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News:

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

Poll

What would you like to see in Blackrock?

More ships
- 755 (23.7%)
More weapons
- 481 (15.1%)
More campaign features
- 478 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1425


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790653 times)

AxleMC131

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2730 on: July 21, 2017, 03:22:06 PM »

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* ...)
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OzarMidrashim

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2731 on: July 21, 2017, 04:02:39 PM »

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 ?!?
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Mods are like drugs for games - they allow to customise and expand experiance...
...yet be carefull not to mix to much or overload...as conflicts yield terrible results.
There is only one rule always in (load)order...be responsible and know what you're doing.

AxleMC131

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2732 on: July 21, 2017, 06:28:31 PM »

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...
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Sy

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2733 on: July 21, 2017, 08:31:33 PM »

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.
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Orikson

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2734 on: July 22, 2017, 12:15:56 AM »

cycerin's computer set up died, so it'll take a while before he can do modding stuff.
« Last Edit: July 22, 2017, 02:42:08 AM by Orikson »
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Midnight Kitsune

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2735 on: July 22, 2017, 12:40:23 AM »

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...
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OzarMidrashim

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2736 on: July 22, 2017, 12:51:02 PM »

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...

I hoped it would be clear, but apparently not enough.
I was joking, by presenting attention-focus on anything else than whole subject of sprites ;-) =P

Remember that periods to...its cyclical for creative persons with passion - but its important to recognize when making mod or even gaming transfers from fun in itself to tedious task and kinda "another work". Burn-up or slow-down can appear or dissapear in an instant depending on inspiration gauge, that every one need to recharge from time to time.

What i mean is...making food might fill your appetite...but it won't fill your belly.
Or...just go and blow some *** up! =P
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Mods are like drugs for games - they allow to customise and expand experiance...
...yet be carefull not to mix to much or overload...as conflicts yield terrible results.
There is only one rule always in (load)order...be responsible and know what you're doing.

AxleMC131

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2737 on: July 22, 2017, 02:24:51 PM »

Hehe, that's alright @OzarMidrashim, I had a feeling you were joking. ;) Just wanted to make my position clear.

I definitely don't want to be burning out on Starsector just yet, so working is actually beneficial because (in my workplace at least) I have a decent amount of time to think about stuff and come up with random new concepts.
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Owl

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2738 on: July 25, 2017, 06:29:25 PM »

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.
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LazyWizard

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2739 on: July 25, 2017, 07:41:38 PM »

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.

It's because he was hosting the master version file in a public folder on Dropbox, but they dropped support for those folders a few months ago. He'll have to move the file to another site like GitHub or Bitbucket.

If/when you fix this, Cyc, you may also want to add this line to your .version file to allow opening the update thread from within Starsector:
Quote
"modThreadId":4018,
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Owl

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2740 on: July 26, 2017, 07:10:50 PM »

Thanks for the reply
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atreg

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2741 on: August 24, 2017, 02:31:46 PM »

I'm not sure what the problem is, but my AI-controlled Knight cruisers seem to refuse to use the Rage SRM Pod. All it'll do is cycle between the two missile pods without firing them while plinking away with its guns, even against overloaded or shieldless ships. I don't have this problem if I give it any other missile for its medium slot, and changing pilot AI doesn't seem to help either.
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Grizzlyadamz

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2742 on: November 01, 2017, 10:45:19 PM »

Heh, didn't notice it last time I was playing with this mod but 'Expensive to field' should also probably be amongst the descriptors for this faction.
Many of the frigates, while good, cost as-much-as or more-than a destroyer to deploy in battle. 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 60-80, and rarely does it take more than 3 days to recover.
These frigs are great in combat so you'll be inclined to use them, but man do they chomp down on the winnings if you do.


Also how come it's gotten so quiet in here?
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Sy

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2743 on: November 02, 2017, 04:24:53 AM »

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 60-80
you'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.

that said, many of BRDY's ships are still on the expensive side in supply costs as well, just not by a large amount -- aside from Desdinova, Imaginos, and Morpheus. these 3 are much more expensive because they are also much more powerful than most ships of their size class, similar to vanilla Hyperion.


as for why there isn't much talk going on in this thread lately, i imagine it's because 1) the mod hasn't had any updates or news in a while, and 2) most people who feel like chatting about custom ship loadouts, balance, etc do so in the discord chat, where they usually get a quick response to whatever they wanna share or ask.
« Last Edit: November 02, 2017, 04:31:54 AM by Sy »
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Grizzlyadamz

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Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« Reply #2744 on: November 03, 2017, 12:17:34 AM »

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.

Huh, that might just be a discord I actually use, thanks for pointing it out!
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