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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


Pages: 1 ... 38 39 [40] 41 42 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790475 times)

x Daedalus

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #585 on: September 29, 2013, 04:55:14 PM »

Yes! :D
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Dogpot

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #586 on: September 29, 2013, 05:11:58 PM »

Potential crash bug found. Click the Desdinova Codex entry (the '?' button) in the 'F'leet menu. Sometimes works properly the first time but crashes when you exit and click the button again. 100% reproducible on my box.

Spoiler
Code
5594535 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [exported_variant_desdinova_a90ef979-ad25-40a8-99b2-abd4c061db7b] not found!
java.lang.RuntimeException: Ship hull variant [exported_variant_desdinova_a90ef979-ad25-40a8-99b2-abd4c061db7b] not found!
at com.fs.starfarer.loading.for.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.C.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.E.super(Unknown Source)
at com.fs.starfarer.codex.ui.E.do.super(Unknown Source)
at com.fs.starfarer.codex.ui.E.øo0000(Unknown Source)
at com.fs.starfarer.coreui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
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Turdicus

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #587 on: September 29, 2013, 06:27:02 PM »

Nice, I'm new here so I'm curious if this mod plans on getting support within Exerelin? I noticed some blackrock strings in some of Zaphide's scripts so it did at one point.

Gonna have a go testing this wonderfulness out
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FlashFrozen

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #588 on: September 29, 2013, 07:37:38 PM »

Just wondering, is the Blackrock flux core supposed to be installable on any ship? =o
Double venting is always welcome on an onslaught x)

But yeah Amazing improvements all round, gotta stare at them blinky lights some.
Also of note, love planet verge, though I kinda wish the huge debris ring rotated a little more.
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valefore

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #589 on: September 29, 2013, 08:20:28 PM »

Yay!!!
And Kudos to the awesome logo! The Green Orange box looks really cool with BlackRock. I personally disliked the sun symbols cause they reminded me of the imperial japanese flag... so Yay!
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Dragar

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #590 on: September 29, 2013, 09:16:30 PM »

Got a crash during gameplay, says the Blackrock Personnel convoy/fleet couldn't be found.
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Ishman

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #591 on: September 30, 2013, 01:05:38 AM »

Fabulous release!

Just wanted to point out that the tonnage of that 327m long craft in the top post is off by an order of magnitude though. Presuming dimensions of 327 meters by 70 by 70, it's got a density of one kilogram per square meter, about the same density as aerogel.

Might want to up the tonnage by an order of magnitude to something more similarly sized like a Nimitz class carrier, which weighs ~100,000 tons.
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Cycerin

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #592 on: September 30, 2013, 03:20:44 AM »

Oh yeaaaah. Never bothered to fix it to be more in-universe as opposed to a boneheaded copy/paste from the .csv... until now.

Got a crash during gameplay, says the Blackrock Personnel convoy/fleet couldn't be found.

Do you have a starsector.log report?

Just wondering, is the Blackrock flux core supposed to be installable on any ship? =o
Double venting is always welcome on an onslaught x)

Uuuh, shouldn't be possible except for in missions/the dev mode variant editor, where I can't really do anything to prevent it. Do you mean in the campaign?
« Last Edit: September 30, 2013, 03:37:52 AM by Cycerin »
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Cycerin

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #593 on: September 30, 2013, 05:17:39 AM »

Hahaha. Oh yeah, I remember the chuffy Scarabs.

That's mainly because slot types don't affect what a fighter does, except they have to exist and have a swivel radius/heading and be hidden or not. You can still say that a missile slot will hold an energy weapon if you want. Next update the game won't even list what slots a fighter has, because they can never be refitted anyway.

So basically I changed the weapons from what they used to be, and haven't been arsed to clean it up yet because it has no bearing on gameplay. :) Heh, Serkets sh*tting Quills all over the place was a bit broken. Their current Linear Pulse Guns mean that they need to build flux if they want to hurt something.
« Last Edit: September 30, 2013, 05:21:03 AM by Cycerin »
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Vayra

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #594 on: September 30, 2013, 05:27:25 AM »

I have to say, I'm not sure about forcing the player to start in Gneiss. Not only does it seem to happen regardless of if you choose BRDY or NO_BRDY at character creation, respawning there is really inconvenient especially early on. You'll end up using a big chunk of your respawn supplies and fuel to get back to a system with things to fight, and you don't necessarily respawn with much money to buy more unless you were rich when you died.

Everything else is fantastic though! I think the Locust is my new favorite ship to fly personally, and I especially love the sounds. I might add that your soundcloud that the "hypothetical theme song" is hosted on is full of really good stuff, and makes an awesome soundtrack for flying around and blowing up spaceships. :)
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Cycerin

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #595 on: September 30, 2013, 05:40:10 AM »

Thanks a lot! I am playing through the campaign now and enabled Kadur and some other stuff, going to be fun to see how it ends up.

Respawning is supposed to suck, though. But Gneiss will contain things to fight in the future. That huge ominous grey planet isn't just for show.
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Vayra

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #596 on: September 30, 2013, 05:49:42 AM »

Make sure you grab the new version, then. ;) I just implemented the BRDY integration I messaged you about a while back, so let me know how that strikes you whenever you take a look at it.

And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore?  :)
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Borgoid

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #597 on: September 30, 2013, 05:57:47 AM »

Sheesh the Nevermore isn't messing about anymore with its new Blackrock Flux Core ( Curse you unintentional rhymes)

Feels like I'm flying around a Neutrino ship if I tack on flux resistant conduits and Safety Override. Go go gadget Heavy Blasters.

Great update, everything feels a lot more fun to fly, with possibly the exception of the Gonodactylus which still feels like a three legged cow with a cannon strapped to it.

Big fan of the Sunfire PDE, nice to see an energy weapon that benefits from increased fire rate.
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Cycerin

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #598 on: September 30, 2013, 06:05:05 AM »

And re: Gneiss being full of things to fight, I can't wait! Will we get to see some of those "pseudolife entities" from the lore?  :)
Well, might as well hype a bit about the distant future of the mod.

Space monsters, basically. Uchuu Kaiju stuff. You will see swarming, pale, glittering creatures being vomited out of gashes in the bodies of pale behemoths of comet ice and lattice metal. Screaming energy rays thrown out of the mouths of void creatures who look like Rorschach blots of twisted obsidian. And insane human splinter groups who worship these creatures as demigods who will deliver them from the dystopic reality of the Sector. This is what Blackrock has to deal with, and you'd be crazy if you think the Hegemony or any other Sector power wants to touch it with a ten foot pole.

Is all of this just an excuse to go completely crazy with modding? Yes.
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Chronosfear

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Re: [0.6a UPDATE!] Blackrock Drive Yards
« Reply #599 on: September 30, 2013, 06:13:36 AM »

1st note : Yay BRDY is back !!!1111  ;D

2nd note : did the interdiction array got an improvement or kurmaraja at all ?
 

... because i think it´s even more awesome then it already was in 0.54 :)





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