed in refit for free.
EDIT2: The BRDY Drive Conversion is not increasing burn speed on my Convergence.
My Blackrock Assault Fitting still states: 50 EMP Resist, 75% weapon/engine health bonus, 25% weapon/engine repair speed reduction. It also costs 12 OP on a destroyer. I've been loading a previous save; do I need to start a new game for everything to fit into place?
The new hullmods wont work with SS+ until it's patched.That could explain why the burn speed wasn't being applied (and still isn't). Hope I didn't have you fix something that wasn't broken. ;D I will be adding the CARRIER hint on my own though as my carriers are always rearline missile artillery because I'm terrible at keeping frigates from passing my Nevermore. I'm unsure of giving the AI a Kurmaraja and whether they'd know what to do with it...
Try an Afflictor with four Shard Cannons, an Argus, and ITU :D. You only have to uncloak long enough to fire a burst - which is just wrong, in terms of how much damage you can do without taking any in return.I usually play without mods, so Shard Cannon Afflictor is usually not an option. For standard weapons, that is why I use autocannons and light assault guns. They fire instantly, their ranges match, and the mixed damage types compliment each other. They are more AI friendly too; AM blaster Afflictor hesitates too much when piloted by AI. If I needed to spend more OP for Blackrock weapons, I probably would use Shard Cannon and INMs.
My (offline) machine does not have Java-64, so I am stuck with whatever the Starsector installer provides. I have not tried to allocate more than 1 GB recently, though when I tried before, it would not work. My machine has 8 GB and 64-bit OS, so I would allocate more if I could.Good lord, he plays mods when he's not busy being a munchin (or maybe he just does both and I never thought about that before).
I do not have a gpu, so ShaderLib effects are disabled (but the mod is enabled for mods that need it, like Blackrock).
When I run Nexerelin, the only faction I tried so far that did not have problems was Knights Templar. Blackrock loads, but sooner or later, my game hangs or crashes. I tried loading Valkyrians but cannot, even with no other unnecessary mods. Loading bar goes all the way, but screen never changes.
So far, if I want to use mods, I load very few at a time.
I have played mods for various games over the years. I prefer to stick with standard for most games, except for mods I make. In case of Starsector, I especially prefer to stick with standard until the game is officially done. Building a single character in Starsector takes a good chunk of my free time, unless I cheat via dev mode. That does not mean I will not play mods occasionally.You can use the console commands and save transfer mods to transfer your save from one save game to the other
I have played mods for various games over the years. I prefer to stick with standard for most games, except for mods I make. In case of Starsector, I especially prefer to stick with standard until the game is officially done. Building a single character in Starsector takes a good chunk of my free time, unless I cheat via dev mode. That does not mean I will not play mods occasionally.
Otherwise I'm delighted - the Scalaron Pulse is a fun, unique weapon, shades of EVO's SAD Modules and Ares' gunship weapon.
@ TheSoldier: I had very little time to actually play any game since your last post (and what little free time I had went to Transcendence, not Starsector). Even if I had time, I am very reluctant to add Java-64 on my machine just for a single game. I am not hardcore enough to care about having every last mod or feature for a game that is still an alpha. Standard base game of Starsector runs fine without new bells-and-whistles.Yeah, I'm calling you out on your BS. It would take you FIVE damn minuets to install java on that machine and you would only have to do it once. Are you lazy or just incompetent? You have a truly much better machine and you refuse to use it because of that...
Otherwise I'm delighted - the Scalaron Pulse is a fun, unique weapon, shades of EVO's SAD Modules and Ares' gunship weapon.
Originally was gonna have the SFX be a combo shoutout to those two weapons but I felt it was too much, even for someone as obsessed with nostalgia as me
The best part of Antediluvians was the tiny tiny torpedoes that were almost impossible to spot that blew up in a giant cyan explosion. Oh how I raged when I lost my flagship to that.
Are you realistically going to put the Void Beasts in the mod any time in the near future, like this year? The little cartoon devil on my left shoulder says that you've decided that stuff is beyond the scope of the mod and you'll get around to it "someday" (never) when you get more time.
stuffWhile I agree wholeheartedly with your first point, I think the shard weapons are quite good as they are. Thee are the kind of weapons that scale veeeery well in numbers: 2 aren't worth much but 6 or more suddenly are both deadly against shields and quite efficient against armors thanks to the "hidden" random damage.
Also, the shard weapons could use a little buffing, imo. They do great vs shields, but against armor I would rather use, for example, a Hypervelocity Driver/Railgun than a Heavy Shard Cannon/Shard Cannon. The extra energy RNG mechanic does help a little vs. armor, but they still fire lots of low-damage projectiles which just can't keep up in armor damage compared to the high-damage low fire-rate projectiles of a Hypervelocity Driver. Basically they shred hull and shields enough to be worth the slot, but other weapons do that just as well in addition to having an EMP utility and better damage against armor. And the Large slot shard weapon- Ironweaver ADC iirc?- is very underwhelming. Again, it has good shield damage- but so does a Gauss Cannon, from a longer range, whilst still stripping armor better and delivering EMP.
I'll give shard weapons another shot.Try a shard only Scarab/Desdinova/Nevermore fleet and you'll never go back to HDVs ^^
Cycerin, this latest version of BDY is far and away the best yet. I love it. I feel like all the weapons and concepts have matured and been refined to a point where they mesh perfectly with any other well balanced mod.
The shape looks kinda awkward, particularly the bottom of it. Not sure how to say it unfortunately.
Kinda semi-close all over. It's in the same vein as the Imaginos in terms of doing crazy stuff, but it won't be exactly the same.It kinda gives me the impression of it standing up, with those as it's big stubby feet.The shape looks kinda awkward, particularly the bottom of it. Not sure how to say it unfortunately.
Try?
... and that thing between the prongs is its head, tilted upwards. Thanks, cannot unsee giant anime robot now.It kinda gives me the impression of it standing up, with those as it's big stubby feet.The shape looks kinda awkward, particularly the bottom of it. Not sure how to say it unfortunately.
Try?
It even has knee-joints and hand-cannons... Could make it into an extra-effective marine?... and that thing between the prongs is its head, tilted upwards. Thanks, cannot unsee giant anime robot now.It kinda gives me the impression of it standing up, with those as it's big stubby feet.The shape looks kinda awkward, particularly the bottom of it. Not sure how to say it unfortunately.
Try?
Oh god, now I see it too :(... and that thing between the prongs is its head, tilted upwards. Thanks, cannot unsee giant anime robot now.It kinda gives me the impression of it standing up, with those as it's big stubby feet.The shape looks kinda awkward, particularly the bottom of it. Not sure how to say it unfortunately.
Try?
When you say that, it does give vague Gunbuster (http://www.slashattack.com/wp-content/uploads/2011/09/gunbuster4.png) vibes.Kinda semi-close all over. It's in the same vein as the Imaginos in terms of doing crazy stuff, but it won't be exactly the same.It kinda gives me the impression of it standing up, with those as it's big stubby feet.The shape looks kinda awkward, particularly the bottom of it. Not sure how to say it unfortunately.
Try?
It even has knee-joints and hand-cannons... Could make it into an extra-effective marine?
Some Twiglib-based Outlaw Star hands would be very silly and own a lot.
(http://i.imgur.com/5MYlC3m.png)
Its one of my goals that you will be able to judge a ship's strength based on how glowy it looks. I still have some adjustments I'd like to try out with the sprite, but this is pretty close to the final version.
You will ride forever in Valhalla, shining and chrome.FTFY
The Morpheus may just be best community created ship yet if it is as fun to play it as it looks.He keeps procrastinating with SSB on his new WiiU instead of getting us our crackrock!
How ready is she?
Don't leak confidential mod chat info plz ;)I'll stop when I get my next hit of crackrock!
Don't leak confidential mod chat info plz ;)I'll stop when I get my next hit of crackrock!SpoilerI kid of course. I won't be leaking anything else unless authorized.[close]
If your computer can't run ShaderLib, disable it through shaderSettings.json in the ShaderLib folder, but keep the mod enabled.
Question: have any of you beat Waking the Beast without refitting the Karkinos?I'd written it off as impossible, but now that you mentioned it, I decided to go and try it...
Seems too symmetrical to be The Shrimp...
But, that does remind me, has anyone found success with the Knight? I can't really figure out what to do with it. The ship itself doesn't fit my piloting style very well, and the AI does atrociously stupid things with it generally involving using the burn drive to run headlong into a superior force. Or, in one case, managing to survive with half its hull left then scuttling itself on the back end of my Karkinos chasing the last enemy destroyer. I feel like with its numerous undersized mounts that it could be a great ranged support vessel if it didn't hurl itself directly at (and into) its foes.
(http://i.imgur.com/YImoqAf.png)
Deadrock Graveyards update, a ship getting a makeover (guess which)
Yeah, after some deliberation I took it back out for both ships.Thank the Goddess...
Yeah I've never intended to wait for .7a but life has frankly been a b*tch lately so time hasn't been as abundant as I'd liked
I'd second prioritizing the Knight. While slimming down the Desdinova sounds interesting, the Knight just has more growth potential.
Maybe the old Desdinova could be reworked into a light (patrol) cruiser?
Hope things are going better for you soon :)
Yeah, after some deliberation I took it back out for both ships.Neato. The changes to the Desdinova sound good, and the Morpheus looks really cool as well. I'd love to see an october update, but don't rush yourself. And yeah, keep the desdinova sprite, even if its just an SS+ boss.
Well, development is still going slow but I want to have something out during October, whether or not I can do that depends on the scope. I'm interested in what people would like to see the most, the Knight rework or a Desdinova rework. The Desdinova is going to become quite a bit smaller (Roughly the size of a Hammerhead) and lose some of its weapons. In return, it will be more reliable in AI hands, harder to hit, and overall slicker. Think Medusa, you would like to pilot one, but you also wouldn't mind handing it over to the AI. Right now the ship is overgunned, oversized, and has "Conquest syndrome" - often dies in stupid ways when not player-controlled.
The question is which one to prioritize.
I could also put those features off until the next version, and just release a patch with the current balance changes, polish and the Morpheus. If I were to do that, I would def. be able to get it out during October.SpoilerAlso, I'll find something to do with the old Desdinova sprite, whether it simply ends up as a bounty in SS+ I still dont wanna throw it out completely.[close]
The question is which one to prioritize.i'd also like to see the Knight rework first.
You should perhaps leave the self-righteous IP crusading to the content owners, who are unlikely to need your help.
I seem to have a bug where the more advance ships are not avaliable for sale. I can only buy the command cruiser, nevermore at max. Haven't seen the Asura, battleship or superfreighter. My Allied fleets are not spawning them as well.I'm tempted to say that that just sort of "happens," because starsector has an infamous tendency to simply not spawn certain ships and weapons, like the conquest and storm needlers. But come to think of it, I've played mod since its release and I have literally never seen an Asura. So idk, maybe something is up with that. However, I do see the superfreighter all the time, so maybe its something with your copy. Have you tried deleting your mod and re-downloading it? Nothing should happen to your save.
The Asura is the triangular phase destroyer with the dumpable flux cans, right? In four playthroughs (three exclusively shopping with BRDY) that went to max level I've seen two for sale and none in space. I've never attacked BRDY though, so the latter is biased.BRDY only huh? How do you build rep with them? I always have a hard time with that.
Same as any other; kill pirates until rep freezes then slam a food shortage to both get most of the money needed to massively upgrade the fleet and tip the rep over the hump. If no shortages or trade disruptions happen, it's down to grinding along until you can murder a big enough pirate fleet to tip the rep.I think maybe having as many mods as I have on reduces the number of pirates somehow, either by proxy of simply dying to the many fleets hostile to them, or by not having room to spawn. There never seem to be many pirate fleets around, especially compared to a vanilla play through.
I'm pretty sure there are just as many in both cases, but are spread in a much larger sector.Interesting, maybe that's it. I should probably just cut a few mods.
AI feel that something is missing... OH RIGHT there's barely any utility ships! Can we please see a new line of utility ships? Such as a brand new BRDY TUG! Or how about a brand new BRDY Construction Rig? Why not a BRDY Mobile HQ? What about a capital utility ship? Combines everything in one amazing package!The Kurmaraja is sort of like a capital utility ship, its very unique and certainly not a typical front line fighter, and neither is the Karkinos. And the reason why there aren't tugs and construction rigs for every faction is because there has to be some kind of side grade or upside to using the vanilla ones, or its just bloat, and there isn't much in the way of interesting things one can do with tugs and construction rigs besides straight number increases, which isn't always a good idea.
Also this isn't a Utility ship, but I'd really love to have some sorta small missile only barge... or a capital ship just so I can shove as many Scalaron Pulse Launchers onto it as possible... I'd love to fill the entire battlefield with tiny green glowing orbs of death. =)
Hmm, this is weird. I'm playing with Nexalin and it seems that certain BRDY ships are phased out after a period of time. I started a fresh playthough and I can buy everything but an Asura. However, when they are knocked down to 2 markets and when I'm lvl 20+, everything heavier than a superfreighter was phased out. I only saw 1 interdictor in the reserve fleet. Is that a feature of Nexalin (but this only happens with BRDY) or is there a 'tech level' that BRDY got knocked down of?Nexerelin doesn't touch fleet compositions directly.
Thanks for the awesome mod! I hope to see even more epic updates from you in the future.
Re: the above discussion: Usually the best way to build BRDY rep is to grind enemy fleets in Rama/Sita. (Hegemony, TT, Pirates) Don't really have any tips beyond that, and to use trading to your advantage.Man its been so long.. what are the breakpoints for rep exactly? I think you stop getting generic trade rep at 50 right? I know you still get some rep for kills after 50, but not full. Sometimes, if you don't kill enough it doesn't change. Bounty rep never changes, and station bounty rep never changes as well right?
There might be a medium Scalaron Pulse Launcher coming up in the future, so look out for that. : )I for one welcome our Scalaron overlords. Still want that Gale Revolver Cannon (https://en.wikipedia.org/wiki/Revolver_cannon) for a large mount mate to the ferrogun :)
Re: the above discussion: Usually the best way to build BRDY rep is to grind enemy fleets in Rama/Sita. (Hegemony, TT, Pirates) Don't really have any tips beyond that, and to use trading to your advantage.
Rare or capital ships only spawn in stable (8+) markets except for fringe cases. And it's always random.
I absolutely love that revolver cannon idea, maybe make it actually use the magazine mechanics and give it incredible burst HE damage with a long reload?
Oh wow, that picture totally looks like the sun has turned into a tentacle monster trying to eat space ships :o Really cool effect, though.
Are you still aiming for a pre-0.7 release? Might turn into a bit of a race (with a Pyrrhic victory if you make it).
And post-patch, pre-all-the-mods-updating time. ;Di actually kinda like that time, gives me a good reason to do a pure vanilla run again! it's hard to resist all those shiny mod ships and weapons, but a mod-less playthrough makes me really appreciate ships like Lasher or Medusa^^
Oh man, the medusa is crazy and it always will be.it is! but when i have ships like Mantis, Asura, Desdinova, Nevermore, etc. available, it usually gets sidelined. and even when i do get myself a Medusa flagship with BRDY installed, it still gets fitted with Shards and Sunjets/fires, just because those have such satisfying sounds! :D
Damn, thanks for reminding me. I completely forgot to nerf the Asura.
About as often as the Asura in my experience.:'( I've never seen an Asura for sale, lmao
I didn't realize a few pages had already gone by since that discussion, but yeah, neither of them are particularly common things. Especially in unstable space.Yeah I saw that bit about 8 stability. I didn't know that. I think its usually 6-7 on mine. I just thought it was weird because I see the Imaginos all the time, but none of the other rare ships. Who knows, I'm sure it will come up sometime.
The big drop looks to be close, so I'm holding off on patching BRDY until afterwards. Instead, I'll take some more time to polish and implement stuff.NOOOOOOOO!!!
The big drop looks to be close, so I'm holding off on patching BRDY until afterwards. Instead, I'll take some more time to polish and implement stuff.NOOOOOOOO!!!
Sorry if this has been addressed but a much appreciated QoL improvement would be to accurately depict the flux cost of the Scalaron Repeater. The in-game tooltip says 140 flux/sec but it's actually just shy of 560 flux/sec when going full auto.
I'd like to know what I'm getting into when I mount one. ;)
It wasn't in the patchnotes, so I was wondering if you were going to change any weapon slots on any ships to HYBRID?
Sorry if this has been addressed but a much appreciated QoL improvement would be to accurately depict the flux cost of the Scalaron Repeater. The in-game tooltip says 140 flux/sec but it's actually just shy of 560 flux/sec when going full auto.Waaait... so the in-game tooltip's flux/sec is based on when the weapon is out of stored charges and firing shots as they are created, not their burst!? If so, that's insane, it's completely misleading on weapons like the Autopulse Laser.
It works fine here, strange.
Here's a mirror though. (https://dl.dropboxusercontent.com/u/32517861/Blackrock%20Drive%20Yards%200.7.4%20%281%29.zip)
I hear you, which is part of the reason the Knight is going on the chopping block. Although the Knight can actually broadside 3 medium ballistics at a time, even though the slot layout makes this fact not readily apparent.
You can also make some truly insane close range ships with BRDY Strike Suite and SO...
Neiss!
My current stance is to simply allow SO for BRDY ships. It's a meaningful tradeoff because BRDY venting is a big part of the ships' strengths and you voluntarily give it up completely.
Yeeeah, the Asura is not going to keep its current incarnation. Don't worry though, it will still be powerful. Just not *silly*.
:)Spoiler(http://i.imgur.com/bVit9A0.jpg)[close]
BWEEEEEEEEEEEE
@_@Spoiler(http://i.imgur.com/bVit9A0.jpg)[close]
BWEEEEEEEEEEEE
Yeeeah, the Asura is not going to keep its current incarnation. Don't worry though, it will still be powerful. Just not *silly*.
That's like Mozart saying he's going to change Die Zauberflöte to be less silly, or Einstein changing his mind about the theory of general relativity.
@_@Spoiler(http://i.imgur.com/bVit9A0.jpg)[close]
BWEEEEEEEEEEEE
so even more universal mounts for the Karkinos now? or did you change some ballistic ones to energy?
The Karkinos' two universal large became hybrid instead, but so did the ballistics.oh right, you mentioned something about that. neat!
The Karkinos' two universal large became hybrid instead, but so did the ballistics.
Spoiler(http://i.imgur.com/bVit9A0.jpg)[close]
BWEEEEEEEEEEEE
I can hardly wait until you release it, because I only play .7 now and it isn't compatible.i don't think any of us play anything other than .7 now, this update just added and improved sooo many things, it would be really hard to go back again. but i actually kinda enjoy playing without (content) mods again for a change, makes me appreciate vanilla ships and loadouts a lot more :]
Great, now I have to call my next Asura "Papageno". Thanks for that ._.Yeeeah, the Asura is not going to keep its current incarnation. Don't worry though, it will still be powerful. Just not *silly*.
That's like Mozart saying he's going to change Die Zauberflöte to be less silly, or Einstein changing his mind about the theory of general relativity.
Christ almighty. I'll take it.
The Karkinos' two universal large became hybrid instead, but so did the ballistics.
Losing the ability to spam torpedos is hardly a loss when you can make things evaporate by looking at them in a slightly dissaproving manner.
Spoiler(http://i.imgur.com/bVit9A0.jpg)[close]
BWEEEEEEEEEEEE
Really diggin' the portraits, mshadowy has done some great work! Can't wait for this and SS+ to get updated so I can play again!
I've been using this mod for a long time and I just wanted to say thanks for all your hard work. This is my favorite Starsector mod by far.
http://imgur.com/a/JoHKk
Mshadowy cooking up some portraits in exchange for music.
Wow, those look awesome. On their own, but especially in context with their faction. Shouldn't the background be black, though?
First one is a reference, but not an anime reference.
as for real combat freighters, i'd like to see more of those in general as well.
Not sure if your mod of SS+ but whenever I take a commission with Blackrock I keep getting yelled at for not being hostile to "Knights of Ludd". I'm hostile to both displayed Ludd factions (church and path) so I'm not sure where I'm going wrong here. Will post in SS+ as well.It is a bug with Nexe. Look there for help
Was messing around with the plasma cannon in the sim on BRDY ships with the strike suite, and it seems the hullmod now reduces weapon flux costs to %15 of the original and not reducing it by %15.
Aww yeah that's my jam right there. Loving the new Shard and Volley Gun SFX.
Not sure if your mod of SS+ but whenever I take a commission with Blackrock I keep getting yelled at for not being hostile to "Knights of Ludd". I'm hostile to both displayed Ludd factions (church and path) so I'm not sure where I'm going wrong here. Will post in SS+ as well.It is a bug with Nexe. Look there for help
Hmm yeah, the Eschaton wasn't supposed to have such a high burnspeed. Going to fix that in the next update, and do some more combat testing.:]
Hehe, was wondering if some people would find it jarring compared to the softer old sfx (which has been in there since 2013 after all)i like the new ones, but i think i still liked the old ones more.
Don't have Nexe installed, will check to see if fix still relevant.do you have the latest (3rd) vanilla hotfix installed? i think there was something about the Knights of Ludd in the notes.
Hey Cycerin- do I still have your permission to post my edit of your mod here?
I just wanted to check, as I don't know if you would consider that sprite up to your stringent quality control standards. I would not want to publish a derivative work without your permission.
cant tell which mod is causing it if any but BDY patrols keep chasing me saying i dont have my transponder on when i do
EDIT: i think this is a base game bug because it only happened to that one fleet and never again
when using commision from BDY i keep losing points for not being hostile with knights of ludd is this because BDY still has them on their list even tho their not in the game anymore? or because the base game still has it in the code even if they dont exist? cant keep them capped out at 100 because of this
Blackrock has my favorite music of any of the mods I've used. At least if it hasn't changed since the 0.65 version.
Blackrock has my favorite music of any of the mods I've used. At least if it hasn't changed since the 0.65 version.
I had to cheat it in (removed 400k from my bank while I did it to be a little fair) because I couldn't find one and really wanted to try it out. Upgraded from a Desdinova.Doesn't SO reduce weapon range drastically though?
Well, what can I say, the ship delivers. Bounties that I had a lot of trouble with the Desd are now much, much easier. Reminds me of the earlier days of the Imaginos. It is also surprisingly tough, I got in situations that I was sure I was going to end up dead but they didn't even take half the hull, I guess the Nano armor really is doing wonders.
I'm running it with SO too, not sure if it is wise but it is how I'm running pretty much every ship that isn't a cruiser. The slots are used up by two AM Blasters on the front and two missile mounts on the far sides (Harpoons at the moment, but will upgrade to Clarents since I'm running Templars).
I don't use the laser a lot though. I mean, it's good, but the homing lasers are so effective that I can take targets from a distance without risking myself (though the 50% resistance is very helpful). I even installed that prism system to increase the range of the beam but I still use it sparingly.
I also got it at a high level already (~40) so I'm unsure how it fares at lower levels, but then again it will always take some good time to find this ship.
Overall the ship delivers in what I've come to expect from BRDY: a fun and different playstyle.
On a different note, anyone tried the Morpheus yet?
Doesn't SO reduce weapon range drastically though?
On a different note, anyone tried the Morpheus yet?Like Cyan Leader I cheated it in just to try it out.
As this is my first post on the forums I should congratulate you on making such a great mod that it makes me want to join and post just to review your ships! ;D
If you take an unlucky hit close to your back, be it a Salamander that slipped by or a fighter wing with EMP fire, you are done. They get very hard to control and spin absurdly fast, killing your positioning and 90% of the time ensuring a loss. Is this intended? Maybe it is an SO thing.
^What I'll probably do is just draw a small indicator pip, like the ones used in Exigency and Templars. I've been meaning to do that for a while, but I always forget.sounds good!
As for whether or not the Morpheus is OP, I feel quite comfortable that it isn't, given that it has a price tag and upkeep investment just short of a capital ship, but features the CR timer of a frigate, and a nasty 40% CR per deployment. Taking hull damage in a Morpheus is a nice way to make fighting unprofitable.mhm. it's great that there are so many stats and mechanics in starsector for that sort of balancing, that allow ships that are incredibly powerful for their size in direct combat without making all other ships obsolete. :]
(I dunno about modular LFOs, but I would really love a Medium Scalaron Pulse Launcher.)+1
Is the scaleron blaster meant to be so good? It's the best medium energy assault weapon in my game right now. It's currently 610 flux per shot, even at 1220 it's still an amazing weapon (which is what I have it set to right now... maybe should be more?)
I had a thought in the shower about LFO/Guided Linear Pulse missiles, that might be something to look into. I'm trying it out as a homing-laser torpedo, so I can send that along if you'd like to play with it and see if it gives you ideas.
I do run Starsector on a quite low-end computer, but I've noticed Gneiss is by far the hardest system for me to load. On entering a jump point the game pauses for 3-5sec and it's common for me to CTD as I enter, I assume from being out of memory. I'm not sure what specifically about Gneiss causes this as it doesn't seem to have much more to it when compared to other systems except perhaps the way Blackrock and its nearby objects are all chained to one market.
I do run Starsector on a quite low-end computer, but I've noticed Gneiss is by far the hardest system for me to load. On entering a jump point the game pauses for 3-5sec and it's common for me to CTD as I enter, I assume from being out of memory. I'm not sure what specifically about Gneiss causes this as it doesn't seem to have much more to it when compared to other systems except perhaps the way Blackrock and its nearby objects are all chained to one market.Do you also use Scy or Shadowyard, and in that case do you have the same problem in their systems? It could come from the high rez ring textures we use.
I do run Starsector on a quite low-end computer, but I've noticed Gneiss is by far the hardest system for me to load. On entering a jump point the game pauses for 3-5sec and it's common for me to CTD as I enter, I assume from being out of memory. I'm not sure what specifically about Gneiss causes this as it doesn't seem to have much more to it when compared to other systems except perhaps the way Blackrock and its nearby objects are all chained to one market.Do you also use Scy or Shadowyard, and in that case do you have the same problem in their systems? It could come from the high rez ring textures we use.
the diptheron fighter wing recovery rate is 0.25%? way too low? forget a decimal?
if error, what is it supposed to be? so i can mod it myself and keep using them.
So the Strike Suite hullmod (I think that's what it was called) mistakenly reduces flux cost to 15%? Is there any way to fix this while waiting for the patch?*blink* Oh! That's probably why that one Blackrock deserter bounty I fought was so incredibly dangerous compared to vanilla bounties!
Yeah, with that kind of bug, it would make them comparable to the Templars. :PSo the Strike Suite hullmod (I think that's what it was called) mistakenly reduces flux cost to 15%? Is there any way to fix this while waiting for the patch?*blink* Oh! That's probably why that one Blackrock deserter bounty I fought was so incredibly dangerous compared to vanilla bounties!
So the Strike Suite hullmod (I think that's what it was called) mistakenly reduces flux cost to 15%? Is there any way to fix this while waiting for the patch?
Oh, nice!So the Strike Suite hullmod (I think that's what it was called) mistakenly reduces flux cost to 15%? Is there any way to fix this while waiting for the patch?
https://dl.dropboxusercontent.com/u/32517861/BR.jar
This should patch it, also includes Void Buster updates
It's worth noting that while the Blackrock system does not spawn in Corvus Mode currently, the ships do in various m arkets.. I believe you can also just start as a Blackrock character and then capture a market to get access to stuff as usual.
am i an idiot?Because to make your mod compatible with Nexerelin you have to tell it to NOT generate it's system if Nexerelin is active. Corvus Mode require to make an exception to that rule, it's not complex but since it's a relatively new feature Cycerin has yet to implement it. And it's planned for the next Blackrock update.
nexerelin has a corvus mode that is not using generated systems.. so named i'd guess because corvus was in it
so if i'm not mistaken and that the BRDY system was a thing, why is it not in corvus mode?
does that mean it's in SS+ but not nexerelin and if so why
i'm confused
Getting a fatal: null crash every time I try to run starsector with Blackrock installed. I've got 0.7.1a, latest Lazylib, Shaderlib, and Starsector+. I also have Interstellar Imperium, Tiangdong Heavy Industries, Common Radar, and Autosave mods installed. Game works fine with them, but the moment I try to run with Blackrock, it crashes after loading.Looks like you need 64 bit java my friend!
This is the warning/error part of the starsector.log after the crash:Spoiler162344 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
162345 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id traveldrive_SHIP_SYSTEM not found
162345 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniuminjector_SHIP_SYSTEM not found
162345 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id brphasecloak_SHIP_SYSTEM not found
162345 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id skimmer_drone_SHIP_SYSTEM not found
162345 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id lucifergenerator_SHIP_SYSTEM not found
162345 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id scalarcloak_SHIP_SYSTEM not found
162345 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id scalarrepulsor_SHIP_SYSTEM not found
162838 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at com.fs.starfarer.util.O0OO.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Looks like you need 64 bit java my friend!
http://fractalsoftworks.com/forum/index.php?topic=8726.0
Because to make your mod compatible with Nexerelin you have to tell it to NOT generate it's system if Nexerelin is active. Corvus Mode require to make an exception to that rule, it's not complex but since it's a relatively new feature Cycerin has yet to implement it. And it's planned for the next Blackrock update.
- Added support for Nexerelin Corvus Mode
Haven't even got the new one downloaded all the way yet, but I wanted to mention a use I had for the Robberfly in my current campaign. With a Timid officer combined with Front Shields and Unstable Injectors they can outmaneuver anything and take a few hits at a time while grabbing any free objectives away from the main battle. I put Achilles or Salamanders on this setup to harass from a good distance. Another thing they can do well is quick strikes. With Harpoons or Voidspears they are great strike craft that I bring into the battle at the moment they're needed and then retreat them once they've dumped their missiles into the target. They got even better once I found some Clarents off the Templars I'm trying for the first time now that I've got my Shaderlib issue sorted out.
Still have yet to find a Morpheus.
Ah, waifu2X. It's definitely a useful thing. It's more for anime style images and such though (like my avatar), doesn't work nearly as well outside that focus.
"doesn't work nearly as well" doesn't imply it works worse than others. ;)Ah, waifu2X. It's definitely a useful thing. It's more for anime style images and such though (like my avatar), doesn't work nearly as well outside that focus.
While that is true, even outside what it is actually made to upscale it still does a better job of it than any other algorithm... Unless you are doing classic pixel art.
ava.lang.RuntimeException: Ship hull variant [exported_variant_brdy_desdinova_e4286165-589b-4029-9585-0a043d8ecb0d] not found!
at com.fs.starfarer.loading.super.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.getPointsForVariant(FleetFactoryV2.java:597)
at org.histidine.chatter.combat.ChatterCombatPlugin.pickRandomMemberFromList(ChatterCombatPlugin.java:461)
at org.histidine.chatter.combat.ChatterCombatPlugin.playIntroMessage(ChatterCombatPlugin.java:432)
at org.histidine.chatter.combat.ChatterCombatPlugin.advance(ChatterCombatPlugin.java:504)
at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Vespas also fair poorly without cover swarms.imo, the problem isn't with the Vespas themselves, but with the Fury torpedos. a while back, before the vanilla missile rebalance, they were pretty great for hitting small/fast targets due to their high speed. but with the Reaper buffs, the two now share the same speed. slightly higher damage against shields and some emp damage just isn't really worth the sacrifice of a huge amount of damage against hull, let alone armor, even disregarding the (admittedly small) flux cost as additional drawback.
- Changed Fury Torpedoes:sounds good :]
I decided to buff the speed and overall usability some more instead of simply buffing damage. I want the Fury to be the most proactive torpedo, as in you will want to use it on targets that still have options available in order to weaken or overload them, rather than saving them for overloaded or vulnerable targets.yeah, that's how i used them before the Reaper buffs, i like them having a unique role with focus on speed.
What are you going to call the Scarab once Alex releases the new version?how about Hornet? it's pretty big and it can really hurt. ^^
What are you going to call the Scarab once Alex releases the new version?
I don't really see an issue with keeping the nameconsidering they share not only their name but also their rather specific Heavy Frigate classification, it could get really confusing, especially to newer players. if one was a frigate and one a cruiser or something like that, it probably would be less of an issue.
Ateuchusthat sounds good! and very Blackrock-y somehow. has a similar ring to Dipteron, Typheus and Desdinova, at least to me.
Strange ... patch notes of vanilla state that problem was fixed :<Nope, vanilla "fix" was to a "bug" that caused you to go hostile to the Knights of Ludd upon accepting a comission. Which resulted in the worse bug of losing rep for not being hostile with them. That's fixed for .7.2, but we don't even have patch notes for that yet.
Console mod is still operational ?
I've been finding the new Scalaron Blaster to be pretty meh. Mostly due to low shot speed. It just doesn't have that *pow* feel it used to, where you fire and there's an immediate result. Instead, you shoot, and then you watch your shot sorta drift lazily outwards...
Earliest version of BRDY (for Starsector 0.6.2a) I can find has a scalaron blaster speed of 655 versus the current 600, so it's about 10% slower. But when I actually load up that old version of Starsector, it becomes clear that I must be remembering its speed with the increased projectile speed perk and comparing that to its speed without. Sorry about the false alarm. ...I would like to see it move a bit faster, though; the antimatter blaster, for contrast, has a shot speed of 1000.I've been finding the new Scalaron Blaster to be pretty meh. Mostly due to low shot speed. It just doesn't have that *pow* feel it used to, where you fire and there's an immediate result. Instead, you shoot, and then you watch your shot sorta drift lazily outwards...Shot speed hasn't changed at all, and afaik hasn't changed since I first made the weapon. I may have tinkered with it slightly at one point, but if so it was a while ago and not significant.
I actually like the Ferrocannon for its accuracy. Will tend to destroy frigates in a sniper-rifle-esque fashion before they get in their own weapons range of my Karkinos while still being able to shove larger opponents into long overloads after the Dual Shards and Heavy Neeedlers get the brunt of their capacitors loaded. I've never found a nice place for an Ironweaver.
ProdigyToby, Shards weapons tends to rip apart anything without too much armor, and Scarabs can mount a huge amount of those (plus their drones). A scarab swarm is unsurprisingly deadly early game, but you'll eventually have to get something else when high-level heavy cruisers can bath in shards rains and eat your frigates in all impunity.
Oh I know I can't use them forever, but in their ship tier of frigates they are so dominant. They can deal with pretty much any frigate pretty easily, and kite some destroyers or outright kill them. You can mount a ferrogun or sledge cannon on them and they can deal with Tempest frigates as well.
Oh I know I can't use them forever, but in their ship tier of frigates they are so dominant. They can deal with pretty much any frigate pretty easily, and kite some destroyers or outright kill them. You can mount a ferrogun or sledge cannon on them and they can deal with Tempest frigates as well.
I've always been a fan of an extended gale on a scarab's centre mount myself, though a sledge works just as well or better. Especially in the early game, either of those lets scarabs swat any fast, poorly shielded frigates right out of the sky.
You say anything else bad about the shrimp, Imma have to beat you up, son.
3 shard guns, a gale, 2 achilles pods, 2 shredders and an argus. Basically the perfect destroyer.
Perfect destroyer seat is already occupied - it's Desdinova. Best speed and weapon package in DE class, can't beat that.
I gave the Gonodactylus standard weapons. I remember giving it Light Assault Guns, Railguns, and Salamanders. It was effective at brawling.
Desdinova is like a ballistic-version of Medusa with jets instead of skimmer. Use long-range ballistics and kite-and-snipe things to death.
I generally prefer standard weapons over Blackrock's; the best tend to be cheaper and/or more effective in some way. Blackrock weapons are acceptable substitutes if I cannot get the best stock weapons.
Its actually the scorpion. 3 med slots, two drones. How can the other destroyers even compete.Scorpion is slow and due to hands off nature of it's ship system boring to pilot. Decent for AI, but not something I'd ever consider as player ship. It also has critical flaw of burn speed 8 - meaning it can not be used in DE-based fleet.
Its actually the scorpion. 3 med slots, two drones. How can the other destroyers even compete.Scorpion is slow and due to hands off nature of it's ship system boring to pilot. Decent for AI, but not something I'd ever consider as player ship. It also has critical flaw of burn speed 8 - meaning it can not be used in DE-based fleet.
As for weapons:
Crystal shard weapons are good on hardpoint-centered frigates (Mantis), when you have hard time finding similar enough pair of HE + kinetics (in terms of range and projectile speed). Also decent on AI ships, since they have no concept of explicit damage type management.
Volley gun is simply excellent - yes, range is somewhat short, but efficiency is unmatched and even frigate's shield is generally big enough to catch most projectiles.
Scalaron blaster was good pre-nerf, especially when in already flux-stressed build, not sure about it's usefulness now.
HE beams are also quite good and have no vanilla equivalent.
Large Ferrogun can be used on Capitals, when you simply can not afford yet another flux hog. It gets frigates overloaded while storm needler is busy spinning up.
Other than these I usually use vanilla/other mod weapons.
Good Shrimp loadout (AI piloted): 3x Voidspear, exp. missile racks, pref. missile officer, shard cannons, ITU and any medium gun. Kills destroyers and frigs by the truckload.
Knight is not meant to be a player piloted powerhouse ship. It's like a Venture except faster. Loadout should emphasize missiles and range. The turret layout is the ship's intentional handicap because it's a survivable, cheap cruiser with a flight deck that can still kill frigs and destroyers easily. Naturally, don't use it ever if you don't intend to have fighters in your fleet.
Well - why would a ship with a flight deck be a powerhouse/brawler ship?
BRDY won't cater to every niche in the game. If it did, the faction's identity would be eroded.
Do you want the Dominator.. or the BRDY Dominator? What an exciting choice. The Knight is tanky, though, and the redesign will probably include a flight deck-less offshoot more geared towards player agency.
HE beams are also quite good and have no vanilla equivalent.Actually, the larger ones do - phase lance and the updated tachyon lance. Phase lance may only be energy damage, but it outperforms the medium HE beam (unless Cycerin powered it up sufficiently since I last played pre-Morpheus Blackrock).
A BRDY Dominator? That IS an exciting option for players, isn't it? Im sure from what I've seen so far you could come up with something very fun and awesome in regards to that topic, I fully endorse the BRDY Dominator. The knight is hull tanky sure, its flux is the problem, it cannot really "tank". I wouldn't look as removing the flight deck something geared towards player agency, more like "more options" agency. I'm not just suggesting "Just buff the Knight" I of course would also suggest removing some of its turrets to balance it out and offset the buff it would get to its base systems, if that was the case.
A BRDY Dominator? That IS an exciting option for players, isn't it? Im sure from what I've seen so far you could come up with something very fun and awesome in regards to that topic, I fully endorse the BRDY Dominator. The knight is hull tanky sure, its flux is the problem, it cannot really "tank". I wouldn't look as removing the flight deck something geared towards player agency, more like "more options" agency. I'm not just suggesting "Just buff the Knight" I of course would also suggest removing some of its turrets to balance it out and offset the buff it would get to its base systems, if that was the case.
It already exists, it's called the Punisher, is in SS+, and I made it. :D
QuoteHE beams are also quite good and have no vanilla equivalent.Actually, the larger ones do - phase lance and the updated tachyon lance. Phase lance may only be energy damage, but it outperforms the medium HE beam (unless Cycerin powered it up sufficiently since I last played pre-Morpheus Blackrock).
Tachyon Lance, admittedly, is a lemon now for its OP cost.
Phase Lance is 188 Energy DPS, with a 1k burst and 500 emp.QuoteHE beams are also quite good and have no vanilla equivalent.Actually, the larger ones do - phase lance and the updated tachyon lance. Phase lance may only be energy damage, but it outperforms the medium HE beam (unless Cycerin powered it up sufficiently since I last played pre-Morpheus Blackrock).
Phase Lance was 200+ DPS last time I looked.Nope, 188.
The problem I've had with the Knight is its burn drive. It behaves exactly as you say until the knucklehead turns on the burner and throws himself into the middle of a slugfest. The last Knight I used had its armor stripped off at range but survived, and as I relaxed and let go of the keyboard after a big showdown with a heavy capital the Knight came burning in and suicided on the wreck.
I haven't tried it with officers yet, but given the unique bounty Heron with its maneuvering jets hauls straight at the enemy until it gets close enough to switch to backing away with its timid officer, I don't think the same AI would survive when stuck burning forward.
Actually, yes. Unmodded Phase Lance DPS is 217, burst damage is 1250. I guess you are playing SS+ or some other mod that "rebalances" weapons.Phase Lance was 200+ DPS last time I looked.Nope, 188.
-good shrump-
-good shrump-Nice.SquallGale Cannon variants always get points from me. I like to go with 5 small ballistics in the nose and flank turrets, then stick a Shredder Battery on the medium slot and go 100% knife fighting.
hey, quick question, is there a way to tweak how rare these ships are in game, specifically in markets? I like the mod but want to keep a predominantly low-tech feel, so I thought it'd be nice to make BRDY tech harder to find.
Oh hey, speaking of weapons - I was just digging through the files, trying to figure out why the argus PD systems felt so much weaker than they used to. And I found some things of note:Oh wow, I thought I was just crazy. I've noticed the Argus line of weaponry underperforming as well. The beams seem to sometimes "slip past" missiles on a guided approach - even very slow missiles, IIRC. Good to hear you're aware of the issue. =)
The first is that these weapons never got buffed when increased damage from high flux was removed from the game.
The second is that - for reasons I do not fully understand - they underperform against moving targets; an Argus Particle Beam, with its current stats, should be able to take out a salamander missile in two hits (same as burst PD); in actual practice, it requires three. It looks like this has something to do with the autofire AI not tracking properly - when I add sufficient range mods for it to shoot at a salamander that's still on a straight line approach, it does manage to kill the missile in the expected two shots.
Testing against ships demonstrates some additional foibles. The big one is that the game engine only calculates beam damage in tenth-of-a-second ticks; so when the Argus PD Array (for example) is "supposed" to fire for .28 seconds for a total burst damage of ~308, it actually only fires for .2 seconds, for a total burst damage of ~220. (And no, I have no idea why the Codex claims that weapon "should" be doing 235 damage per burst; it's clearly not.)
hey, quick question, is there a way to tweak how rare these ships are in game, specifically in markets? I like the mod but want to keep a predominantly low-tech feel, so I thought it'd be nice to make BRDY tech harder to find.
You would need to spend a lot of time tweaking BRDY variants, as well as fleet compositions in the .faction file, which would have undesireable side-effects. So not really.
Weird, not happening here. Unless you mean on AI ships - they never set ScBs to autofire.
The one system that lets you reload everything and quickly re-fire is never used by the AI..like...never.Do you mean Stenos's system? That ship should never be given to AI, it's too defenseless. it can burst a lot of damage in the blink of an eye but it's kinda suicidal even for players.
The new system you are describing, unless it is very powerful, sounds too risky to atempt to make use of on an already very risky fragile BRDY hull and flux capacity.
Overall the system would be useful if you just pop it, so that there wouldn't be any point gimping the Stenos by giving it flux hungry weapons to "game" the design.
The new system you are describing, unless it is very powerful, sounds too risky to atempt to make use of on an already very risky fragile BRDY hull and flux capacity.
I completely understand what you're saying, butQuoteOverall the system would be useful if you just pop it, so that there wouldn't be any point gimping the Stenos by giving it flux hungry weapons to "game" the design.
The flux based bonus would be a bonus, and you don't have to be near death to be around 50% flux.
The rest of what you're saying seems like an interesting counterpoint to my own experience with BRDY ships. There are a lot of ships you can use that are as least as resilient as vanilla options and easy to manage in the AI's hands - the Scorpion was designed specifically with this in mind. For my playstyle, the faction's design has bigger payoff than most vanilla ships
E: (but that's not really a coincidence)
There are a lot of ships you can use that are as least as resilient as vanilla options and easy to manage in the AI's hands - the Scorpion was designed specifically with this in mind.
Oh, and i managed to make the Knight works. Yes, pretty much everyone had that "Eww..." reaction when they opened the refit screen on the Knight and saw its weird loadout. But in the end, it's an all around better (but more expensive) Venture and should be expected to perform as such. Fitting it as a Scalaron pulse boat with Ferroguns does the job, an Achilles boat isn't a bad either as it can keep the enemy ships constantly on their toes, and leave them vulnerable for the rest of the fleet.
If you wanted to change it while keeping it the same you could go for something like Chrysina; though that loses out on any meaning the name itself might provide...Ateuchus.
Are you making the Desdinova not a fast destroyer anymore? It's its strongest selling point.
I'd love to see a boss variant one day.
I like Cicada but I'm sort of settling on Weevil because it needs to be a beetle, giving it some more consideration though.
Working on the destroyer that will be the counterpart to the Scorpion.
Desdinova will recieve the designation Heavy Destroyer, become less common, and recieve a few changes, along with a future sprite/layout cleanup.
I'd love to see a boss variant one day.
What if that happened to the Imaginos. Or the Morpheus. Or maybe even those Nevermores. God help us all...
Also: Boss Karkinos
Hmm, guess I gotta post a video of my Kirk setup soon...
Also, whoa loving that sprite. Is it supposed to remind me of a bark scorpion or other arachnid?
Cetonias are a bit nerfed next version due to Arcjet Burner changes making them better for combat maneuvers than escape, plus I finally got around to making a change I alluded to in the description but didn't actaully implement (slightly higher hyperspace fuel consumption than other freighters)oh yeah, i remember wondering what was up with that description. these changes sound good. :]
No idea. ;D "See-ton-ee-a"?guess i'll just go with Ke-tone-ya, then..
Ancient, powerful, and unimaginably expensive to operate. Now with a fresh makeover!/drool
I pronounced it "Seh-toh-nee-ah".I second this one. =)
Assuming I hat the idea in second place in the pool also get approved: what kind of save monsters can we expect to see?
Because I don't know if it's a bug or not butSpoileri did see in the pause menu a alien looking OMNOMNOMNOM ship, same ship was also posted in a contest[close]
neat. looks like the perfect weapon for a Locust swarm.
Just a quick question. Does the strike suite mod and the ordnance skill affect weapon' critical damage, such as the shard weapons and sledge gun?
So what are you gonna rename the Scarab to?
So i tried that one Phase ship with a lot of inbuilt weapons thinking "Nice! A good Phase Ship that i don't have to outfit!"are you talking about the Morpheus? i don't think it really counts as a phase ship, its defense just works too differently (despite technically being a unique kind of phase cloak). that ship is supposed to be incredibly powerful for its size, since it costs as much as a capital ship, yet has the peak performance time of a frigate.
You can all imagine my face when it completely annihilated a pair of frigates and a bunch of fighter.
Holy damn! I don't want to imagine a Cruiser or a Capital version
those slot covers fit the color scheme very well, but they look a bit.. blurry compared to the rest of the ship.
So basically the new Desdi is a Pinto with a JATO booster welded to the boot?
So basically the new Desdi is a Pinto with a JATO booster welded to the boot?
So Overtuned Drive Systems increase max speed but decrease maneuverability? De-orbiting space stations does need a lot of thrust, after all (from my KSP experience hehe)
The other main change is that it's way more durable. It gained 1500 hull and 100 armor.So it gained an ablative frigate strapped to the bow?
Good call, gave them a round with a sharpening filter.\o/
It's a hullmod that increases all engine damage taken by 200%, and incurs 25% greater CR loss from hull damage during combat.so, a Desdinova with Unstable Injector takes 7 times normal engine damage? O:
So it gained an ablative frigate strapped to the bow?best use for a Hermes i've ever seen.
So i tried that one Phase ship with a lot of inbuilt weapons thinking "Nice! A good Phase Ship that i don't have to outfit!"are you talking about the Morpheus? i don't think it really counts as a phase ship, its defense just works too differently (despite technically being a unique kind of phase cloak). that ship is supposed to be incredibly powerful for its size, since it costs as much as a capital ship, yet has the peak performance time of a frigate.
You can all imagine my face when it completely annihilated a pair of frigates and a bunch of fighter.
Holy damn! I don't want to imagine a Cruiser or a Capital version
The other main change is that it's way more durable. It gained 1500 hull and 100 armor.So it gained an ablative frigate strapped to the bow?
How much does the big explosion-plus-a-million-homing-bolts thing scale? Is there a cap or absorbing a entire II Apocalypse MIRV allows me to wipe out half of the battlefield?
The most minute of nitpicks, but i'm fairly sure individual ships are decommissioned and classes are retired.
The new Scalaron Blaster sprite looks great. The barrels for the Gale and Extended Gale look a bit strange compared to their base Sprites though.
I don't remember if they'd always been like this or I just didn't notice until now, but every so often phasing in the Morpheus has no effect on approaching missiles, bullets, or beams. I just lost one because the half dozen harpoons I'd hoped to absorb hit me while phased instead.
I don't remember if they'd always been like this or I just didn't notice until now, but every so often phasing in the Morpheus has no effect on approaching missiles, bullets, or beams. I just lost one because the half dozen harpoons I'd hoped to absorb hit me while phased instead.
I agree that it seems to help the AI out, as previously when I ran into enemy Nevermores they seemed to be piling on way too much soft flux and thus easily overloaded or ignored.
I haven't seen any of the Eurypterus-class destroyers; are you sure they're in the game?
There is definitely something up with the availability of the Eurypterus-class with SS+. Refreshed the market 20 times in a row, got several Asuras, Nevermore Class zeros and even Morpheuses, but not a single one of the new destroyer. It's not even supposed to be rare, is it?
Regarding the Dart SRM, I haven't even had a chance to play with it yet, but I've bought every Light Dart I see. A small weapon mount Itano Circus, NINE individual undodgeable homing missiles packing nearly the explosive power of a rubber band (one of the really thick rubber bands like you get on a bunch of broccoli, not one of those wussy tan rubber bands, mind you), the Light Dart makes up for in volume what it lacks in power. It does less sheer damage against almost anything than the equally expensive Swarmer, but unlike the Swarmer it slowly replenishes ammunition. It's practically missile PD with the amount of shots it puts into space. Despite being slightly weaker than the Swarmer, I think this weapon needs a bump up to 5 OP to be truly vanilla balanced. Oh and the new sound is nice too, but I hardly noticed the sound, I was too busy marking out for a missile weapon more spammy than the Annihilator.
Question:It… doesn't? Seriously, I've got the most recent version of the mod and I'm looking at my Dessie right now, it doesn't have the High Maintenance hullmod.
Why does the Desdinova have high maintenence now?
It seems a tad overkill.
While the ship is strong in the right situation, it still dies horribly if you make even a slight mistake. It already has very high maintenence and deployment costs, and overtuned drive systems compounds on top of that. It just seems a bit much, even if the ship is above average in player hands.
Question:It… doesn't? Seriously, I've got the most recent version of the mod and I'm looking at my Dessie right now, it doesn't have the High Maintenance hullmod.
Why does the Desdinova have high maintenence now?
It seems a tad overkill.
While the ship is strong in the right situation, it still dies horribly if you make even a slight mistake. It already has very high maintenence and deployment costs, and overtuned drive systems compounds on top of that. It just seems a bit much, even if the ship is above average in player hands.
Are you thinking of the Asura?
It's roughly similar to a Venture in terms of utility/power. Would you flagship a Venture? Probably not.I have before, at least before 0.7 gave it crippling low burn speed and officers made fighters mostly obsolete. Venture was a good ship to use.
...Dart SRM's...
...Karkinos'...
...Shinespark Desecrator...
...Scintillating Demolisher...
...Starlight Destroyer...
How is the BRDY compatibility patch for SS+ coming? I'm sorry I love your mod and I'm trying to play some single player SS+ and to be honest my universe is terribly drab with only 4 player factions especially when Blackrock isn't one of them.
I hope you aren't so cruel as to make most of the missile frigate's weapons fixed side mounts.
I can't do anything about this, you need to wait until SS+ is updated again if you want the new content with SS+. Note that BRDY will still run, it just won't spawn any of the stuff that came in 0.8.2
As for the slots, I'm pretty set on slot type/count for the frigs at this point, and don't want to bloat out the mod with variants either. The exception is if I make BRIA (elite subfaction) skins for certain ships.
I might make a missile-oriented frigate in the future, though.
Missile launcher.There already IS a missile similar to this: The Kestros LRM from Exigency! It fires two LRMs that explode into 20 MMMs (the built in missiles on Exi ships) a piece for a total of 40
Spits out a dumbfire thing at a decent clip with a long range and a proximity fuse.
When the fuse triggers it explodes and pukes out a load of Darts.
thusly.... (https://youtu.be/f-uhi_qIgSU?t=85) [/scooby doo wavy hands]
Darts are awesome.
In other news, crap sketch of Cetonia redesignlooks cool, but so does the current Chituneya. why not make a new transport? there's a serious lack of cruiser-sized freighters in Starsector, imo. :/
Not to be nitpicky, but is there really a need for a missile-oriented frigate? A Silverfish(-B), Weevil, or Mantis can perform that role without too much trouble. Their peak times aren't even a problem considering most missiles have limited ammo.
can burn CR to create new rockets/missilesyeah, that went really well, last time. :3
Well I mean if you wanted a frigate that can regen missile ammo I reckon it would need a monster power core, so we're looking at double or triple the usual frigate pricetag for the same level of durability, a cooldown on the ability so you can't just spam torpedoes, a general lack of a supporting weapons, and finally a really high flux spike from using the ability that basically requires you to instantly vent afterwards.
Well...
In other news, crap sketch of Cetonia redesign
(http://i.imgur.com/1b2MIKs.jpg)
Tend to sneakily draw these at work
obviously the system would need to have major drawbacks, yeah. it can't be something you can just spam whenever (which is actually true for the vast majority of ship systems). but i don't think it necessarily means the frigate needs to be three times as expensive as others, that depends entirely on what the system actually does, how powerful it can be, and what limitations it has -- not to mention the basic stats of the ship itself.
I just discovered the missile boat Asura... It's great! 4x darts, 2x Achilles pods, 1 large missile launcher of your choice, expanded missile racks and eccm package.
I just discovered the missile boat Asura... It's great! 4x darts, 2x Achilles pods, 1 large missile launcher of your choice, expanded missile racks and eccm package.
I just discovered the missile boat Asura... It's great! 4x darts, 2x Achilles pods, 1 large missile launcher of your choice, expanded missile racks and eccm package.
Alternately...Spoiler(http://i.imgur.com/V1dn5Ia.png)[close]
*goes through spaceship list and sees Omnomnomnom class ship* .... I am glad I have never met this >.>
I just wish eternal death upon Missile Specialization, really.This; its so incredibly broken and makes balancing missiles so hard - the skill rework can't come too soon.
Finally took a commission with BRDY so I could access the high-level gear so I was able to play around with the full Dart and not just the light model. Cramming five of them on a Silverfish-B with Expanded Missile Racks and a Missile Spec 10 pilot is insane. A lovely three-second missile corkscrew firehose that can overwhelm most destroyers' PD and shields through sheer volume of projectiles, not to mention making the new TriTach ships and the old favorites (Tempest, Hyperion, Wolf) into irrelevant jokes. Add Target Analysis 10 and a Dart Spam Silverfish-B can beat most Dominator loadouts and even an Eagle in a straight fight before its missile racks run dry. Most matchups are easier with linked fire to maximize the amount of missiles on the screen at once, but if going up against the newer deadlier phase ships, alternating fire means never not having a continuous stream of missiles destroying the phase ships' pathetic armor from every direction at once. This hard-counters the Doom and the Asura and I've even managed to beat a Martyr with one, although that took actually manuevering my ship and choosing shots, not just holding down the fire button mindlessly.Spoiler(http://i.imgur.com/8mlQa6J.gif)[close]
I was never in danger from this poor guy. I didn't need to vent because his Sabots were vaporized by the missile stream. To be fair, this GIF shows the fourth or fifth time I launched a volley.
Darts also suffer from the same problem that the Ironweaver used to, the high speed and long life of the projectiles mean that they are lethal well after they leave their supposed "effective" range. In the player's hands they can inflict serious damage on offscreen enemy ships before the AI ever realizes it's supposed to raise its shields.
- scoutship (superlight destroyer), new medium energy weapon - the Particle Rifle, and a medium missile mount for Fury Torpedoes
^ The weapo isn't planned to be a medium version of the Particle Lance......you make me so very sad...
Lol, thanks for the feedback as always Pesci. I have nerfed the Dart in the dev version, but I think I need to add some additional measures. I just wish eternal death upon Missile Specialization, really.
The Silverfish-B can also mount a max. of 3 missiles now. 5 missiles is too much for a frigate.
Been postponing it forever but this is the Karkinos redesign preview. It will have 3 converging large mounts, but one is a central hardpoint. It loses the 4 small universals, and the rear large turrets become mediums. All in all, its firepower is not greatly impacted against large targets, but it will be much harder to pop frigates and destroyers. As a compensation, the ship's armor will recieve a small buff. I am still working all of this out though, so it will take a while to figure out exactly what to do. As has been the case with 90% of brdy changes the past year, my end goal is to make the ship better in AI hands and less OP in player hands, while still making it more interesting for the player.That sounds very similar to an Onslaught with slightly better turret coverage and no TPCs. I mean, the Karkinos is already quite similar design-wise to the Onslaught, so I'm a bit worried they might become too similar and BRDY's capital won't feel much like a unique BRDY ship.
The Onslaught can converge a max of 2 large turrets, and isn't known for having the ability to disengage or engage with overwhelming efficiency.Well, alright. I'm gonna miss the small universal slots, though.
All I'm changing about the Karkinos is 1) its ability to nuke anything in the game in a few seconds with an optimized character, and the cheesiness of having 4 converging large turrets. Two giant design problems that have been annoying me for ages.
The Onslaught can converge a max of 2 large turrets, and isn't known for having the ability to disengage or engage with overwhelming efficiency.
All I'm changing about the Karkinos is 1) its ability to nuke anything in the game in a few seconds with an optimized character, and the cheesiness of having 4 converging large turrets. Two giant design problems that have been annoying me for ages.
Be careful on making too many changes due to highly optimized characters, eventually the skill revamp will come and many of these changes will be based on odd data.
I just noticed that the Screaming Disintegrator doesn't damage friendly ships; I'm not sure if that's a bug or not, so I'm reporting it anyway. I can see how it would be intended, so the AI doesn't blow up its own fleets by teleporting around at the start of battle, but I don't think that plasma from the explosion dimension would care about IFF signals.
Noteworthy exception: The II TITAN does not care about friendly fire; it will nuke your own fleet just as easily.
Something to consider when balancing the Karkinos is that the Strike Suite can be used with ITU, and while the ITU range bonus increases with ship size, the Strike Suite range malus does not. A 15% range decrease on a capital ship that gets +50% range is much less noticeable than on a frigate that only gets +10% range. Perhaps the Strike Suite range malus should scale with ship size, like the ITU range bonus does?Disagree. The scaling range bonus from ITU is there because larger ships really need more range; there's a reason that SS+, for example, bakes in a portion of the range boost.
And in my eyes thats the really fun part about it, you have a risk to damage your own ships when using some pretty strong mechanics/weapons etc.i can see why it's fun for such a highly specialized ship/weapon, but the Karkinos is BRDY's primary capital ship. it would probably be a bad idea to give it a system that would endanger your own ships just by having one in your fleet.
I just noticed that the Screaming Disintegrator doesn't damage friendly ships; I'm not sure if that's a bug or not, so I'm reporting it anyway. I can see how it would be intended, so the AI doesn't blow up its own fleets by teleporting around at the start of battle, but I don't think that plasma from the explosion dimension would care about IFF signals.
The Nightmare Defibrillator used to damage friendlies, but it was really annoying to deal with.I can see how it would have been, especially getting the AI to not kill its own fleets with it.
I haven't really felt that Strike Suite its OP when comboed with ITU even on the Karkinos, since it's a vast amount of OP that isn't being used on other stuff. I'd rather just increase the OP cost than nerf any stats, for the reason Wyvern pointed out. But like I said, doesn't feel broken to me.
#youredoingitwrong
Ait, what I'll do is just make it mutually exclusive with ITU and Dedicated Targeting core and rebalance the hullmod from there.I considered suggesting this. I decided against it because I thought it was too crazy. But you're actually doing it, you absolute madman.
Ait, what I'll do is just make it mutually exclusive with ITU and Dedicated Targeting core and rebalance the hullmod from there.I considered suggesting this. I decided against it because I thought it was too crazy. But you're actually doing it, you absolute madman.
Twitter hashatgs outside of twitter should be automatically taken as sarcastic Helmut :D#youredoingitwrong
There's no wrong way in a sandbox game. The kiting Karkinos isn't as flashy as the striker one, but it still works.
I'd much rather continue seeing new, interesting ships and weapons in this mod.I'd much rather see space monsters, personally; BRDY already has a full set of ships and weapons capable of filling any niche, and I don't really think it needs more. What is it missing that would be filled in by a new weapon or ship?
Honest question: why are people so interested in battling space monsters that likely only have have 1-2 'weapons', don't have flux or shields, and are mainly HP sacks to grind down before their bite attack or "organic laser" does the same to you? It seems like space monsters would not possess many of the mechanics that makes Starsector combat fun.
I'm talking out of my ass on unsupported assumptions here, to be clear. I don't know Cycerin's ideas, and I'm sure it's possible to design cool space monsters with unique, scripted mechanics that are fun to fight and require a different approach from starship combat. But that sounds like an absolute ton of dev time and work, and I'd much rather continue seeing new, interesting ships and weapons in this mod. =)
Honest question: why are people so interested in battling space monsters that likely only have have 1-2 'weapons', don't have flux or shields, and are mainly HP sacks to grind down before their bite attack or "organic laser" does the same to you? It seems like space monsters would not possess many of the mechanics that makes Starsector combat fun.
Really surprised that music has the lowest amount of votes. I guess most people play with their own music since the soundtrack currently in the game is extremely lacking.Probably because the faction already has a complete soundtrack.
I would like to see some kind of medium/large mounted long-range scalaron pulse.
Rage SRM (new)O:
Rage SRM (new)O:
what does it do?
Particle Rifle (new)
Fury Torpedo Launcher (new)
Rage SRM (new)
Heavy Scalaron Pulse Launcher (new)
INM Assault Gun (redesigned)
Voidspear MRM (redesigned)
it does nothingOUTRAGEOUS!!
yep, nothing
doesn't that make you mad?
I'm glad to see a new guided (I assume it's guided?) SRM in the game. I think the space for fast but short-range guided missile weapons is somewhat underexplored in Starsector. (possibly due to potential power in frigate duels?) The idea of getting up close to deliver a powerful missile volley greatly appeals to me.It's unexplored because MRM are already bloody fast and decently ranged. Atropos with ECCM are almost as fast as a Hellbore shot! (not even mentioning skills).
^ Which is dumb if you ask me. Harpoons are so annoying in vanilla precisely because offscreen ships will sh*t 15 of them the moment something overloads. Adding some opportunity cost or at least keeping range at around max. a screen length for missiles that can seriously punish overloads is generally a good idea.Totally agree with you here! The latest changes to missiles made venting as much a death sentence as overloading and seriously diminished the tactical aspect of the game (at least until you get a fleet big enough to have some cover while venting). I understand why it has been done though, making ammo limited missiles worthwhile next to regen missiles... But that's treating the symptoms not the cause and ultimately making things worse.
*works on insane Morpheus changes*
Totally agree with you here! The latest changes to missiles made venting as much a death sentence as overloading and seriously diminished the tactical aspect of the game (at least until you get a fleet big enough to have some cover while venting).Vent spam is still as dominant as it was, just don't try to vent big flux reserves with comparatively small vent speed. It is mostly something to do between your and enemy shots.
Speaking of the Morpheus:
The Imaginos is pure AoE
The Morpheus is The Circus
Would a cruiser sized one be a directed beam/blast? And a capital?
Hey, glad you enjoy it. Pretty sure I'll be adding more stuff in the future, too. Depends on what's being done with music in vanilla as patches go forward.Speaking of the Morpheus:
The Imaginos is pure AoE
The Morpheus is The Circus
Would a cruiser sized one be a directed beam/blast? And a capital?
I was thinking a directed energy weapon for the cruiser and a heavy teleport with aoe damage for the capital hehh
It'd be an interesting high-risk high-reward ship similar to the Templar Paladin but unlike the Paladin the AI would be unable to use it effectively.
Y'know guys, I'm pretty sure he was saying that those ships already exist (i.e the Karkinos and the Nevermore)
Fug
(http://i.imgur.com/utwtDe4.png)
but i agree that the Ferrogun feels underwhelming. with projectile speed and damage per shot closer to vanilla weapons, it misses more often, causes overloads with lower frequency and duration and is countered more effectively by armor.
The Ferrogun is perfectly viable. Comparing it to the HVD, the HVD costs more OP and is more liable to miss close-mid range targets. If you want a cheap, flux-efficient way to destroy frigates and cause overloads, it's hard to beat the Ferrogun. I'm not going to overbuff weapons that are fine.The HVD does 275 kinetic damage per hit; the Ferrogun's per-shot advantage is negligible. The Ferrogun is more flux inefficient than the HVD, which is quite inefficient already; it has lower DPS and does no EMP damage for the same amount of flux/sec. 11 OP is the same cost as the Ion Pulser; I consider that above average for a medium weapon, and cheap to be less than 10 OP. It certainly has a very high projectile speed and its per-shot damage is comparable to vanilla weaponry, but every other aspect of the weapon is sub-par compared to vanilla.Quotebut i agree that the Ferrogun feels underwhelming. with projectile speed and damage per shot closer to vanilla weapons, it misses more often, causes overloads with lower frequency and duration and is countered more effectively by armor.
It doesn't miss more often - it has near hitscan projectile speed with combat skills. In my experience, it causes more overloads than any other medium projectile weapon. No vanilla kinetic medium does 300 damage per hit, which is why the Ferrogun is very good at crushing frigate armor.
It doesn't miss more ofteni meant "compared to the Ferrocannon", not "compared to vanilla weapons". FG does have high projectile speed, but still not as crazy high as FC.
Why are you phrasing it as if the weapon's biggest strengths are just a perk of its design? The entire weapon is balanced around the fact that it has near-hitscan projectile speed. I didn't realize the HVD was that close numerically, but I still won't change the weapon as it currently stands. Because you can stack several Ferroguns on a lot of BRDY ships, it's balanced around ships comboing it with itself or several other weapons that benefit from bursty kinetic damage.I'm disputing the idea that near-hitscan projectile speed is the be-all and end-all. It's good, but I don't feel it can carry a weapon that's inferior in almost every other aspect. And the Ferrogun isn't alone in having very high projectile speeds; Needler projectiles are almost as fast, and the only areas the Light Needler is inferior to the Ferrogun in are per-shot damage (not per-burst damage, the LN does 500 kinetic over the whole burst) and recoil. The Light Needler can't strip off frigate armor nearly as fast, but neither it nor the Ferrogun are going to be the only guns on a ship.
Why are you phrasing it as if the weapon's biggest strengths are just a perk of its design? The entire weapon is balanced around the fact that it has near-hitscan projectile speed. I didn't realize the HVD was that close numerically, but I still won't change the weapon as it currently stands. Because you can stack several Ferroguns on a lot of BRDY ships, it's balanced around ships comboing it with itself or several other weapons that benefit from bursty kinetic damage.I'm disputing the idea that near-hitscan projectile speed is the be-all and end-all. It's good, but I don't feel it can carry a weapon that's inferior in almost every other aspect. And the Ferrogun isn't alone in having very high projectile speeds; Needler projectiles are almost as fast, and the only areas the Light Needler is inferior to the Ferrogun in are per-shot damage (not per-burst damage, the LN does 500 kinetic over the whole burst) and recoil. The Light Needler can't strip off frigate armor nearly as fast, but neither it nor the Ferrogun are going to be the only guns on a ship.
You can stack several HVDs on a lot of vanilla ships. The Enforcer in particular can mount 5 of them if you disregard PD, more realistically 2 or 3. The Hammerhead can mount 2 that will fire like 4 for short periods of time. And, well, I'm pretty sure every single weapon in the game benefits from being used with other weapons with bursty kinetic damage. Overloads are good. The Ferrogun isn't particularly special in being a weapon that's good at building up hard flux and causing overloads. It causes long overloads, but the HVD causes overloads nearly as long, and other weapons with higher kinetic DPS cause overloads more quickly.
does it have any gameplay effects?
wow, so much stuff! very interesting changes all around.Pretty sure it's similar (though probably not identical) to how Templar ships have a tendency to explode violently when disabled, dealing a large amount of damage to anything within the vicinity. I haven't had a chance to test out my theory yet, but it seems likely considering who he mentioned in the changelog as having helped with the script :P.
is the "anomalous reaction" just a cosmetic addition, or does it have any gameplay effects?
i got error Fatal: Ship Hull [brdy_karkinos] variant [mission_BRDY_best_ship_0]: slot id [WS0045] not found for weapon [brdy_ag]. this error has accurd when i choose msion with kanrikos. this error is caused by walking the beast mission.
>> Due to the Karkinos redesign, saves containing a Karkinos will be broken unless you use Save Transfer. You may crash on mission load if you have a custom variant for that mission - if so, go into the saves folder in the Starsector directory and delete the folder relevant to that mission.
wow, so much stuff! very interesting changes all around.Pretty sure it's similar (though probably not identical) to how Templar ships have a tendency to explode violently when disabled, dealing a large amount of damage to anything within the vicinity. I haven't had a chance to test out my theory yet, but it seems likely considering who he mentioned in the changelog as having helped with the script :P.
is the "anomalous reaction" just a cosmetic addition, or does it have any gameplay effects?
Void beasts everywhere
Yes.
Pretty sure it's similar (though probably not identical) to how Templar ships have a tendency to explode violently when disabled, dealing a large amount of damage to anything within the vicinity.that's what i was thinking as well, yeah. guess i'll have to test it. ^^
Upon explosion, a dimensional engine would open up a rift in time-space and allow a horde of void beasts to ravage everything and everyone.Hegemony commander who just ordered a bomber strike against that enemy flagship is like "oh... whoops."
Yes.Pretty sure it's similar (though probably not identical) to how Templar ships have a tendency to explode violently when disabled, dealing a large amount of damage to anything within the vicinity.that's what i was thinking as well, yeah. guess i'll have to test it. ^^Upon explosion, a dimensional engine would open up a rift in time-space and allow a horde of void beasts to ravage everything and everyone.Hegemony commander who just ordered a bomber strike against that enemy flagship is like "oh... whoops."
So, if Void Beasts are Demons and the Hegemony is the Imperium of Man... Who are BRDY then?Who else than the Eldars?
Who else than the Eldars?ELDARS?
Kurmaraja
Did you try the new missiles I just added, btw? Any feedback on those?
Thanks, glad you enjoy it. : )
Yeah, updating and adding ships is an ongoing process. I have 2 frig size utility ships planned, the Asura cruiser is getting reworked, and then I will probably add one more cruiser at the very least. I have no plans to add more capitals, but I will revamp the Kurmaraja at some point.
Did you try the new missiles I just added, btw? Any feedback on those?
Any feedback?Yea, quote sniping. This is general feedback on a few things, no particular order, just what I've played with so far.
Great feedback, thanks. I'm glad the Particle Rifle is being recieved well, I had some trouble tuning the weapon after settling on the initial design. It really is great for dealing with fast, annoying targets and punching down wounded ships, though. ZEW ZEW ZEW ZEW
warp your fleet into hyperspace from anywhere
I'm kind of sad we won't get a revolver gale cannon tho :D
Btw, what happened to the Knight, still plannint to un-awkwardize it? (yes, that's a word now)
Is it possible to have a sideward shield? Kind of like a frontal shield, but on its side, locked in place. I think that'd give a new twist in broadside ships.
I like the sound of that! Did I read earlier that you plan on updating the Asura sprite as well? Love that ship.
I would think it would be.... a omni shield might be more practical though, or as a special ability.
Ship System: Shield Lockif it's for a dedicated broadside ship, it could just create a temporary new shield-like barrier that covers both flanks, but disables normal shields while active.
Lock your omni shield in place for an increase in shield arc/efficiency.
I'm just really hoping for something cool planned for the big old daddy Knight cruiser. I always try to use it but it's really outshined by the Stenos, because its fighters aren't really that useful at the moment.
I find fighters to be the perfect tool for a brdy-only fleet, personally, as being outnumbered and not having enough distractions nullifies a lot of brdy's strengths. Having knights around to keep them in combat is quite cost-effective. It's mostly vanilla fighters that aren't useful, a lot of mods bring quality fighters to the table that are well worth the supplies.
I always look at the Eschaton and think it should be a battlecruiser or something because seeing it in the market, I don't see any obvious cargo crates or those big Phaeton tanker pieces that make me think "oh, that's a freighter".I find fighters to be the perfect tool for a brdy-only fleet, personally, as being outnumbered and not having enough distractions nullifies a lot of brdy's strengths. Having knights around to keep them in combat is quite cost-effective. It's mostly vanilla fighters that aren't useful, a lot of mods bring quality fighters to the table that are well worth the supplies.
Does it still count if a fleet is mostly (http://puu.sh/oocuc/35f3719d0b.jpg) an angry swarm of BRDY Serkets? Phase makes them amazing fast-cap units as well as making them pretty survivable and they also amusingly use it to land for repairs as quicky as possible. And if you just throw enough of them on the field .
(http://puu.sh/oocHU/a6ecfa46fb.jpg=they tickle just about anything that doesn't have exceptional laser PD to death[/url)
Re: Convergence. Much like "combat freighters", I'd love to see a bit more combat ability on a "combat carrier".yeah, that would be nice. something like a large missile mount for support and enough durability and smaller mounts to reliably deal with a few fighters or frigates.
That's actually a different thing than I was asking for - a traditional carrier would have a large missile mount or two (see: Astral), and be intended to stay in the back and toss around fire support. I'd be looking more for energy or ballistic mounts for a ship that can fight in the front lines - maybe not as well as a dedicated combat vessel, but at least durable enough to be worth fielding without fighters involved.Re: Convergence. Much like "combat freighters", I'd love to see a bit more combat ability on a "combat carrier".yeah, that would be nice. something like a large missile mount for support and enough durability and smaller mounts to reliably deal with a few fighters or frigates.
i found a small bug that's caused by ships having fractional deployment costs, specifically the Eurypterus' 9.5 in this case. Alex replied that fractionals aren't supported (http://fractalsoftworks.com/forum/index.php?topic=11017.0), so you should probably change it to just 9 or 10.
Here's something I did for fun:(http://i.imgur.com/BBbdqm5.png)
Forlorn Dreams (https://www.dropbox.com/s/7nd6ixcnkspx9pw/forlorndreams_v1.zip?dl=0)
It's Forlorn Hope except you play as a Morpheus instead of a Paragon. To install: extract into /mods, over the current BRDY v0.8.5 folder.
Note: Very hard even if you know what you're doing. Try not to rage.
Thanks for finding that out. What do you think, is the Eurypterus worth 9 or 10?I'd say 9 at most to me...
Any projectile that generates its own thrust will be mostly unaffected, this is how it has always worked. It only stops burnt-out missiles or rockets that only burn for a short duration before they go ballistic.
I don't see why it would basically stop fighters in their tracks but not missiles, though.
If you try to use these in a close range situation (I think the description says its a close support missile?)I think this is your main mistake, "close support" in starsector refers to engaging at say, 1000 distance at minimum, so you'll be out of range of their close range heavy hitting weapons, but can provide support with your longer range weapons.
as Amazigh says, "close support" is pretty much exactly what you are describing the missiles are useful for.
Starsector has a bit of a missile problem in general, and things like Harpoons are the main culprits. the old Voidspears were very similar in that respect. so now they are more of a support missile, while the new Rage SRMs are powerful damage dealers that still mostly manage to avoid the issues of Harpoons & co.
So what was the point of voidspear missile change? I used to use these as a generic missile to add some extra dps, now they are completely something different. If you try to use these in a close range situation (I think the description says its a close support missile?) they literally fly in a slow arc in front of your ship in groups of 4 like "hey shoot us down". If you try to use them vs anything with more than one decent point defense maybe like 1 or 2 missiles will actually make it, and they also feel like they do a lot less damage. The only time ive seen these new voidspears do anything useful is when using them from a pretty decent range (so they can do that silly arc at a safe range) and hitting a larger ship because of their new slow speed. Even then the damage is pretty mediocre (4 of these hitting a sunder did about 15% shield damage? Which was quickly regenerated), and very bad vs hulls. I thought they were fine before, they had a purpose, which was just extra on command dps when you needed it, now they are so awkward and ineffective, unless maybe you manage to hit something with like 12 of them or something.
I really like the new destroyer. Decent tanky-ness, its fast, you can put shredders on there to be a good support ship.
Right now the harpoon offers better damage than the SRM rage without the increase in risk because of its range.actually, Rage SRMs have higher damage than Harpoons. the small version fires double 600 damage missiles, compared to Harpoons' single 750. and although they lack range and maneuverability, they also have higher speed, which makes them harder to shoot down and more suited as dedicated "finisher"-missiles. overall i prefer using Rages now, at least on ships i pilot myself.
You see, the core of the problem is that vanilla balance usually covers a very wide spectrum (http://i.imgur.com/5So7wul.jpg). SnipThat probably IS the problem now that I think about it. Vanilla missiles might just be too damn good already.
I feel like the change made voidspear more of a general purpose missile. Their cheap, and can put pressure on shields....Really? I feel like they do very little damage now, and just have trouble surviving to reach their target. The damage on armor is very questionable though, feels very weak. The old Voidspear felt more general purpose because it went straight for the target for some general purpose energy damage.
I'm not going to change a balanced weapon to be better than vanilla equivalents in all situations - it's okay if there are some weapons offered by the faction that are preferrable to vanilla weapons in many situations, but not all the weapons should be like that. This is also because faction mods offer both content for the player to use as well as an additional enemy - fighting the faction should be unique in its own way and not completely overwhelming,I dont think that will ever be the case because the AI just throws ships into the fray with disregard to how they are designed, so Blackrock tends to be one of the easier factions for me to deal with. One of the issues I see with the voidspear is that in addition to not doing a great deal more damage than a vanilla alternative, its also unsafer to use because of its behavoir when its fired. What was the intention in having it do its very unique arc? Sometimes its so strange because when you fire it up close it starts going crazy and just does these turns in space for a good twenty seconds before it hits its target.
Only feedback would give is that the advanced destroyer is not worth the very high deployment cost in battles
i agree on Desdinova, but "that advanced destroyer" might mean Morpheus. i don't think that needs a buff either, but it might feel underpowered (for it's very high cost) to newer players, as it takes a bit of practise and a large fleet around it to make full use of its special abilities.
Only feedback would give is that the advanced destroyer is not worth the very high deployment cost in battles
Nope, totally disagree here.
Desdinova is the ultimate playership (all mods included) in terms of having best combination of mobility, firepower and range. The only other comparable ship is IBB Stheno (which may be actually superior overall), but it's an unique.
I think it's too expensive to command in battles. For the same price I can field a 2 hangar carrier with 4 advanced wings: it costs 20 deployment
I think it's too expensive to command in battles. For the same price I can field a 2 hangar carrier with 4 advanced wings: it costs 20 deploymenti'd say, if used right, a Desdinova can absolutely be as powerful as a 2 flight deck carrier + 4 fighter wings. its combination of mobility, durability and firepower makes for an amazing flagship. the main drawback is its low peak performance time.
I personally don't have to think very long to choose between a small carrier group and a Morpheus.i believe he's talking about Desdinova now. Morpheus costs 35 DP.
Desdinova is the most expensive DE, but it brings pretty much Cruiser-grade firepower.
Desdinova is the most expensive DE, but it brings pretty much Cruiser-grade firepower.
I think this is a key feature of Blackrock; they have ships that behave a class above them, but ONLY if the player is using them. The Imaginos Frigate is Destoyer level, the Desdinova and Morpheus Destroyers are Cruiser level, the Asura cruiser is Capital level, and the Karkinos is practically broken. But the key thing is that this really only applies in the hands of the player; A good, player-lead fleet can take out 400 K deserter fleets which are nothing BUT these ships quite easily.
yup. and that whole fleet probably costs less than two Tachyon Lances. :D
That's pretty amazing. I always avoided the Robberfly, as I had a string of bad luck with them always being destroyed early on. But after seeing that, I might fire up a BRDY game sometime and take a massive fleet of them out lol.yeah, i feel the AI changes of recent patches helped a lot with frigate survival rate in general, as did the introduction of officers. and Particle Lance + Gunnery Implants + hullmods allow them to engage safely at well over 1k range.
yeah, i feel...
...tested that. yet. ^_^
I've always had...
...robberfly pretty potent.
the 10 officer limit and vanilla's 25 ships limit are both problematic. personally, i've just started cheating officers in, precisely because the vanilla system pushes you towards always using as many large ships as possible. i find mixed fleet compositions a lot more interesting, but without officers, anything smaller than a heavy cruiser just becomes cannon fodder in late game.
the 10 officer...
...in late game.
Any suggestions on ships similar to Robberfly so I can give the officers a good ship in times of need?i don't think slapping some Particle Lances on a swarm of Robberflies really qualifies me for giving out valuable tactical advice. :D
Any other interesting ideas you can give us?
it's just nice to have that buffer and not have to rely on the console the whole time lol.agreed. :]
Want.the 10 officer...
...in late game.
I altered the settings to allow 50 Officers and 100 ships. Not that I ever use that many, it's just nice to have that buffer and not have to rely on the console the whole time lol.
Hi there!welcome! :]
I currently don't have my computer set up due to moving and other real life bullsh*t so I won't be able to patch that aforementioned bug (or do anything modding-related) for a while.
*Runs into topic panting* Did somebody say Nevermore?
BRDY ships excel at combining combat mobility with sickening amounts of burst damage. The Nevermore's one weakness is its relatively undefended aft zone, and most of my builds try to take that into account. Alternately, I can assign a couple of Serket wings and/or a Knight, or even another Nevermore to escort my own flagship and wipe out dozens of enemy ships. I have taken a fleet of these four Nevermore variants up against anything and everything from the vanilla campaign and a dozen mod factions and come out on top. Sorry in advance for the zoom not matching, I took these pictures as I acquired the craft in my current playthrough, not all at the same time.
"Kryptoformer" Nevermore-0Spoiler(http://i.imgur.com/arhDyca.jpg)[close]
This is designed to fight battleships and very heavily armored cruisers. It works particularly well against Templars except that it can't really handle heavy Clarent barrages. In trying various loadouts before I settled on this one, I found that the very slow travel speed of the Sun beams make Integrated Targeting Unit and Advanced Prisms much less useful than on vanilla beams because Sun beams take so long to get to their maximum range that they only do a fraction of their actual damage, so I don't even try for range, I settle for doing apocalyptic damage to anything vaguely in front of my ship.
"Conventionalist" NevermoreSpoiler(http://i.imgur.com/H2wIkWN.jpg)[close]
Normally I try to be thematic and use mod faction weapons on that faction's ships. This is a reversal of that, using vanilla weapons only to make a cruiser which is moderately effective against any possible target, but not specialized to fight anything in particular.
"Cactus Grappler" NevermoreSpoiler(http://i.imgur.com/P9N4XJ2.jpg)[close]
The idea behind this build is simple, more shots in space than raindrops in a hurricane. Fielding two of these at once gives me noticeable screen slowdown when everything is fired, not that I notice with my eyes closed. (This build plays fine with my eyes closed.) Fragmentation damage can work fine against all but the thickest armor if you spew enough of it. This demolishes small targets, obliterates drone swarms, counters titanic missile barrages, and is also my first choice against heavy shield tanks to max out their flux levels. As fun as this is to fly, it's also the best loadout to give my most trusted captain to escort my flagship because any AI pilot type will use it correctly.
"Blast Processing" NevermoreSpoiler(http://i.imgur.com/t4fuPqu.jpg)[close]
This build strives to be completely unfair to the AI by stacking abusive amounts of burst damage.
I disagree.
The variants of the enforcer available in the sim never caused me any problems.
I might end up changing the ship system to a maneuvering jets esque approach and then making the ship really slow when the system is disengaged. I think it would sell the concept of the ship better.i like that idea. the "really heavy but really powerful burst jets" worked out great for the new Desdinova, imo. it would be nice if the AI would be a bit more conservative with its system charges though, it just seems to use them whenever they're available (same issue with vanilla Maneuvering Jets). would be nice if it kept one for when it really needs to back the *** off right *** now. ^^
blockade runneryes, please! O:
I've been thinking of making the ship more ungainly, now that its ship system has gotten pretty good. I might end up changing the ship system to a maneuvering jets esque approach and then making the ship really slow when the system is disengaged. I think it would sell the concept of the ship better.
that's the one ship role i'd like most to be added in vanilla. if i ever do make my own ships, the first is gonna be a cruiser sized blockade runner / military freighter.Yeah that's kinda what the Gono is right now. Except with a greater focus on combat & a lesser focus on freight-running.
In my latest playthrough, my SO aggressive one was the only ship I have that has never been destroyed or even in danger despite taking on whole fleets by itself.i had a similar experience with two Gonos. they were the first combat ships in my fleet besides the flagship, and despite using a very short-range loadoud (Shard Guns, Shredder Battery and Ion Cannon) i only lost one throughout the playthrough.
Even with all the mods I'm running, the Enforcer is still my Go-to destroyer for the AI. With a few skills it is terrific in duos of Aggressive/SO/Chaingun/Machineguns supported by a Steady/HVD/Maulers.
In my latest playthrough, my SO aggressive one was the only ship I have that has never been destroyed or even in danger despite taking on whole fleets by itself.
/me does a happy dance
i just found an imaginos frigate for the first time ......
i thought i liked the morpheus
this is better!
many thanks cycerin
The Imaginos is too fragile for my tastes, I play pretty aggressively and always end up overextending myself and suiciding it. The Asura, on the other hand...same here. never could get Imaginos to work properly. Morpheus is much less susceptible to dying instantly when i screw up, and easier to deal damage with.
Offensively, while it can get behind enemy shield, it doesn't have any suitable weapons to capitalize on opening (as Hyperion with Heavy Blasters can).
It's not at all designed to be a formal Hyperion equal. If it was, I would have given it a shield, and more modular weapons. It's designed to be unusual, challenging and fun to fly most of all, and secondarily as a hard counter to heavy swarm/spam tactics, since there is no direct answer to that in the game otherwise, apart from proximity charges/heavy flak spam. Area of effect attacks are quite rare in Starsector, and the Imaginos has two powerful AoEs.
If you do want to use it as a flagship in a mixed fleet, the best way to do it is to stick with your fleet, instead of lone-wolfing like the Hyperion. That way you can negate enemy missiles, use your system to deal heavy hard flux to shields, etc. I see no real way to solo in the Imaginos, you need a shield and more CR.
QuoteOffensively, while it can get behind enemy shield, it doesn't have any suitable weapons to capitalize on opening (as Hyperion with Heavy Blasters can).
With player skills and expanded mags, you can deal significant damage to most ships this way, if not enough to kill outright, then at least to cripple. And most people seem to miss the secondary use of Scalar Deracinator, which is to deal significant hard flux to enemy shields. Warping in front of an Eagle twice is almost enough to overload it outright.
I'm not saying every frigate has to be a Hyperion, but Imaginos costs almost as much, without being nearly as effective in most combat scenarios.
Costs may mean not much in vanilla campaign, but they do in Nexelerin, where reputation is not a problem. Imaginos is more expensive than a Desdinova (one of absolute best player-ships, all mods included...), or several Mantis frigates.
Speaking of this, future updates of BRDY will probably center on utility and low-tech ships
Speaking of this, future updates of BRDY will probably center on utility and low-tech ships
Err... utility, sure, but low-tech?
As far as I'm concerned the Scorpion and Gonodactylus handle the slower, more anvilish side pretty well. Plus there's plenty of options from vanilla and other mods, while I couldn't name a single other destroyer that comes close to the Desdinova in terms of being awesome but not unbalanced.
Of course I understand that you want to flesh out your own faction, without planning around what everybody else is doing, but as a player I'd much rather have a few more Nevermores and Mantises than additional slow, low-tech options that I can get from many, many other factions as well.
I actually love the lower-tech Blackrock ships; tooling around in a Mod Silverfish backed up by a Shrimp with a couple of Robberfly escorts feels really good.
I dont mean literal low-tech
Since the text hasn't changed I guess it doesn't work with Graphicslib since shaderlib is still shown in red?It works with graphics lib now as Shaderlib is now discontinued
Hello everyone!A few quick but stupid questions:
Dont mind me, but I havent been able to exactly work out where the BRDY ships are obtainable in the main campaign, or if you can even get them there.
I have looked around, but havent been able to find any information .
Any tips? ;D
Hello everyone!hi and welcome! :)
Thanks for the tips, I think i will start a new game, but remove all my credits. I didnt know I could do that! I just want to keep my character. Also randomly, level 50 is the maximum yeah? is it possible to go higher?There is no hard cap on levels (I'm at around 98 thanks to save transfer) but there is a soft cap around 40 or 50 IIRC. You can edit what gets transferred and what doesn't through arguments. (IE. loadsave -credits (if that is the right command) would reset your credits to new game levels)
:D
Again, thanks for the help and recommendations. Now that I can use these delicious BRDY ships in my campaign I will be adding in these other mods.Save transfer DOES state that it needs console (and LazyLib) to work. Look near the top of the page
It took me awhile to find out why the console would not open, then I realized that it works through a separate mod. ;)
I would maybe suggest mentioning it in the save transfer mod page, or maybe it was just me being slow. Its all good.
Neat a short range High impact energy weapon.
This weapon (Bolide Heavy Artillery) has 100 more range, and is a 15 OP cost medium. Unlike the Ferrocannon/gun, it can miss shots a lot of the time thanks to its 450 proj speed. Burst jetting backwards while firing will make your shots about as fast as a proximity charge, burst jetting forward will make them on par with a HVD or mauler. Plus the fact you can sling them sideways as well.
Now that is really neat. Watching with hindsight it's kinda obvious that you are almost always boosting forward with a shot. Can the AI handle it? It seems to have problems with projectiles influenced by ship velocity as can be seen by SO frigates equipped with Reapers.
Eventually, I gave up on the stock fit, and came up with a configuration that allowed me to finish the mission:i also always put a lot more PD on Karkinos than the default variants have. can't avoid all missiles just with teleporting. ^^
Eventually, I gave up on the stock fit, and came up with a configuration that allowed me to finish the mission:i also always put a lot more PD on Karkinos than the default variants have. can't avoid all missiles just with teleporting. ^^
that screenshot shows that your GraphicsLib is acting up, btw, causing some weird color shifts. it did the same for me and a few others, i think it's an issue with the recent geforce drivers. you'll probably wanna set "enablePostProcess" to false, in \Starsector\mods\GraphicsLib\GRAPHICS_OPTIONS.ini until it gets fixed.
Yeah. The stock fit wasn't even stopping lone pairs of Salamanders properly. Deeply frustrating.to be fair, Salamanders aren't really a good way to judge general PD effectiveness, because their flight path is so different from almost all other missiles. beams (especially burst ones) are very good at stopping them, but most ballistic PD is not, despite the fact that ballistic PD is usually preferable against most missiles that actually head directly for your ship in a more or less straight line.
ive played BRDY for a long time but this is the first time im having problems with an update..
it keeps saying "Fatal: Ship hull spec [brdy_revenant] not found! check starsector.log for more info."
when i disable the mod everything works... any ideas?
works now after I deleted the old mod and unziped the new one. thanksYeah, you should ALWAYS delete the entire mod and then bring in the new one
Just about anything's possible if you try hard enough. Patience and peak active time being the limiters.And the 25 ship limit
Unless you use SS+ or change the config file yourself.Just about anything's possible if you try hard enough. Patience and peak active time being the limiters.And the 25 ship limit
The revenant was what BRDY's Knight was identified before.
To avoid this error (since that thing does not exist anymore), delete the mod and do a fresh installment.
Just merging files and not deleting the previous folder is a common cause for errors with mods (and I mean a lot).
Rage bombers!! @_@
also, did you buff Comet projectile speed? i haven't played much with those yet, but weren't they supposed to be super slow? ^^
Still waiting for space monsters ;)http://fractalsoftworks.com/forum/index.php?topic=7842.msg131046#msg131046 (http://fractalsoftworks.com/forum/index.php?topic=7842.msg131046#msg131046)
Still waiting for space monsters ;)
Will you do it like the [REDACTED]?Still waiting for space monsters ;)
It will take a lot of time and effort, but I think the framework of the game is getting to a point where its possible to do something like that. I still want to do it, I just don't know when I'll have time.
Sentinel drones are meant to be mostly defensive, so it's not really a problem if they hang out around the mothership a lot and act predictably.you can easily do that with the new fighter mechanics as well though. vanilla Mining Pods' engagement range is set to 0, so they do not leave the carrier at all (or rather, not further than fighters that are set to Regroup, which i think is about the same range as most drone systems used to have), and Xyphos are set to "support"-behaviour, so they can escort an allied ship at 4k range but do not follow an Engage command onto an enemy target.
Here are the new fighter sprites so far:those look amazing! O:
Maybe some more conventional, thinner barrels instead of the fat arms? I'm not sure.i think they look good. the style of these arms signals "tough & defensive" more so than "big gunz!!1", to me.
Still waiting for space monsters ;)http://fractalsoftworks.com/forum/index.php?topic=7842.msg131046#msg131046 (http://fractalsoftworks.com/forum/index.php?topic=7842.msg131046#msg131046)
https://www.youtube.com/watch?v=qVf_wW45m9g
Accidentally caused a chain reaction in this script
i'm disappointed that only a single piece of each new split continued the chain reaction. :(
Any timeline when the best faction mod will be ready for 0.8?
Any timeline when the best faction mod will be ready for 0.8?
I'm sorry; I don't think ORI will be updated for 0.8a :(
Probably 8.1 for BRDY 'cause I don't feel like rushing out a compatibility update when I have so many half finished things going on, finite time to work on it, etc. Don't worry, it'll be quite soon anyway.
I'm working on the new fighters, revamping the Stenos, retooling the Kurmaraja into having some carrier capacity, finalizing 2 new weapons, and revising every stat in the mod atm. I would like to put more ships on the chopping block as well but it will have to wait.
Well, this way it looks like that's the piece with the dimensional engine in it, kinda cool. But probably not keeping this.What a shame, I really like it and that's exactly how I saw it. When the experimental BRDY drives go down, they go down hard. :D
i'm disappointed that only a single piece of each new split continued the chain reaction. :(
Well, this way it looks like that's the piece with the dimensional engine in it, kinda cool. But probably not keeping this.
I really like that Kumaraja redux.
Man I can't wait. I never really got round to playing with the cruisers and capitals in 0.72.Well, Stenos, Megaceras, Convergence, but all the adjustments ended up being less significant than I thought. Not touched the Convergence yet though.
You mentioned some ships were on the chopping block, which ones would they be?
an actual combat tanker hybrid, yay! \o/It's gonna have Arcjet Burner, which combines with its ~2.5k mass and 1k armor for a ship you don't want to be slowly kiting in a lone destroyer
looks great as well, particularly the kinda mean-looking bridge and nose, and the unique engines and rear section layout.
do you know already what ship system it's gonna have?
It's gonna have Arcjet Burner, which combines with its ~2.5k mass and 1k armor for a ship you don't want to be slowly kiting in a lone destroyernice. :]
Pls sir, may we have .8a BDY D:Just hold on. It'll be released within six months.
So if you take the temporal field and just make it really short and powerful it becomes reaaal good.
Hmm, it's an interesting idea, idk, if I do add more tankers I'll probably just make a small utility ship that happens to have some fuel capacity.
https://www.youtube.com/watch?v=1VWmwlyV7J0
So if you take the temporal field and just make it really short and powerful it becomes reaaal good.
Hmm, it's an interesting idea, idk, if I do add more tankers I'll probably just make a small utility ship that happens to have some fuel capacity.
https://www.youtube.com/watch?v=1VWmwlyV7J0
So if you take the temporal field and just make it really short and powerful it becomes reaaal good.
Take your time buddy! No rush.
- Kurmaraja is a 4-deck carrier nowShould I be this excited? Or is there a harsh drawback to 4 decks?
- Kurmaraja is a 4-deck carrier nowShould I be this excited? Or is there a harsh drawback to 4 decks?
Nice. I'll definitely give it a looksie when Blackrock updates. I also look forward to the large shard cannon option.- Kurmaraja is a 4-deck carrier nowShould I be this excited? Or is there a harsh drawback to 4 decks?
It lost a little non-fighter muscle, but ultimately it now competes with stuff like the Legion and Astral for the same logistical footprint so not much
- Kurmaraja is a 4-deck carrier nowShould I be this excited? Or is there a harsh drawback to 4 decks?
It lost a little non-fighter muscle, but ultimately it now competes with stuff like the Legion and Astral for the same logistical footprint so not much
Massive Nevermore shield nerf, uncool! D:i like the change. with the armor increase, it actually gained staying power against anything in front of it, but has to be more careful about how to position itself to avoid getting flanked.
Update Cool! :D
Massive Nevermore shield nerf, uncool! D:
O well, its not I'm capable of playing without BrokeBack Dong Yards anyway :D
Don't forget though that was in .72 when skills were stupid OPUpdate Cool! :D
Massive Nevermore shield nerf, uncool! D:
O well, its not I'm capable of playing without BrokeBack Dong Yards anyway :D
Honestly its a freaking godlike ship anyway, dont get me wrong but I realized a long time how powerful it was ever every campaign had a momment where I was controlling the Nevermore. More often than not I would pick it over capital ships. Hell I would argue its old unnerfed state was pretty much like being in a capital.
Don't forget though that was in .72 when skills were stupid OPUpdate Cool! :D
Massive Nevermore shield nerf, uncool! D:
O well, its not I'm capable of playing without BrokeBack Dong Yards anyway :D
Honestly its a freaking godlike ship anyway, dont get me wrong but I realized a long time how powerful it was ever every campaign had a momment where I was controlling the Nevermore. More often than not I would pick it over capital ships. Hell I would argue its old unnerfed state was pretty much like being in a capital.
Spoilerat com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
at data.scripts.fx_SharedLib.getBeamColors(fx_SharedLib.java:40)
at data.scripts.plugins.FX_Plugin.advance(FX_Plugin.java:216)
at com.fs.starfarer.title.ooOO.K$Oo.super(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
The Mosquito feels maybe a little weak. My mosquitos seemed to have trouble getting back to my carriers quickly enough for a refill. It might have had to do with their extreme speed; they turned around their motherships for a while before actually dockingi haven't noticed that docking issue so far, though i haven't really payed close attention either. as for them being a little weak, they could maybe do with a replacement time reduction, 12 seconds is a bit high for a wing of 3 with their low durability and OP cost. i think they're strong enough when they don't get shot down too quickly though, and a significant durability increase wouldn't quite fit with their 'budget light bomber' theme, imo.
The Vespa missed their torpedoes on immobile, large ships 2/3 of the time. That's... quite an extreme miss rate. Seemed to me the speed/manoeuvrability of the craft was the issue again. They couldn't properly align with their targets before firing.that's been an issue pre-0.8 as well. their torpedos being a bit faster than average somewhat made up for it, but their high strafing speeds can be a hindrance. in my experience, this can be mostly negated by giving them good strike vectors, as in not parking their parent carrier right next to the target, or not making them escort an allied ship and fire at any target that gets close. but of course that's difficult now when not piloting the carrier yourself, since you can't even give them direct rally & strike commands on the tactical map anymore. :/
I think the Desdinova could use a bit of a speed and maneuverability boost. In its current incarnation it feels downright sluggish when the arc jets are off cooldown, especially its turning speed.that slugging feeling is intentional. in an earlier version, it had a lot better base meneuverability, but was also quite a bit more fragile. it is supposed to be a heavy destroyer now, and it has both the armor and the weapons to deserve that designation.
I agree. It makes you think on when and where to use the jets to scoot around. It makes for a greater challenge.I think the Desdinova could use a bit of a speed and maneuverability boost. In its current incarnation it feels downright sluggish when the arc jets are off cooldown, especially its turning speed.that slugging feeling is intentional. in an earlier version, it had a lot better base meneuverability, but was also quite a bit more fragile. it is supposed to be a heavy destroyer now, and it has both the armor and the weapons to deserve that designation.
i find this version of the Desdinova a lot more satisfying to fly. it still has amazing mobility compared to other ships with comparable durability and firepower, but requires a bit more thought put into positioning, and timing of the Jet charges; it's not quite as trivial anymore to dodge a torpedo or back off to avoid being surrounded, if you've just used the Jets to close in for a kill.
Well get rid of the speed bonus with the carrier and give it fighter bonuses or shield ones
Re: Vespas, their Furies are actually turreted to aid in aiming. In general, bomber aim is inherently imperfect with dumbfire weapons...
I'm frankly surprised the Kurmaraja got as many decks as it did. (Grateful, mind you, it's a really unique battlecarrier, but it came out of left field.)Well maybe people need to get their *** together and use common sense. We havent been using that and look how the world turned out...like ***. So no sometimes I am going to get *** off because thats all people listen too half the time. It is LOGICAL to have a large dedicated carrier and IN FACT even the naval warfare switched to them for their fast hard strikes with faster crafts and hard to detect. Maybe you need to have a large fighter fleet deal with a problem. I am mad nad pushy because I am passionate about things changing for the better and people put up a fight for that.Well get rid of the speed bonus with the carrier and give it fighter bonuses or shield ones
You've been here a while, you're rude and pushy, and you have highly specific tastes. Why not start your own mod?
I'm rude and pushy with highly specific tastes, but I take it out on my code and not the forum, so inexplicably, people almost like me.
I am mad nad pushy because I am passionate about things changing for the better and people put up a fight for that.as Soren said, you're always welcome to create your own mod, in your own design. then you don't have to deal with people "putting up a fight" against what you feel the mod should be like. feedback for other mod-authors is, generally speaking, appreciated, but telling someone else that their mod "needs" something you want, isn't really the way to go -- especially when several other people who also happen enjoy that same mod disagree with you.
It is LOGICAL to have a large dedicated carrier and IN FACT even the naval warfare switched to them for their fast hard strikes with faster crafts and hard to detect. Maybe you need to have a large fighter fleet deal with a problem.
Taipans, they are not intended as a bomber escort, but as a specialized option to tackle and cripple annoying targets like wolves and other high-end frigates, and to offer general support when mixed into a large fighter deployment. Although this leaves them with the same problem as the Thunder, I want to wait and see how they pan out (HEH)
While the beam deals soft flux, it is a constantly firing, more powerful Particle Lance so its effect can be deceptively strong.
Re: Kraits, yeah agree that they're strong, a small speed nerf should get them more in line
Re: Vespas, it's not hard to follow Alex's reasoning for why he did away with big unguided torpedoes on bombers in 0.8. But the Fury is kind of iconic to me on them so I wanted to keep it. Probably going to go with an OP increase on these so they remain powerful but becomes harder to get a premium escort for them.
I love the new Hawkmoth. It felt like a serious upgrade when I added one to my fleet of trashy little scrounger-frigates. I've deployed it in plenty of battles since (armed with tac lasers and an HVD), and it pretty much works as advertised in the Codex. Feels super solid without eclipsing even the runtiest of your dedicated combat vessels. Real fun to look at, too!
Its boost might be a bit strong, I've actually hit enemy frigates with it and just completely destroyed them without much damage to the Hawk itself.One time, I was flying a Mantis and my own Hawk knocked me down to like 3% hull by ramming me with its boost. Respect the arcject.
Honestly it feels more like a cruiser in terms of staying power than a destroyer, but at any rate I really like it. Its deployment cost seems just about right as well, you could probably bump it up a bit and maybe.i believe its staying power is meant to be cruiser level, and even on the heavier side when it comes to Blackrock hardware. but its offensive power is on destroyer level, or even a bit below that.
In an unrelated topic, I'm not sure if this is vanilla (I think it is and I know it didn't come from BRDY) but being able to add hangar bays to certain blackrock ships like the nevermore might be a bit strong. Maybe its not the hangars themselves but the effectiveness fights/bombers in general right now. Idk this might be an entire game balance perspective, basically the right fighter massively increase point defense, or insures you have torpedoes to bring to bare. Just a thought not really a compliant but I'm curious what others think.the makeshift fighter bay hullmod is vanilla, yeah. i don't think it's overpowered, as it has significant penalties compared to normal fighter bays, and also costs quite a bit. sure you get pretty good PD as well as a bit of kinetic firepower by installing a Nadir wing on a Nevermore, but it also takes ~30 OP to get it. a Dipteron wing cuts that total OP cost in half, but its low durability combined with the replacement speed penalties of the hullmod makes that setup very vulnerable to be taken out while under pressure from enemy fire.
i believe its staying power is meant to be cruiser level, and even on the heavier side when it comes to Blackrock hardware. but its offensive power is on destroyer level, or even a bit below that.
i don't think it's overpowered, as it has significant penalties compared to normal fighter bays, and also costs quite a bit. sure you get pretty good PD as well as a bit of kinetic firepower by installing a Nadir wing on a Nevermore, but it also takes ~30 OP to get it. a Dipteron wing cuts that total OP cost in half, but its low durability combined with the replacement speed penalties of the hullmod makes that setup very vulnerable to be taken out while under pressure from enemy fire.
installing bombers of any kind with that hullmod is generally not worth it, because the makeshift fighter bay completely lacks the crucial ability to resupply returning out-of-ammo bombers near instantaneously.
Speaking of the incidence of ships, I'm having real trouble finding Mantises in markets, both in Nex' Corvus and random generated modes. If there are any, I buy them, but they're never replaced it seems. Using Dynasector as well if that makes a difference.
I dunno, it feels in every game (I've started multiple in the last few days), both the Mantis and the Zabrus are extremely rare. In roughly 20 hours of gameplay I've seen a grand total of 2 Mantises for sale, one of them being black market, and maybe 4 non-pirate Zabruses. That includes several military markets conquered (for BR) on Nexerelin that I'd been checking regularly (Corvus mode, so including Blackrock and Rama). Someone mentioned on the discord to increase their commonality within fleet generation - This is done in the .faction file right? I changed each of the values next to brdy_mantis_XXXX to 10 but it didn't make a difference.
Re: Ship selection, I have not noticed anything abnormal with the Mantis myself, but markets can be fickle and you will see widely varying results from market to market or run to run sometimes.
When are the blackrock going to give out bounties more. Only have seen 1 everi'm pretty sure bounty frequency isn't tied to faction. they either give out bounties (like most major factions), or they don't (like pirates or Templars). you do get increased frequency from your commission faction though.
When are the blackrock going to give out bounties more. Only have seen 1 everBounties are selected randomly-ish from all the factions. So the more faction mods you run, the less likely you are to get bounties for any one particular faction. Blackrock's definitely set up to serve bounties (I just did one yesterday), but RNG and a lot of faction mods will make them pretty inconsistent.
Hey! im new to modding Starsector, i tried to download your mod but my computer wont let me move the file to the starsector mod file! can you please help me?Check your file permissions. If Starsector is installed in program files (and it probably is), you'll need to be an administrator to alter it.
I see that a lot of ships are carrier hybrids which is cool but the dedicated carrier pilots and officers are kinda of stuck in a bind. Having to be good with weapons and fighters can take a lot of pointsthat's not unique to Blackrock though. vanilla also has several hybrid ships, as well as Converted Hangar hullmod.
{
"shipRoles":{
"escortSmall":{
"scarab_attack":8,
"brdy_robberfly_light":12,
"brdy_robberfly_strike":12,
"brdy_silverfish_mod_p_retrofit":3,
"brdy_robberfly_p_strike":5,
"brdy_robberfly_p_harasser":5,
},
"escortMedium":{
"brdy_silverfish_mod_standard":5,
"brdy_silverfish_mod_p_retrofit":1,
"brdy_zabrus_p_attack":1,
"brdy_zabrus_p_support":1,
},
"combatSmall":{
"brdy_silverfish_mod_p_retrofit":4,
"brdy_robberfly_p_strike":6,
"brdy_robberfly_p_harasser":6,
"brdy_zabrus_p_attack":1,
"brdy_zabrus_p_support":1,
},
},
},
Version Checker spits errors about Blackrock Drive Mod "failed to load master version file from URL..."This is because of Dropbox's changes to public folders, which was what BRDY used for VC.
link "https://dl.dropboxusercontent.com/u/32517861/cyc_brdy.version" is dead
Version Checker spits errors about Blackrock Drive Mod "failed to load master version file from URL..."This is because of Dropbox's changes to public folders, which was what BRDY used for VC.
link "https://dl.dropboxusercontent.com/u/32517861/cyc_brdy.version" is dead
Are there more recent links to pictures of the Blackrock ships? All the images have been blocked by Photobucket talking about 3rd party posting. Even visiting the links directly don't show the ship, but instead the same image complaining about 3rd party posting.
if I have better, which remains the case for most Blackrock non-missile weapons. Many Blackrock weapons are good enough alternatives to use if you do not have the best standard weapons. There are few that compete with the best, such as the Shard Cannon.Agreed, but I find that part of the fun playing as BR. Very capable ships with decent weaponry, means you got things to work towards in optimising loadouts instead of having the very best from the get-go
Are there more recent links to pictures of the Blackrock ships? All the images have been blocked by Photobucket talking about 3rd party posting. Even visiting the links directly don't show the ship, but instead the same image complaining about 3rd party posting.you can always just download the mod, and look at the actual sprites in the \Blackrock Drive Yards\graphics\BR\ships. i imagine Cycerin will update the OP with new links once we sees they're down.
Are there more recent links to pictures of the Blackrock ships? All the images have been blocked by Photobucket talking about 3rd party posting. Even visiting the links directly don't show the ship, but instead the same image complaining about 3rd party posting.you can always just download the mod, and look at the actual sprites in the \Blackrock Drive Yards\graphics\BR\ships. i imagine Cycerin will update the OP with new links once we sees they're down.
Just putting it out there, that kind of defeats the purpose of the forum thread, who's ultimate goal should surely be to lure players in and convince them to try the mod. The images are an advertisement. (Also there are people like me who don't download every mod they see, but still enjoy looking at mod threads and gawking at beautiful sprites *cough cough SHADOWYARDS cough* ...)
WHAT!...
...You didn't downloaded SHADOWYARDS ?!?
Just putting it out there, that kind of defeats the purpose of the forum thread, who's ultimate goal should surely be to lure players in and convince them to try the mod. The images are an advertisement. (Also there are people like me who don't download every mod they see, but still enjoy looking at mod threads and gawking at beautiful sprites *cough cough SHADOWYARDS cough* ...)right, i didn't mean there shouldn't be proper pics in the thread. just that since the ones that are there seem to be currently broken, you can check them in the files if you're interested (and you don't even need to install the mod to look at its sprites), until Cycerin gets around to fixing it.
That sounds like someone else I know...WHAT!...
...You didn't downloaded SHADOWYARDS ?!?
I haven't downloaded lots of mods. :-[ Doesn't mean I don't plan to use them in future. But at present I've been spending most of my Starsector time making mod content rather than playing mod content. Working full time (among other things) doesn't leave a lot of time for both sadly...
That sounds like someone else I know...WHAT!...
...You didn't downloaded SHADOWYARDS ?!?
I haven't downloaded lots of mods. :-[ Doesn't mean I don't plan to use them in future. But at present I've been spending most of my Starsector time making mod content rather than playing mod content. Working full time (among other things) doesn't leave a lot of time for both sadly...
not sure if it this is meant to be supported by version checker or not but I am getting an error, unfound link or something.
"modThreadId":4018,
Weevils & silverfish, 20 supplies/deployment with repairs taking 4 days. Mantis is !30! & 5 days. For comparison most frigates are 5-15, destroyers 15-25, cruisers 60-80you're confusing the Combat Readiness deployment cost with the supply deployment cost. the CR DP cost reduces the ship's current CR by the shown percentage, so a higher cost means the ship can fight fewer battles before running into malfunction issues. how many supplies it costs to recover that percentage of CR is an independent value, even though a related one.
Well that's the thing- they have the slightly-higher CR DP costs but they ALSO have low CR/day recovery speeds. So the supply/day recovery cost runs twice as long & expense-wise puts them a tier-higher.that's not how it works. ^^ the shown supply recovery cost is per deployment, not per day spent recovering the lost CR. the time it takes to do so is already taken into account.
Huh, that might just be a discord I actually use, thanks for pointing it out!you're welcome! :]
Came by again to say: I think stripping the guidance from the hammerclaw had an unintended consequence: seems like a third of the strikes are duds.HAHAHA! I wish I saw that! XD I've sent a Onslaught back a good 3000+ (insert starsector distance here) because I hit the side. You can actually make it a strong battle tactic if it's the right situation!
Especially the ones that strike the hull rather than a shield- unless it's a 90* hit it's likely to just 'deflect' and send them reeling, out of control but otherwise unharmed. (usually back into the safety of their formation)
Just watched a hammerhead 'catch' one with its prow, the missile and the destroyer both undamaged and now traveling together, the white oblong nestled like a giant egg amidst the bristles.
Btw, good to know, thanks for correcting me. Opens up my options a bit more when I'm not ruling out ships for the wrong reasons lol.
I think stripping the guidance from the hammerclaw had an unintended consequence: seems like a third of the strikes are duds.i don't think that has anything to do with removing the guidance. rather, all missiles have a 50% (iirc) chance to not explode if they hit something after their engine has died. whether they regularly hit something while flamed out depends on travel time and the range at which the AI uses the missile, both of which are set individually in the ship stats file.
Hah, what by flanking with the gono? Sounds difficult now that it's slower.snipHAHAHA! I wish I saw that! XD I've sent a Onslaught back a good 3000+ (insert starsector distance here) because I hit the side. You can actually make it a strong battle tactic if it's the right situation!
I've had the same problems, I just kept forgetting to mention it.
Yep that does sound about right. Is it just the entry in weapon_data.csv?I think stripping the guidance from the hammerclaw had an unintended consequence: seems like a third of the strikes are duds.i don't think that has anything to do with removing the guidance. rather, all missiles have a 50% (iirc) chance to not explode if they hit something after their engine has died. whether they regularly hit something while flamed out depends on travel time and the range at which the AI uses the missile, both of which are set individually in the ship stats file.
so if that happens often (and assuming it's not supposed to), either travel time should be increased or AI-use range should be decreased, to make the two line up better, even in situations where the enemy tries to back off after the missile has already been fired.
since Cycerin isn't really active here lately, you can easily make the change yourself, if it bothers you.
Yep that does sound about right. Is it just the entry in weapon_data.csv?yep. "range" is actual weapon range for non-missile weapons, but only affects AI-usage for missiles. and "flight time" in seconds is the other one.
Onslaught did the flanking for me. XD Burn drived right beside me and blazed away at my Paragon. (who in turn was shooting at a robberfly...and not hitting the bloody thing)Hah, what by flanking with the gono? Sounds difficult now that it's slower.snipHAHAHA! I wish I saw that! XD I've sent a Onslaught back a good 3000+ (insert starsector distance here) because I hit the side. You can actually make it a strong battle tactic if it's the right situation!
I've had the same problems, I just kept forgetting to mention it.
Most of the inital post pictures are no longer working. I am starting a new play through and cannot figure what mod to start with (yes I have the majority of them) But its there pictrures vs others pictures and this mod even though enabled in the game isnt being considered because I cannot see the ship catalog.cycerin is not very active currently, so those pics are not likely gonna get fixed anytime soon.
Most of the inital post pictures are no longer working. I am starting a new play through and cannot figure what mod to start with (yes I have the majority of them) But its there pictrures vs others pictures and this mod even though enabled in the game isnt being considered because I cannot see the ship catalog.cycerin is not very active currently, so those pics are not likely gonna get fixed anytime soon.
you can just download the mod and look at the actual ship sprites in the mod folder though. you can find them in \Blackrock Drive Yards\graphics\BR\ships.
Imagine Rudy and Kreiger from the show Archer both giving their best "thank you" in chorus. A few here and there is okay, but half of a random pirate fleet being Robberflies is more obnoxious than Templar gank fleets, at least I can run from Templars.
and i agree on Robberflies.. compared to other shieldless ships, they are amazing as staying alive and being a pain. ^^At least they stay true to the "fly" bit of their name~ ;)
Are the Stenos' Neutrocyte drones supposed to be manned? Seems a bit weird, with them being flagged as drones and all.
Do we have an ETA for this excellent mod? I am actually holding back playing 0.9 alot since this is probably my best faction ;)
Do we have an ETA for this excellent mod? I am actually holding back playing 0.9 alot since this is probably my best faction ;)
Be patient, it will come eventually.
It isn't my place to say this, having worked on a total of zero projects, but while asking whether a mod will be updated is nice and tells the modder that their work is wanted, appreciated and all, I feel as if the "Will this be updated? / update when? / I REALLY need this mod" posts by multiple people can be seen as annoying and equivalent to the "are we there yet?" that children repeatedly ask during long road trips.
Do we have an ETA for this excellent mod? I am actually holding back playing 0.9 alot since this is probably my best faction ;)
Be patient, it will come eventually.
It isn't my place to say this, having worked on a total of zero projects, but while asking whether a mod will be updated is nice and tells the modder that their work is wanted, appreciated and all, I feel as if the "Will this be updated? / update when? / I REALLY need this mod" posts by multiple people can be seen as annoying and equivalent to the "are we there yet?" that children repeatedly ask during long road trips.
It took me only 10 minutes to notice this mod was missing from my sector life... - pirates were distinctly less annoying :(
My inner masochist awaits the day when the sun is blotted out by hordes of pirate Rubberfly's once more.
Your ships are unique and beautiful (in a slightly macabre/Alan Poe kind of way)
I miss my nevermore :\
Lmao at all this Nevermore withdrawal. Don't worry junkies, blackrock will come back, but after cycerin will give it a proper update and not just some barebones compatibility patch.
I for one hope for a br battlestation.
Hop on the Starsector Unofficial discord, and you might be able to catch a dev version of 0.9 Blackrock to get your Nevermore fill.
Hop on the Starsector Unofficial discord, and you might be able to catch a dev version of 0.9 Blackrock to get your Nevermore fill.https://www.youtube.com/watch?v=4F4qzPbcFiA
Please update ???
Hi, I got an error while loading the game. It says "fatal:com.fs.starfarer.api.campaign.econ.MarketAPI.setBaseSmugglingStabilityValue(I)V". I have the GraphicsLib, LazyLib and MagicLib and Nexerelin mod installed. Dont know how to fix this. Please help. Thanks!It's not updated for .9 yet.
Hi, I got an error while loading the game. It says "fatal:com.fs.starfarer.api.campaign.econ.MarketAPI.setBaseSmugglingStabilityValue(I)V". I have the GraphicsLib, LazyLib and MagicLib and Nexerelin mod installed. Dont know how to fix this. Please help. Thanks!It's not updated for .9 yet.
I'm going to try to formulate this as kind as I can, since I absolutely don't want to sound like jerk.
As a programmer I know coding takes work. I know that you want this to be great and you take pride in your mod.
I just want to voice my opinion here, ignore it if you want to, hate it, tell me to bugger off, it's all fair.
But I really would have preferred a haphazardly made compatibility update instead of waiting for so long... and I don't mean to say this to rush you, I just believe that many here think alike and this should be said, to give some feedback ya know?
Anyway, keep up the good work. Hope I got that across smoothly...
No probs... let me clarify what I posted last time, since I've been quiet lately. I had a lot of half-finished stuff strewn about going into Starsector 0.9a's release, and I decided to not prune and cut things from the mod in order to quickly make a compatibility update. More work that wouldn't be going towards actual content. I'd rather provide something that actually is different and better when people come back to it. I'm also actively avoiding posting teasers here as I want the next release to have some fun stuff to discover in terms of new/changed ships, weapons and other stuff.
For short, this "outage" is due to my interest in the mod, not due to a lack of it. If I didn't care I would probably view it as a chore and do bare-minimum release, and move on to other stuff.
Maybe you should just use this time to take a look at the other amazing mods on offer, and when you come back to BRDY, maybe you'll discover something new or things will feel more fresh as a result.
anywhere to download the old version? need it for 0.8.1
I just need the version before this one, one from 2017i think you got some things confused here.. the big download link in the OP still is for vanilla 0.8.1, because this mod hasn't gotten a release for 0.9 yet. vanilla 0.9 was released at the end of 2018, so the latest version of most mod releases for 0.8.1 was also sometime in 2018, not all the way back in 2017 when vanilla 0.8.1 got released. as it says in the threat title here, the latest Blackrock version for 0.8.1 was released on 23rd march of 2018.
You know that save transfer doesn't work in .9 right?
Blackrock's back.
Now i’m curious. What made you remove the old Asura in favor of the new one as opposed to just making the new one a different ship class?
- Mantis: Put on the chopping blockAs you might expect though, this has me worried - Are you planning to remove it at some point, or is this in reference to the changes? Because I'd be severely disappointed were it to go.
I'm kinda sad about the Mantis losing its universal medium mount... a Sunspear and shard-cannons were wonderful combinations...Yeah, I also enjoyed that combination immensely, a little reward for starting a new game as BRDY. But ultimately it's still a frigate, and doesn't serve as a player ship for more than a few fights, so I guess it doesn't matter too much...
I almost exclusively use frigates as flagshipsI'm kinda sad about the Mantis losing its universal medium mount... a Sunspear and shard-cannons were wonderful combinations...Yeah, I also enjoyed that combination immensely, a little reward for starting a new game as BRDY. But ultimately it's still a frigate, and doesn't serve as a player ship for more than a few fights, so I guess it doesn't matter too much...
Quote- Mantis: Put on the chopping blockAs you might expect though, this has me worried - Are you planning to remove it at some point, or is this in reference to the changes? Because I'd be severely disappointed were it to go.
39141 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.renderers.o0oO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.MovingRay.render(Unknown Source)
at com.fs.starfarer.combat.entities.MovingRay.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I don't see any redeeming quality to the Micro Argus PD. Please explain? :)
Wow, I tried it but wasn't so impressed, can you share your build?sure, though i don't think it needs a super special loadout to do it. just one that can take a lot of shield damage without getting flux-locked too quickly, and one that can punish the Onslaught for venting. the Typhoons i use actually almost never get hits on the Onslaught (almost all the actual damage is done by the Shards and Sunfire) because its PD is just too strong. but they do prevent it from just venting while the Antaeus could easily punish it with double Reapers, whereas the officer-piloted Antaeus does have enough armor durability to make some aggressive vents even while under pressure from Annihilators.
Or am I missing something?
Just wanted to drop in and say I've been playing with blackrock since it was first released and I'm beyond excited to have it back. I know you get harassed a lot for updates, but thank you for all the hard work. Seriously. On behalf of all the lurkers out there, its appreciated.
hmm you probably have the "Blackrock" hullmod tag deselected by default. Under the hullmod list when picking a hullmod, check if it's selected or not.
There's always the option of upping its logistics profile a bit. Not everything has to be nerfed into the ground. That said, I haven't gotten my hands on one yet!
Yeah, it's due to a missing tag... will do some stuff to fix that and other weapon availability factors in the upcoming hotfix. Thanks for letting me know.
Hello. I love your mod!
I dont know anything about modding, but I managed to find the tag for the 0-series Nevermore that was preventing it from being on the market.
I cannot find the tag that is preventing weapons in the Blackrock Weapons Blueprint package from being on the market. Could you direct me too it?
Thanks in advance.
"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],
Hello. I love your mod!
I dont know anything about modding, but I managed to find the tag for the 0-series Nevermore that was preventing it from being on the market.
I cannot find the tag that is preventing weapons in the Blackrock Weapons Blueprint package from being on the market. Could you direct me too it?
Thanks in advance.
Add "brdy_wep_bp" to the \mods\Blackrock Drive Yards\data\world\factions\blackrock_driveyards.faction file in the knownWeapons like thisCode"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],
Thunderheads are rather flux hungry for what is basically just a slightly improved and more expensive HMG without pd hints.
Yeah, it's due to a missing tag... will do some stuff to fix that and other weapon availability factors in the upcoming hotfix. Thanks for letting me know.
Hello. I love your mod!
I dont know anything about modding, but I managed to find the tag for the 0-series Nevermore that was preventing it from being on the market.
I cannot find the tag that is preventing weapons in the Blackrock Weapons Blueprint package from being on the market. Could you direct me too it?
Thanks in advance.
You can find the Gridfire Submunition blueprint by raiding Blackrock markets. Not the missile weapon, the submunition that it splits into.
Out of curiosity, what tag did you edit to get the 0-Series to show up?mod/data/hulls/ship_data.csv, and delete "no_drop" from the AS column from what you want to show up.
Reporting a minor bug.
Doesn't load on linux, it seems like it's because the code assumes case-insensitive filenames from MagicLib. If you rename all the base_* files in graphics/magic/fx/ with BASE_*, the mod will load.
Out of curiosity, what tag did you edit to get the 0-Series to show up?mod/data/hulls/ship_data.csv, and delete "no_drop" from the AS column from what you want to show up.
About that: to my knowledge, no_drop only makes it so blueprints don't spawn in the wild corresponding with that ship - when no_drop is there, the only way to get the BPs is by raiding the market of a faction that knows it from the start. This is intentional for the rarest ships in the mod. It doesn't affect the spawn rate of ships in markets, but I've confirmed they do show up eventually. If you want the BPs to show up on research stations and the like, remove no_drop.
edit: Market spawning, however, is governed partly by default_ship_roles.json which also determines how often ships show up in fleets.
Edit: Actually, how DO you get the N-0 to show up? If im understanding this file correctly, it already should. Is it just hideously rare? I actually have a Morpheus but I've never seen a zero.
Daka is fun though. Especially with ammo feeder. I also feel like it was designed for BRDY ships. Throw in on a dragonfly, sure you build flux fast but can vent very fast as well, the strike variant I think does it pretty well. That being said I generally only control frigates outside super frigates in the early game and I don't feel like the AI generally manages flux that well so I don't run Thunderhead Dragonfly.It's range advantage is marginal for ships that can use Thunderhead effectively, projectile speed at this kind of ranges isn't very important, either, and it ultimately fails by being way less flux efficient than the HMG. Thunderhead's only significant advantage is that it won't turn to shoot at some unimportant stuff, like HMG does.
I suppose it could be buffed but I'm really not sure it needs it. Its got more faster projectile speed, range and dps when compared to the HMG. Yea it cost 1 more OP but I think thats pretty marginal. Its somewhere between the HMG and the HAC. Adds flavor without being OP which I think is the goal.
Daka is fun though. Especially with ammo feeder. I also feel like it was designed for BRDY ships. Throw in on a dragonfly, sure you build flux fast but can vent very fast as well, the strike variant I think does it pretty well. That being said I generally only control frigates outside super frigates in the early game and I don't feel like the AI generally manages flux that well so I don't run Thunderhead Dragonfly.It's range advantage is marginal for ships that can use Thunderhead effectively, projectile speed at this kind of ranges isn't very important, either, and it ultimately fails by being way less flux efficient than the HMG. Thunderhead's only significant advantage is that it won't turn to shoot at some unimportant stuff, like HMG does.
I suppose it could be buffed but I'm really not sure it needs it. Its got more faster projectile speed, range and dps when compared to the HMG. Yea it cost 1 more OP but I think thats pretty marginal. Its somewhere between the HMG and the HAC. Adds flavor without being OP which I think is the goal.
About that: to my knowledge, no_drop only makes it so blueprints don't spawn in the wild corresponding with that ship - when no_drop is there, the only way to get the BPs is by raiding the market of a faction that knows it from the start. This is intentional for the rarest ships in the mod. It doesn't affect the spawn rate of ships in markets, but I've confirmed they do show up eventually. If you want the BPs to show up on research stations and the like, remove no_drop.
edit: Market spawning, however, is governed partly by default_ship_roles.json which also determines how often ships show up in fleets.
I got a modspec for "BRDY Systems Reinforcement," but after learning it, I don't see it available to add to my Blackrock ships. Any ideas?
You may need to enable a mod tech tag in the hullmod screen. At the bottom of the list are a bunch of categories for sorting through hullmods. Faction-added hullmods tend to include a unique "tech" for that faction - there should be a "Blackrock" category you can select and enable, that should show the hullmod.
1553862 [Thread-4] WARN com.fs.starfarer.ui.impl.CargoTooltipFactory - Error figuring out MIRV spec details for [achilles_mrm]
org.json.JSONException: JSONObject["emp"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
at com.fs.starfarer.ui.impl.CargoTooltipFactory.o00000(Unknown Source)
at com.fs.starfarer.ui.impl.CargoTooltipFactory$3.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.WeaponPickerDialog.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
How you update mod, do you delete old file and put new or you copy paste folder?
It is possible to find it in research station or exchange for other bp in prism freeport. Chance to buy from military? Maybe, but it's reaaally low.
Found this mod from the modlist of a certain infamous reviewer, and over time it has come to monopolize my fleet. I bought 2 scorpions to hold the line near the start, and with HVDs and a Heavy Ion Blaster, they outlived every destroyer I bought, vanilla or modded. True, they took ages to kill anything with only their drones as HE damage, but nothing in the same weight class could close on them without getting EMPed.
My current favorite AI ship is the knight, built on much the same philosophy; a pair of shard guns and HVDs to poke shields, a Xyphos LPC to zap enemy PD and keep fighters off my bombers, and a vespa to break armor. With the knight's usual engagement range, the vespa can reload very quickly.
For personal use, I have a Imagos with all the peak time, armor, and hull I can add. One question about it though, what determines have much each projectile eaten adds to the energy burst? Is it just damage of the projectile?
For personal use, I have a Imagos with all the peak time, armor, and hull I can add. One question about it though, what determines have much each projectile eaten adds to the energy burst? Is it just damage of the projectile?
Anyone else noticing that when playing with Nexerelin, Blackrock always loses its capital early on? I've had this happen in 5 consecutive runs so maybe its just me, but if it is a an issue other people are facing I would like for the planet Blackrock to be more fortified in a future update.
Anyone else noticing that when playing with Nexerelin, Blackrock always loses its capital early on? I've had this happen in 5 consecutive runs so maybe its just me, but if it is a an issue other people are facing I would like for the planet Blackrock to be more fortified in a future update.
What officer type would you consider right for one?Found this mod from the modlist of a certain infamous reviewer, and over time it has come to monopolize my fleet. I bought 2 scorpions to hold the line near the start, and with HVDs and a Heavy Ion Blaster, they outlived every destroyer I bought, vanilla or modded. True, they took ages to kill anything with only their drones as HE damage, but nothing in the same weight class could close on them without getting EMPed.
My current favorite AI ship is the knight, built on much the same philosophy; a pair of shard guns and HVDs to poke shields, a Xyphos LPC to zap enemy PD and keep fighters off my bombers, and a vespa to break armor. With the knight's usual engagement range, the vespa can reload very quickly.
For personal use, I have a Imagos with all the peak time, armor, and hull I can add. One question about it though, what determines have much each projectile eaten adds to the energy burst? Is it just damage of the projectile?
Wait till you get a Karkinos in the right AI's hands
QuoteAnyone else noticing that when playing with Nexerelin, Blackrock always loses its capital early on? I've had this happen in 5 consecutive runs so maybe its just me, but if it is a an issue other people are facing I would like for the planet Blackrock to be more fortified in a future update.
Ye. BRDY 90% of time loses capital to Scy and goes into decline. And I do not get to use their ships unless I ally with them and help at every turn.
What officer type would you consider right for one?
BRDY Basics:
- Vent early, vent often.
- X key to hold fire for massive alpha strikes.
- Kill the little stuff first, then roll up the big stuff once the odds are in your favor.
The Desdinova, Nevermore, and Mantis are some of my favorite BRDY ships.
They all pretty much work like this; burst mobility coupled with the faction's signature fast venting and high burst/alpha damage means you get in, do some damage, then get out, vent, and repeat. Depending on your ability to time this cycle, you can flatly overwhelm anything that doesn't have the flux cap or armor to tank it. Bad shields mean you want to already be backing out as your flux approaches 75/80%; you can armor tank a bit, but expect to take some hull damage in any fair fight. So...
Make sure you don't fight fair.
On the fleet strategy level, Blackrock ships benefit from outnumbering an enemy either locally or fleet-to-fleet. Use speed and creative positioning to flank your enemy, kill off their lighter screening frigates and destroyers first, then start cornering and overwhelming cruisers and finally swarm capitals with fast, high-damage ships. Use mobility and vent speed to efficiently distribute damage you can't tank across your fleet. Blackrock weapons are designed for short, intense fights; that also means frigates and destroyers can 'punch up' with huge damage; a swarm of Blackrock frigates with Gale Cannons or Sunfires can quickly strip even capital armor. Even Shard Cannons can sand down armor, given time, and they overwhelm shield generators en masse.
It's not a carrier, it's a battlecruiser. That's why it's cheaper than a full capital.
Do you try buleprints or fight their bigger ships it is posible that nexelin mess up markets, not blackrock mod it self.Nex could definitely be a problem. I'm also using Vayra's sector, not sure if can have any possible effect on markets but there it is
It's probably the fault of other mods, but a lot of the BRDY weapons won't ever spawn in markets, like the normal gale-cannon, large dart pod, IMN assault gun, voidspear MRMS, and a few others. I'm not sure what could be causing it.
Add "brdy_wep_bp" to the \mods\Blackrock Drive Yards\data\world\factions\blackrock_driveyards.faction file in the knownWeapons like thisCode"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],
Please make it so all the weapons and such show up in console commands when you search using brdy, It makes finding faction specific stuff so much easier when everything uses the same thing,Changing those breaks saves sadly, so it is very unlikely a modder will do that. Meanwhile, you can open up weapon_data.csv inside Blackrock Drive Yards\data\weapons folder and see every weapon ID.
Some equipment cant be found by typing brdy, some only need the br, some equipment are just there by name like the voidspears, and a couple of weapons I couldn't find at all.
Hello Cycerin and people!
This mod is decently crafted and even inspiring, some of the ships look amazing!
I have an issue with this mod, however, balancing issues, while playing it with NEX I think you were overly generous with BRDY Cycerin, their fleets are infinite and dangerous to colonies! BRDY isn't that huge to have like thousands of huge fleets, plus that Pristine Nano-Forge can even beat vanilla factions
I was comissioned into Tri-Tachyon and I took over the pirate Limbo planet in Rama, BRDY immediately took issue with me, despite it being a 3 factions planet, so they caused a war over it, they were at war with SCY and Kadur at the same time, the TTS garrison isn't that good, but what is the issue here is the amount of Fleets BRDY has!
I have a decent fleet, nothing that could stomp a station, but it can defeat most fleets, I must have destroyed easily 90 Blackrock drive yard fleets yesterday, they keep spewing out those medium Consortium Enforcers and huge System Protection Fleets as if it was that easy and minor patrols despite being constantly repulsed
They don't ceasefire either after taking so much attrition, not surprisingly, a Hegemony alliance declared war on Tri-Tachyon, so I'm fighting a senseless war with BRDY and defending against Hegemony at the same time, Hegemons can be repulsed back and take while to reconstruct, but BRDY constantly spawns huge fleets, these fleets have a inate ability to overpower Stations, any station, I was stalking Limbo and having recently built a Station there, Consortium Enforcer fleets that aren't even that capable of destroying Stations, (in game battle), can easily destroy stations if I don't join in to see them getting killed..
I could understand a lore reason for them to have like.. a huge army, but minor patrols being able to destroy stations is where I take issue.. is this a vanilla problem? can someone explain to me?
plus' F Hegedemonies satured my pristine nano-forge while I was busy in Rana
Blackrock Drive Yards does not have NEX diplomacy traits? is that a reason they can't Ceasefire?
I used to be a textwall like you you, til I took a delete to the temple
Well it's not like other modders haven't broken saves before, some of them seem to do it every 3 or so updates.Please make it so all the weapons and such show up in console commands when you search using brdy, It makes finding faction specific stuff so much easier when everything uses the same thing,Changing those breaks saves sadly, so it is very unlikely a modder will do that. Meanwhile, you can open up weapon_data.csv inside Blackrock Drive Yards\data\weapons folder and see every weapon ID.
Some equipment cant be found by typing brdy, some only need the br, some equipment are just there by name like the voidspears, and a couple of weapons I couldn't find at all.
Whenever i research blackrock hull modification, it doesn't appear in the hull mod list, so i can't install itCheck that you've got the blackrock hull mod tag selected. It'll frequently default to not, and then none of the mods show up. (The ability to filter hull mods by tag is actually pretty useful when you have a lot of mods, but only if you actually know it's there.)
My god, you're right. Thank you so much for pointing that out :)Whenever i research blackrock hull modification, it doesn't appear in the hull mod list, so i can't install itCheck that you've got the blackrock hull mod tag selected. It'll frequently default to not, and then none of the mods show up. (The ability to filter hull mods by tag is actually pretty useful when you have a lot of mods, but only if you actually know it's there.)
SpoilerHi, this is my favourite faction mod by a very long way. Everything about Blackrock is fantastic, and I commend you for your work on it.
I have, however, found something you should be aware of. Someone else noticed the same thing, on the previous page (https://fractalsoftworks.com/forum/index.php?topic=4018.msg268335#msg268335), and it appears to have gone unnoticed, so let me reiterate it here.
The Vespa is completely overpowered. It offers the most powerful unguided payload available outside of the Cobra Bomber, and it does so at several times the speed of its Reaper-class rival. The result is a torpedo dealing 2500 damage (plus 1500 EMP damage) travelling at speeds high enough to catch destroyers.
This alone is very strong, though not enough to be overpowered. In fact, the Vespa bombers are balanced in most cases through the following drawback:
Their flight path takes them directly into danger, so you are more likely to lose them than you are most other bombers. Even if they don’t die, their flight path leads them far away from your carrier, making them take a lot longer than most bombers to return to the ship. As a result of Vespas dying and taking a long time to return, your fighter reinforcement takes a beating. If you field Vespas, you spend a long time waiting for them to be ready again.
Unless you use the Vespas on the Astral.
Now you have 12 Vespas travelling faster than any other bomber, launching torpedoes faster than any other torpedo, each torpedo doing more damage than any other weapon save the Reaper, each torpedo almost impossible to evade and which PD systems can’t kill in time, fielded on a ship that can teleport the bombers straight back after they have finished their bombing run, completely negating the only weakness that renders them balanced.
12 Vespas. Dealing 30,000 damage. (https://streamable.com/posmb)
Two six-wing Vespa runs can kill an Onslaught from full shield and full health, and an officer-controlled Astral can land that 30,000 damage nuke over and over and over again.
This wasn’t playtested. It can’t have been.
To make the most of this broken combo, pair your Astral with a couple of lesser carriers using fighters and interceptors. These keep your Astral safe from enemy fighter wings, and they help by overloading the weapon and PD systems of your target enemy.
Well, at least you no longer have to Drover spam?
Anyway. Still, best mod ever. Sick work all around.[close]
SpoilerHi, this is my favourite faction mod by a very long way. Everything about Blackrock is fantastic, and I commend you for your work on it.
I have, however, found something you should be aware of. Someone else noticed the same thing, on the previous page (https://fractalsoftworks.com/forum/index.php?topic=4018.msg268335#msg268335), and it appears to have gone unnoticed, so let me reiterate it here.
The Vespa is completely overpowered. It offers the most powerful unguided payload available outside of the Cobra Bomber, and it does so at several times the speed of its Reaper-class rival. The result is a torpedo dealing 2500 damage (plus 1500 EMP damage) travelling at speeds high enough to catch destroyers.
This alone is very strong, though not enough to be overpowered. In fact, the Vespa bombers are balanced in most cases through the following drawback:
Their flight path takes them directly into danger, so you are more likely to lose them than you are most other bombers. Even if they don’t die, their flight path leads them far away from your carrier, making them take a lot longer than most bombers to return to the ship. As a result of Vespas dying and taking a long time to return, your fighter reinforcement takes a beating. If you field Vespas, you spend a long time waiting for them to be ready again.
Unless you use the Vespas on the Astral.
Now you have 12 Vespas travelling faster than any other bomber, launching torpedoes faster than any other torpedo, each torpedo doing more damage than any other weapon save the Reaper, each torpedo almost impossible to evade and which PD systems can’t kill in time, fielded on a ship that can teleport the bombers straight back after they have finished their bombing run, completely negating the only weakness that renders them balanced.
12 Vespas. Dealing 30,000 damage. (https://streamable.com/posmb)
Two six-wing Vespa runs can kill an Onslaught from full shield and full health, and an officer-controlled Astral can land that 30,000 damage nuke over and over and over again.
This wasn’t playtested. It can’t have been.
To make the most of this broken combo, pair your Astral with a couple of lesser carriers using fighters and interceptors. These keep your Astral safe from enemy fighter wings, and they help by overloading the weapon and PD systems of your target enemy.
Well, at least you no longer have to Drover spam?
Anyway. Still, best mod ever. Sick work all around.[close]
Astral's egregiously overpowered, any mod bomber can do the equivalent (seriously, just throw some other good bomber on to compare). The fury torpedo's ENERGY damage type confuses your impressions of it - it's effective enough against shields to force overloads and has enough per-hit damage to chew through the armor damage reduction calculation and expose bare hull - as is intended for it's all around nature.
Using mod weaponry outside of its faction is a silly comparison, it's simple to pair things together such that you remove weaknesses or enhance factional strengths to the point of something being broken.
Fighters are simply broken and shouldn't be used in balance discussions till the next version's changes are seen and mods update as needed.
Even more hilarious is the intimation that an entirely unscreened capital ship *should* be able to survive 12 wings of combined bombing damage output of *any* bomber that isn't a joke (piranha).
And just so we're clear about how broken fighters are - that astral's DP cost is *still* less effective than it's equivalent DP of drovers & sparks. Fighter Recall is bad, reserve deployment is broken.
Missile does the knockback, not the ship, would not wan see that change sorry.Newton's third law.
Missile does the knockback, not the ship, would not wan see that change sorry.Newton's third law.
I've noticed the Imaginos kill itself from either full hull or close to it several times when using its ship system to teleport next to an enemy ship and both immediately exploding. I know it has resistance to ship explosions but it doesn't quite seem to be enough to save the AI from itself, so I usually just fly it myself in smaller battles or leave it undeployed. If possible I think adding a half-second of maybe 80% damage resistance after teleporting would probably solve it without unduly affecting balance? Unless your intention is for it to only really be a player-utilized ship.
I bet you anything it's the weapon arc - most vanilla fighter weapons are fixed or have extremely small (5º) arcs - whereas most Blackrock fighters have 20º-30º weapon mounts. That means they can make a lot more marginal shots, and coupled with the burst-fire, higher projectile speed, and greater range, I could see that easily translating to a much higher average hit rate.Oh, good suggestion, I'll try that and see if it changes the effectiveness. I have not watched them closely in the simulator to see what's going on, but subjectively, in battle, it certainly seems like they are firing more often.
Now that BRDY includes a single-barrel Shredder, you can just swap it out in the files and see if halved firepower fixes anything.
I bet you anything it's the weapon arc - most vanilla fighter weapons are fixed or have extremely small (5º) arcs - whereas most Blackrock fighters have 20º-30º weapon mounts. That means they can make a lot more marginal shots, and coupled with the burst-fire, higher projectile speed, and greater range, I could see that easily translating to a much higher average hit rate.That was indeed a very valuable post. It was not immediately clear how to swap out one Shredder for the other because it used an alphanumeric code for the weapon - I probably could have looked it up, but instead, I changed the default 51.3 degree arc to 5.13 degrees. That partially solved the problem. Not totally - it's now kind of middle-of-the-pack, or maybe in the bottom 3rd, when competing with 8-12 OP manned fighters. Still, a big improvement. Next I'll try switching it to the Light Shredder as well.
Now that BRDY includes a single-barrel Shredder, you can just swap it out in the files and see if halved firepower fixes anything.
I was playing with this and Nexerlin and noticed that Blackrock ship prices are not affected by D-mods. Other ship prices are, though.
I would also think the large amount of raw, but often inconsequential frag damage inflates the numbers in the combat analytics mod a bit, but on the other hand I haven't used that mod much. But if you are using it as the main way to measure performance, I figured it was worth mentioningThe analytics mod takes type into account (or rather, it probably ignores type and just intercepts the numbers); you can see this because for example a single Hammer Torpedo hit will do 750 shield damage, but much more ship damage (it does not distinguish between armor and hull when tracking ship damage). It's a really useful mod for evaluating performance; I just wish it could track the simulator, too.
The analytics mod takes type into account (or rather, it probably ignores type and just intercepts the numbers); you can see this because for example a single Hammer Torpedo hit will do 750 shield damage, but much more ship damage (it does not distinguish between armor and hull when tracking ship damage). It's a really useful mod for evaluating performance; I just wish it could track the simulator, too.More like it constantly feeds you mis- and dis-information...
Hello Cycerin! Thanks for all your hard work on this mod! I almost can't play without it. Is there any plans to update it for current version of the game (0.95a)?
Hey, I'm planning on updating for 0.9.5. I gotta finish polishing and consolidating the stuff from the sporadic work on the mod since last time + the compatibility, some nods to new features if I can make time, and inevitable bugfixing. So I don't really know how long it will take. Hopefully not too long.
Check out an upcoming ship in the meantime. ;D
(https://i.imgur.com/h5dnZBG.png)
The Ogre-class battlecruiser. No frills on this one, just Burst Jets, forward facing firepower and the ability to not fundamentally suck in AI hands, although I hope the shipsystem AI used on the new Hyperion can help the Karkinos in that regard... haven't checked yet.
Apart from that, the update will have the backlog of much needed fixes to broken things, updated sprites, reworked ships, fighters and weapons, and some cool new fluff like a custom impl of MagicThruster for all burst-jet ships that gives RCS thruster-style dynamic visuals while the system is active.
(https://i.imgur.com/h5dnZBG.png)
I infer from 'Ogre' that its more 'hulk smash' than 'mom hold my icecream'
There are no plans for that at the moment. Who knows though. I am keeping the scope low and manageable for the update, and low and manageable for future content and maintenance.
Modding requires that special surplus energy that I just don't have on most days, anymore. Right now, it's just something to plug away at now and then. And it'll stay that way for the foreseeable future.
mobile is my jam. Smash efficiency overhaul on that an blind jump into a neutron star.
Can you share the dp cost? i mean odyssey is 45.... and BR is traditionally a LITTLE expensive... 48?
hell yours and shadowy's mods are the only ones still around of all the older mods
There are no plans for that at the moment. Who knows though. I am keeping the scope low and manageable for the update, and low and manageable for future content and maintenance.
Modding requires that special surplus energy that I just don't have on most days, anymore. Right now, it's just something to plug away at now and then. And it'll stay that way for the foreseeable future.
And thanks, to everyone who posted just to show appreciation that the mod isn't dead ;D
909258 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.AbstractMethodError: data.scripts.weapons.HammerclawOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.scripts.weapons.HammerclawOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.O0OO.super(Unknown Source)
at com.fs.starfarer.combat.o0OO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.o0OO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
909641 [Thread-10] INFO sound.O - Creating streaming player for music with id [Exigency(3.0Remix).ogg]
909641 [Thread-10] INFO sound.null - Playing music with id [Exigency(3.0Remix).ogg]
Expected crash from API break due to 0.9.5a update to OnHitEffect (i mean, the mod isnt stated to work with 0.9.5 yet anyway)Well played lol, the mod version tricked me
And thanks, to everyone who posted just to show appreciation that the mod isn't dead ;DSo here is more water to the ocean.
When the update is ready ;)
And thanks, to everyone who posted just to show appreciation that the mod isn't dead ;DSo here is more water to the ocean.
I personally think the looks, threat and the music of the introduced faction creates a superb atmosphere even if I decided to drop it due to the overloud immersion breaking yelling sound that the biggest ship makes.
Would absolutely use it again if that sound gets tweaked or updated to fall in line with, well, space tech.
Overloading enemies with beams is not a viable tactic in vanilla. Hit and run with them is outright impossible. BRDY brings that to life with risks if overreaching which is cool.
Regarding the poll: space monsters all the way. There is nothing organic lurking in the depths of space that would totally fit this mod. You all gotta love blasting tendrils and bleeding flesh that may even require vastly different louadouts/tactics.
When I try to run this with the current version of Starsector (0.9.5a) the mod says it requires 0.9.1, and I cant tell it to load. Is this an error with the updated mod itself? or have I done something wrong?
Can't waitI guess we really are headed into the starsector universe, cant wait to charge a paragon into a [REDACTED] in the future
https://www.youtube.com/watch?v=1n4zkdfKUAE&ab_channel=JakeTran
The first thing in the thread title is [0.9.1.a], there is also (10.06.2019) showing the mod has not been updated in years. The download link in the OP says "Download blackrock for starsector 0.9.1a". I agree that the mod/game version overlap is confusing, but yeah... I didnt wanna edit the thread title cause that might cause someone else to think the update is out lmao
Edited the DL link in the OP to say not compatible with latest version.
And work is progressing on the update, just slowly. Life is life.
(https://i.imgur.com/2MVumil.png)
In the hopes of not reading multiple pages back, does the 9.5a download work-but-its-buggy or not at all, or?
... That, is an impressive coincidence. 8)In the hopes of not reading multiple pages back, does the 9.5a download work-but-its-buggy or not at all, or?
oh no, its not the version for starsector: 0.9.5a the mods version ITSELF is 0.9.5a
Hey all. I've had to stop working on this for a while for personal, work and health reasons. :( ... ... ... So I'll be back later.I feel for you. "2020 & 2021" is all that need to be said. Here's to hoping that joy & energy returns to you. You go take care of real life and come back to the hobby later.
Hey all. I've had to stop working on this for a while for personal, work and health reasons. :(
Sorry if this is disappointing news, it is to me as well. But that's life.
It warms to read your kind words and see that people miss the mod. I miss it too in a way, well, not the mod itself but just the feeling of being able to have fun working on it unburdened. I just wanna make some cool spaceships, weapons and sound effects, as I always have. In a way that's why BRDY became such an enduring mod, it was always just easier for me to channel some of that tinkering energy into it rather than start over with what I'd learned and make something with less constraints, even though I have wanted to do that at points.
But I think I've reached a tipping point now where all the old content's flaws bothers me to an extent that I can't just barrel on past it, and well... things required a lot more work than I anticipated. And that's just the piece of the puzzle that has to do with the mod itself. When you add external factors it just became impossible for me to keep going right now.
So I'll be back later.
I have recently managed to make myself a patchwork version of Blackrock for 0.95 that, for the time that I played with it so far, seems to be working fine.It would be nice, but of crs all we need is Cicerin permition. I hope he see your post.
If Cycerin would be alright with it I would upload it somewhere and put the link to it in the replies here.
Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:
- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity
Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.
This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.
I'm also maintaining a copy that I ported and posted to the Discord earlier today. https://www.mediafire.com/file/t2vbuxqfsugygsw/Blackrock_Drive_Yards.zip/file Just a straight update from the most recent version. In the unexpected event anything breaks, lemme know.
"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],
Super nice to hear that there's a working version out there now! Just noticed that both these are missing a fix to a known bug where some BDRY weapons don't spawn in markets.
In \mods\Blackrock Drive Yards\data\world\factions\blackrock_driveyards.faction you need to add the brdy_wep_bp tag:Code"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],
hi, does it work with actual ss version?
How do I disable that music and re-enable the vanilla track?I think you could open Blackrock Drive Yards/data/config/sounds.json and comment out the unwanted tracks (put a # in front)
....
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
...
Thank you so much! This mod is awesome - ships, weapons, lore. Amazing
Thanks for the patched versions. Guess I'll have to throw my week's run and start a new one. Gotta have these badass Blackrock ships! ;D
Thank you, Good job!Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:
- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity
Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.
This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.
very cool, praise Cycerin for giving permission for this.
Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:
- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity
Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.
So happy to see this mod available again! ;D Is it safe to add the faction into an existing save game? Cause I just pick this game up again recently and sorta don't want to start a new game... :-\
Not sure if this is happening to others but the Blackrock hull mods aren't working. I have come across them and right click to learn but then they don't show up in the list of hull mods. Playing with Nex and a bunch of other mods, so not sure if it's a compatibility issue or if it's a bug?
Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:
- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity
Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.
This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.
I can't believe I have never tried this mod out. Does it add any quests or storyline to the game?
I can't believe I have never tried this mod out. Does it add any quests or storyline to the game?
Will either of the patched versions work or is one prefered over the other?I immodestly recommend mine because of the bugfixes. ^^'
Hello! I have updated BRDY to use the new MagicLib packages.
Blackrock Drive Yards 0.9.5b4: https://drive.google.com/file/d/1i84vgLgF8xQQk5vjkrjyH-BfrZ1wfT7O/view?usp=sharing
BRDY Unofficial Balance Add-on: https://drive.google.com/file/d/1DIEO0dbuDqSrwooqIkXE0_kHTvT8Qy27/view?usp=sharing
For now please direct any bug reports my way. Enjoy :)
@Richardface I was trying to do derelict empire earlier, I’m pretty sure unofficial end patch random sector is solely at fault for the crash here.
Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:
- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity
Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.
This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.
Many crashes?Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:
- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity
Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.
This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.
everyone who wants to continue using this mod in 0.96a just download this and change the version number
Hello! I have updated BRDY to use the new MagicLib packages.
Blackrock Drive Yards 0.9.5b4: https://drive.google.com/file/d/1i84vgLgF8xQQk5vjkrjyH-BfrZ1wfT7O/view?usp=sharing
BRDY Unofficial Balance Add-on: https://drive.google.com/file/d/1o01S7okej1mTbliAD6Y010dq51QRsChe/view?usp=share_link (fixed mod_info 5/13)
For now please direct any bug reports my way. Enjoy :)
Thanks comradeHello! I have updated BRDY to use the new MagicLib packages.
Blackrock Drive Yards 0.9.5b4: https://drive.google.com/file/d/1i84vgLgF8xQQk5vjkrjyH-BfrZ1wfT7O/view?usp=sharing
BRDY Unofficial Balance Add-on: https://drive.google.com/file/d/1o01S7okej1mTbliAD6Y010dq51QRsChe/view?usp=share_link (fixed mod_info 5/13)
For now please direct any bug reports my way. Enjoy :)
Please used the properly updated copy, it'll save us all some headaches. :)