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What would you like to see in Blackrock?

More ships
- 627 (24%)
More weapons
- 401 (15.3%)
More campaign features
- 390 (14.9%)
Space monsters
- 568 (21.7%)
More lore
- 161 (6.2%)
More music
- 105 (4%)
More portraits
- 128 (4.9%)
Subfactions
- 237 (9.1%)

Total Members Voted: 1178


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1533237 times)

JDCollie

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1245 on: August 28, 2014, 10:30:51 AM »

4) Subjectively, I find supercaps are boring to pilot and play against.
This. So much this.
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Sabaton

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1246 on: August 28, 2014, 12:04:02 PM »

The 2 combat cap ships Black Rock already has are bonkers on their own and teleporting battleships are as good as they get.
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ValkyriaL

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1247 on: August 28, 2014, 12:20:30 PM »

another prob with supers is they they are very easily surrounded and disposed off, meaning they don't really live up to their massive cost and maintenance.
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Shield

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1248 on: August 28, 2014, 01:01:58 PM »

another prob with supers is they they are very easily surrounded and disposed off, meaning they don't really live up to their massive cost and maintenance.

Just means you didn't build them right, from my military experience our big ass ships laid down long range power from afar if anything got close to them, frigates and destroyers took care of that, I don't mean make a super god mode powerful ship, make it right, lots of long range firepower needs to be protected by frigates/destroyers/cruisers.
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ValkyriaL

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1249 on: August 28, 2014, 01:28:07 PM »

"building them right" is irrelevant when faced by numerous cruisers and destroyers, they get around you because you simply aren't fast enough to stay at range, my mission "King's bane" should make this fact very obvious.

Supers are generally just too expensive to run effectively in starsector, no matter how many guns they have, theres only so much they can do, id rather pick 2-3 cruisers over a super as you would get many times the mobility for the same amount of firepower, bombers will absolutely DECIMATE capital ships of this size as well.
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Harmful Mechanic

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1250 on: August 29, 2014, 02:15:11 PM »

The fundamental problem with supercapital ships is that they allow the player to break the game in trivially easy ways. Individual weapon choices stop mattering very much (especially on energy-heavy supercaps), because it's possible to brute-force your way to ridiculous DPS no matter what you mount. Maneuver stops being a tactical concern, regardless of speed, because you can just bull your way through other ships.

The Neutrino supercaps are probably as good as you're going to get for balance and attractiveness, and even those are pretty boring in play. I'd much rather tool around in a destroyer-heavy Blackrock hunter-warrior fleet; you get in much more interesting fights that way, and redundancy is better protection than slapping on more armor.
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Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1251 on: September 10, 2014, 07:11:50 AM »

Finishing up the update this week, mainly cosmetic changes, polishes and bugfix. There's one new weapon though, the Sunstorm PDE.

Spoiler


Seen here on this random karkinos
[close]
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Mazuo

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1252 on: September 10, 2014, 07:34:09 AM »

Was missing my RDA of fiery beams of death, so this pleases me.
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Bjørn_in_the_Sector

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1253 on: September 10, 2014, 07:36:25 AM »

WANT. So much want. explosive damage beams ftw.
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Jc

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1254 on: September 10, 2014, 10:50:00 AM »

Get an error in Exerelin newest dev version as of 9-10-2014

Code
Fatal:Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]

Code
64229 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
java.lang.RuntimeException: Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
at com.fs.starfarer.loading.oOoO.?0000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at exerelin.EventAddObjectToStorage.addEliteShipToStorage(EventAddObjectToStorage.java:86)
at exerelin.SectorEventManager.triggerEvent(SectorEventManager.java:61)
at exerelin.skills.scripts.FleetDeploymentPerk1.apply(FleetDeploymentPerk1.java:13)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.coreui.oOoo.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.oOoo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

There are 2 different files I've been looking into
blackrock_driveyards.json and blackrock_driveyards.faction

neither of them mention anything about elite fleets.

Im not sure if this is a bug on exerelin side or if its a bug on blackrock side. Not sure how to fix it i tried copying the *.faction file from blackrock mod folder to exerelin. Didnt work.

This happens when i max out fleet deployments in exerelin to 10.
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ValkyriaL

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1255 on: September 10, 2014, 11:23:58 AM »

Exerelin as a whole is extremely outdated, you'd be lucky to find ANY mod that isn't going to throw errors like that by now.
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Erick Doe

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1256 on: September 10, 2014, 01:00:24 PM »

Exerelin as a whole is extremely outdated, you'd be lucky to find ANY mod that isn't going to throw errors like that by now.

I wouldn't call it "extremely" outdated. A few mods have released newer versions since Exerelin was last updated. You'll be fine if you get the exerelin compatible versions of those mods.
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JohnDoe

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1257 on: September 10, 2014, 03:56:45 PM »

I feel that the Scarab is a little bit overpowered. In practice it bests most frigates in an 1v1, and can often stand on its own in a fight against most destroyers, much thanks to the Sentinel Drone. And 200 cargo capacity is over the line. Most battle barges and combat freighters in the destroyer classification don't have 200 cargo. The logistics profile is above average (slightly less than 5 supplies/battle), but still way below some of the high tech frigates'. In AI's hands it'll only be a nuisance, as AI's venting timing leaves much to be desired, but in players' hands it is in my opinion among the best early game flagship choices.
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Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1258 on: September 11, 2014, 06:02:30 AM »

The Scarab is good against light frigates and destroyers, but due to its large size, poor shield, and relative slowness, it's a sitting duck in a battlefield dominated by bigger threats. I feel like it's in a good place.

The cargo levels for all ships have been adjusted down, as they haven't been tweaked again after a SS+ related change to cargo levels (this is a side effect of BRDY not having a separate SS+ fork)
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Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« Reply #1259 on: September 11, 2014, 05:07:20 PM »

Patch is live.
Download HERE

E: hotfixed in Version Checker compatibility, redownload if you use it

Changelog:

0.6.6

- Added Sunstorm PDE (Large Energy)
- Added new Ferrogun sprite, Squall Battery sprite, and Ironweaver sprite
- Changed Stinger Drones to stay in front of the Scorpion when idle, and roam farther
- Changed Burst Jet sound effect
- Changed some large slots from Ballistic to Universal on the Karkinos, Kurma etc
- Added material maps and normal maps for all BRDY content for use in ShaderLib. Thanks DarkRevenant!
- Changed Scalaron effects to incorporate more colors (S. repeater, S. blaster, Rift Cannon, Deracinators, etc)
- Changed Imaginos engine style
- Changed Squall and Gale cannon shots to be more subtle, but with longer trails
- Changed Dart SRM engine color
- Adjusted down all cargo levels from wrongly inflated levels
- Adjusted a bunch of ship stats slightly
- Changed all PDE weapons. PDE weapons now have slightly more range and damage as a whole. Their beams travel more slowly, causing them to deal significantly more damage up close, but minimal damage from afar. Also touched up their visual effect.
- Fixed a bug with world generation that interferred with starsector plus integration
- Fixed a bug with world generation
- Fixed an oversight with buckshot spawning scripts that prevented the Volley Gun and Ironweaver from benefiting from mutable stats (ITU, Blackrock Targeting Suite, etc)
« Last Edit: September 11, 2014, 05:25:55 PM by Cycerin »
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