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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


Pages: 1 ... 36 37 [38] 39 40 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790818 times)

Uomoz

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Re: Blackrock Drive Yards
« Reply #555 on: September 27, 2013, 02:26:37 PM »

The best thing is, that ship is not overpowered! It fair good vs other capital ships, but an onslaught wins (AI vs AI). As much awesome the Kark is, it's still balanced. As always cyc's ships fill a well rounded niche. That's a good job.
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Cycerin

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Re: Blackrock Drive Yards
« Reply #556 on: September 27, 2013, 02:48:39 PM »

Thanks, but jury's still out on if it's overpowered or not. Then again, I like to go a little bit crazy with this one, since after all, it's a capital ship, and capital ships are supposed to be a little crazy.
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ValkyriaL

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Re: Blackrock Drive Yards
« Reply #557 on: September 27, 2013, 02:56:38 PM »

 ::) I like your way of thinking with capital ships, thats the logic i use when i make mine. ;D
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Cycerin

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Re: Blackrock Drive Yards
« Reply #558 on: September 27, 2013, 03:00:28 PM »

What's the fun otherwise? ;D
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Wyvern

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Re: Blackrock Drive Yards
« Reply #559 on: September 27, 2013, 03:05:19 PM »

Don't torture 'em, Uomoz.

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.
Out of curiosity, which features are those that are being backburnered?
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Wyvern is 100% correct about the math.

Cycerin

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Re: Blackrock Drive Yards
« Reply #560 on: September 27, 2013, 03:08:56 PM »

Basically, a perfect implementation of the Karkinos' Scalar Deracinator ship system, but thanks to LazyWizard I have it 90% of how I want it to be. all hail the wizard

The other stuff is mostly detail and polish, but I have a lot of ambitiously crazy things planned for the future.
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Destroyer140

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Re: Blackrock Drive Yards
« Reply #561 on: September 27, 2013, 07:17:45 PM »

For those who have "[missile_medium]" and "[beam_light_loop]" related crashes, I threw together a patch for the current BETA v0.30 (0.54 and up) release for those who would still like to play without crashes but didn't knew how to fix it: http://www.mediafire.com/download/pnb98eziibdfynr/BRDY_Weapon_fix_0.6.rar

All you need to do is extract the 3 files to "Starsector\mods\Blackrock Drive Yards\data\weapons" and over write the 3 file.

This should fix the crash related to the Achilles Misiles (and pod version of it) and the Argus Particle Beam.
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Ishman

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Re: Blackrock Drive Yards
« Reply #562 on: September 27, 2013, 11:34:24 PM »

Running lights are pretty neat. Now all we need is vapor trails from launched missiles due to outflowing gas.
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Gotcha!

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Re: Blackrock Drive Yards
« Reply #563 on: September 28, 2013, 05:15:27 AM »

That ship is looking mighty fine indeed. *thumbs up*
It scares the living daylights out of me though.
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Cycerin

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Re: Blackrock Drive Yards
« Reply #564 on: September 28, 2013, 11:36:17 AM »


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cell

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Re: Blackrock Drive Yards
« Reply #565 on: September 28, 2013, 11:45:43 AM »

that ship looks incredible! what does its system do?
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MShadowy

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Re: Blackrock Drive Yards
« Reply #566 on: September 28, 2013, 11:46:11 AM »

awesome!
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Cycerin

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Re: Blackrock Drive Yards
« Reply #567 on: September 28, 2013, 11:52:34 AM »

that ship looks incredible! what does its system do?

Teleportation with a long cooldown. When you arrive, everything nearby gets blasted with energy damage and EMP.
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Sabaton

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Re: Blackrock Drive Yards
« Reply #568 on: September 28, 2013, 11:54:40 AM »

 Hehe, you weren't joking when you said you wanted to do something crazy with it.
 How far can you teleport? And what's the damage radius?
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Cycerin

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Re: Blackrock Drive Yards
« Reply #569 on: September 28, 2013, 11:57:16 AM »

1250 units, and the damage radius is exactly what you see on the gif with the explosion. Also, everything gets pushed away from the ship, most notably fighters, who get pretty screwed up.
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