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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Cycerin

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1
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 14, 2023, 05:45:36 AM »
Crazy how much discussion this one ship is generating lol

How about 3 large missile, with one in a central turret, for the Pegasus. The displaced medium hybrids could move off to the sides on two new turret bastions. The large missile turret would put Reapers on a pivot so it retains the killyness while also allowing loadouts that spam one type of large missile. I guess this would also make it similar to an XIV legion though so IDK

FMR should go but I have no good idea for what to replace it with. 

2
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 01:03:50 PM »
Fun stuff. I'm picturing the GIGACANNON as kind of like a PPC out of Battletech, except with poor range. Does that fit? Better have a kickass firing noise regardless of how awful it is.

3
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: March 22, 2022, 01:11:40 PM »
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.

4
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 18, 2022, 05:27:24 PM »
Have to say I didnt expect to see something as insanely "low tech" as an orion drive in Starsector but now that it's here I gotta say you made it really cool (and made it feel like it makes sense, to boot) - awesome work

5
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 11, 2021, 06:23:38 AM »
The new spooky stuff and slipstreams does a lot to make hyperspace feel more mysterious and alive, I love it.

And the Manticore and Vanguard turned out really great ;D

6
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 27, 2021, 11:34:42 AM »
You all taking the time to drop by and say these things, it means a lot to me. Thank you.

7
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.

8
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.


9
When the update is ready ;)

10
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)

11
Thanks again all. <3

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?

I mean it isnt strictly final yet. I'm aiming for something close to the Odyssey though. 40-50. Depends on how strong it feels in testing

Quote
hell yours and shadowy's mods are the only ones still around of all the older mods

Yeah RIP to so many classic faction mods at this point. Junk Pirates I hope never dies though. That's liek the grandfather of all faction mods.

12
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

I infer from 'Ogre' that its more 'hulk smash' than 'mom hold my icecream'

I mean, being a BC it's more bark than bite when it meets another big dog. But it's very efficient at being a battlecruiser. It's balanced around being mobile, but vulnerable to flanking. Stats are quite average across the board. Narrow front shield = biggest weakness. Built in PD (like Antaeus) = biggest perk.

13
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

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.

14
Bug Reports & Support / Re: 0.95a Assets in combat not loading
« on: March 27, 2021, 06:26:16 AM »
Also encountered this bug, nothing special about the situation just a normal head-on engagement vs random pathers. Medium size fleet on both sides. I hit deploy all and noticed something was off. I had memory at around 3k (as I had a memory soft warning from the game earlier - surprised me a bit, running no mods + the default value, so I doubled it) and increasing it to 4k like ProNoob wrote fixed the issue here too.

What I noticed in addition to the OP's description of the issue, is that launching a command shuttle to switch to a different ship, the command shuttle was stuck next to my flagship at 0 speed for quite a few seconds before moving normally (seen on the command overlay)

And if I panned the empty view up as far as it would go, I eventually arrived at a white screen. I'd assume out of bounds or something but the sound effects matched normal fleet action while I was in the command overlay. So I don't really have any clue what this is.

I'm running RC9 at normal UI scale, 1920x1080, no antialiasing. LazyLib and Autosave are the only mods enabled.

15
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 10:36:37 AM »
Hell yea, can't wait to check it out!

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