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Poll

What would you like to see in Blackrock?

More ships
- 759 (23.7%)
More weapons
- 484 (15.1%)
More campaign features
- 482 (15%)
Space monsters
- 707 (22%)
More lore
- 210 (6.5%)
More music
- 132 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 278 (8.7%)

Total Members Voted: 1432


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1806897 times)

Cycerin

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1920 on: December 15, 2015, 06:18:02 AM »

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.

All CR rates are currently wrong due to a massive oversight, set it to 2 or 3
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Nanao-kun

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1921 on: December 15, 2015, 04:14:12 PM »

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?
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Wyvern

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1922 on: December 15, 2015, 04:22:49 PM »

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!
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Wyvern is 100% correct about the math.

Nanao-kun

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1923 on: December 15, 2015, 04:32:21 PM »

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. :P
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Cycerin

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1924 on: December 15, 2015, 04:51:46 PM »

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
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Nanao-kun

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1925 on: December 15, 2015, 05:16:45 PM »

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
Oh, nice!
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Cycerin

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1926 on: December 15, 2015, 05:25:17 PM »

Replace BR.jar with that in Blackrock Drive Yards/jars
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Mudanzas Valencia

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1927 on: December 15, 2015, 07:03:46 PM »

if you're doing hotfixes, i don't suppose you can post a stop gap hull xcell to repair the CR weirdness  XD
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Cycerin

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1928 on: December 15, 2015, 07:29:45 PM »

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Mudanzas Valencia

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1929 on: December 15, 2015, 07:32:18 PM »

aaaaa, what a cool community
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si desea un presupuesto para su hogar o negocio
http://www.mudanzasvalemcia.com
Sus muebles, así como nuestra reputación en Valencia, tu empresa de mudanzas economicas.

Taverius

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1930 on: December 15, 2015, 08:45:15 PM »

I haven't played in a while so I was looking through the hull codex like I usually do after a long break.

When I clicked on the shrimp it damn near brought a tear to my eye - don't you ever change the damn fool thing, I can't wait to get back into one.

Anyways more relevantly:

Nevermore desc:

... break from the crew compartments, who sometimes build up a static ... - pretty sure that should be 'which' or 'that'?
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No faction is truly established without a themed Buffalo (TAG) variant.

Cycerin

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1931 on: December 15, 2015, 09:25:53 PM »

Nice catch.
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Troika

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1932 on: December 16, 2015, 02:24:12 AM »

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.
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OOZ662

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1933 on: December 16, 2015, 04:55:48 AM »

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.

Blackrock is known to be Corvus Mode incompatible.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Cik

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1934 on: December 16, 2015, 04:58:01 AM »

was that always the case? i could have sworn there was a BRDY system around a red giant in .6x somewhere.
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