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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
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (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: 1424


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790301 times)

Cycerin

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #840 on: December 08, 2013, 10:04:29 AM »

You're welcome. Now.. give me the feedback... ALL of the feedback
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Piemanlives

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #841 on: December 08, 2013, 10:07:35 AM »

Question, is this a save breaker?
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

Cycerin

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #842 on: December 08, 2013, 10:11:51 AM »

Not quite sure. It might be, due to the campaign variant selector script.
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Runoved

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #843 on: December 08, 2013, 10:56:09 AM »

New ships are very interesting and beautiful, however as well as the old ones. Can not wait to try them in action. At first glance the new design seems darker, more gothic. Although it is possible so intended. Have to see how it will looks in motion.
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Cycerin

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #844 on: December 09, 2013, 04:16:43 AM »

Thanks! I think I've slowly made "old" Blackrock ships grittier over time, come to think of it.
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felixsimon

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #845 on: December 09, 2013, 01:55:35 PM »

Hmmm... Do you need to manually add new ships/variants in exrelin world/blackrock_driveyards file for them to appear in exrelin games?
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ValkyriaL

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #846 on: December 09, 2013, 02:03:05 PM »

perhaps you should ask Zaphide that? :I
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Zaphide

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #847 on: December 09, 2013, 03:40:09 PM »

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

Yes you will need to add the new variants to the Exerelin/data/world/factions/blackrock_driveyards.faction file, specifically the exerelinGenericFleet definition, if you want them to appear in your current game.

The next version of Exerelin will already have them in it (but will not be save-compatible unfortunately) :)
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Cycerin

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #848 on: December 10, 2013, 06:54:15 AM »

Do you suppose my new variant randomizer could be implemented into Blackrock's Exerelin fleets, Zaphide?
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PixiCode

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #849 on: December 10, 2013, 12:53:47 PM »

Fantastic looking update, loving your design and gameplay as always! Out of all the factions that I've tried out, Blackrock is the most fun to play ((And the most overpowered for the player <.< I regularly use the Desdinova to destroy both vanilla and other faction ship cruisers with little to no damage to the destroyer in question XD with full damage enabled. Don't even get me started on the Karkinos... ^^;;))

I'm not entirely sure if this is the right place to put this question - and if it isn't then feel free to delete it or ask me to edit out this part, but here we go! I'm not sure if this is Blackrock's fault since I have many other faction mods and Exerelin running in tandem, but lately I've experienced two freezes upon using the (large) Scalar Deracinator in the version before v0.5. These freezes began recently, I had used the Scalar Deracinator a lot before it began freezing my computer, and I don't know what criteria are necessary for the freeze to happen as the freeze does not happen until I've used Scalar Deracinator a few times. Regardless, the freeze happens right when the battleship is about to teleport to its destination, not when the scalar deracinator is activated. There's no java error log that pops up or anything; it's just a sudden freeze.

Would you happen to know anything about this? I run Starsector by running an edited starsector-core starsector.batch file and using the mods folder within the starsector-core folder. I have this edited .batch file set at -Xms512m -Xmx5g on a computer with 16 gigabytes of ram, and the OS i use is Windows 7. I have no idea if I have 64bit java installed, because I use firefox and firefox only has a 32 bit version, so I tried to manually install java 64 bit on top of my java 32 bit installation?... I really have no idea what I did, but I guess it's working since java can't normally use more than 4g of memory. My computer IS 64 bit.
« Last Edit: December 10, 2013, 12:57:18 PM by Chroma »
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Cycerin

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #850 on: December 10, 2013, 01:53:36 PM »

Hmm, it *could* be a sound related issue. The sound effect for the explosion is in stereo which is technically not supported by Starsector's engine, but 99% of the time, it works fine. Try to boot the game with sound checked off in the starting dialog and see if it changes anything.
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Zaphide

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #851 on: December 10, 2013, 05:05:32 PM »

Do you suppose my new variant randomizer could be implemented into Blackrock's Exerelin fleets, Zaphide?

Yeah I think so. I think MShadowy uses a variant randomizer as well so I could implement both :)

It is a shame their isn't something like ShipAPI.getPossibleVariantsForHull() or Global.getSector().getVariantsForHullId(String hullId) method that would return a string list/array of all the possible variants for that hull. I will add this to the API request thread :)
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Ishman

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #852 on: December 11, 2013, 12:38:48 AM »

Oh man, I'd forgotten you had asked for feedback - been having a lot of fun with the new stuff.

I'm really liking the new ironweaver, though all the front loaded weapons in your mod make it especially overpowered in the hands of a player as compared to the ai - The Desdinova's relatively large selection of forward facing mounts, generous OP supply, and insane maneuverability from arc jets is especially egregious of this I noticed, loaded up with 4-6 shotties, blaster in the energy, it's capable of soloing the large majority of ships that don't have omni shields or extremely efficient shield values. Some serkets acting as distractions against the ai blob of ships let's you fearlessly dip in and out, removing frigates and destroyers in moments. And running is incredibly easy except against beam weapons, since you can retreat faster than all non-mod missiles while venting, and have your shield up to take the retaliatory fire on empty flux reserves at a safe distance for potential overload.

Too bad the AI's largely incapable of that dance like a butterfly sting like a bee tactics, making a lot of the better human piloted fit utterly useless in the hands of the AI - that previous build i mentioned gets an AI piloted Desdinova about one frigate kill before it becomes a glowing husk as it has no concept of how to take advantage of its superior mobility to retreat, it attempt to brawl with things it has absolutely no business dealing with (sitting in front of two dominators and a bevy of fighter craft in an especially sad incident).

Anyways, faction still seems vanilla balanced on the slightly weak side (those flat 1 shield ratios on almost every ship noticeably contribute) except in player hands, and that applys to juuuuust about all modded facs.

ALSO THAT QUAD PULSE GUN STILL SOUNDS PRETTY GREAT.
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Bjørn_in_the_Sector

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #853 on: December 11, 2013, 01:29:48 AM »

What quad pulse gun? :O
While I'm here - I've recently tried out the Imaginos. Holy. Crap. That thing is ridiculous. I can pretty much solo a pirate armada with it. I'm liking the linear pulse gun more and more - it's so useful in every scenario.
loving that you made a rapid fire version of the shard cannon - the constant DPS is great for shield suppression.
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.)
I second what ishman said about the Desdinova. It's the perfect "boxing" destroyer, and I like to call mine "The Rabid Dog", loading it up with a pair of Gale or squall cannons, 6 shard guns, an argus array and a Sunjet in the front. The shards massacre the enemy shields, and then I let them have it with the HE burst damage (preferably to the engines :P) It's also a nightmare for retreating ships. Oh, did I mention what a joy it is to fly? :D
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Cycerin

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Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« Reply #854 on: December 11, 2013, 05:19:11 AM »

Thank you both for the awesome feedback. ;D

While I agree that the Desdinova is very powerful, I think it's in a good spot since the AI is so unreliable with it. Anything I could personally do in a Desdinova, I could easily do in an AM blaster based Medusa, or even a glass cannon Sunder. Especially with Combat or Technology levels. Neither of those ships suffer from CR decay or the Desdinova's ridiculous supply consumption, either.

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.)


Funny you should say that, one of the things that didn't make it into this release is the Diptera-class interceptor. I guess I'll release it along with a polish patch soonish.



The quad pulse gun is one of the heavy energy weapon ideas that were thrown around earlier. I personally don't know if Blackrock needs a large energy weapon. I guess if I made some large slots into Universals here and there, but that would remove the ability to put medium guns into large slots on a few ships, and force me to do a lot of variant shuffling once again. Maybe in the future.
« Last Edit: December 11, 2013, 05:21:50 AM by Cycerin »
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