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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 ... 90 91 [92] 93 94 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790769 times)

angrytigerp

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1365 on: January 09, 2015, 06:22:02 PM »


I've heard SO much about this mod at this point (lots of "noooooo! how will I live without my <x>!!!!" type posts, etc) that I'm starting to get super curious.  It sounds like there's a goodly bit of added content, is it more in the "lots of additional flavors of existing things and SUPER MEGA KILL KILL SHIPS" camp or more like "really interesting mechanics with great balance"?  Intriguing!

BDY ships are very nimble. Burst Jets kept me using a (Blackrock) Nevermore in my most recent Exerelin playthrough a few months ago, even though the bulk of my fleet was Valkyrians -- despite having higher-OP options available, it was just too agile to give up0.
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Velox

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1366 on: January 09, 2015, 06:34:08 PM »


So how does someone with no experience whatsoever in Starsector modding help fix it?  :P

if thing.dependency < 6.5:
     thing.newerversion(6.5)

?
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angrytigerp

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1367 on: January 09, 2015, 06:49:18 PM »


So how does someone with no experience whatsoever in Starsector modding help fix it?  :P

if thing.dependency < 6.5:
     thing.newerversion(6.5)

?

You would have to help Cycerin rewrite fleet generation lists and rules to account for trade, defense, patrol, bounty, and attack fleets; and help construct an economy for the Blackrock home system. Those are two things, at any rate.

I'm just gonna go ahead and leave this one to the professionals, really.
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Spenz

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1368 on: January 09, 2015, 07:18:49 PM »

yeah the .65 patch broke everything, then essentially salted the earth so that the old code could never take seed again.  Mod-makers are essentially having to rewrite things mods scratch, thus is why the mod races to play went from 20+ to.....7?
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Dark.Revenant

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1369 on: January 09, 2015, 07:56:02 PM »

Actually, not very much had to be rewritten.  The difficulty is just wrapping your head around it and creating new artwork for market conditions, stations, etc.
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Velox

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1370 on: January 09, 2015, 09:47:41 PM »

Actually, not very much had to be rewritten.  The difficulty is just wrapping your head around it and creating new artwork for market conditions, stations, etc.

This ... sounds oddly like something I'd enjoy.  Except the artwork - my grandmother was an oil painter and my little sister inherited every bit of it, dammit. 
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Aklyon

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1371 on: January 10, 2015, 11:34:09 AM »

I started laughing really hard at that description. I have no idea why, but that's just really awesome.
So did I. :)
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Uomoz

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1373 on: January 17, 2015, 06:17:45 PM »

its fappening!
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Shield

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1374 on: January 19, 2015, 04:20:53 PM »

its fappening!

Whoa there Admiral keeps those pants on homie.
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MShadowy

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1375 on: January 20, 2015, 05:48:24 PM »

Awww yiiiisssss.
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ValkyriaL

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1376 on: January 21, 2015, 03:03:38 AM »

I think i feel something closly related to... deep admiration... Aahhh~
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angrytigerp

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Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« Reply #1377 on: January 21, 2015, 09:17:59 AM »

I think i feel something closly related to... deep admiration... Aahhh~
Speaking of which, Valk, any chance we'll get to fly glorious red and white triangles of death ere the 0.65 cycle is up, or are you in "wait and see" mode?
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Cycerin

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Re: [0.6.5a] Blackrock Drive Yards v0.7.0 - UPDATED!!!
« Reply #1378 on: January 22, 2015, 04:02:27 PM »

Alright, we're here. It's been a lot of work, but DarkRevenant helped me get it done a lot faster than I'd have been able to on my own. Thanks, DR!


Changelog:
0.7.0

- Added Silverfish-class Combat Freighter, Silverfish-B and Mod Silverfish
- Added Nevermore 00-class Cruiser
- Updated campaign layer to the new standard
- Added all related content
- Added more content to Gneiss system and refurbished old content
- Changed a bunch of descriptions
- Changed Scalaron Repeater sound effect
- Changed some variants to include more weapons
- Nerfed Blackrock Flux Core to 80/60/50/45% extra vent rate
- Nerfed Burst Jet and Arcjet Thruster charge regeneration rate
- Slightly decreased passive flux dissipation for most combat vessels
- Renamed Ajax MRM back to Achilles MRM
- Took out combat music for now
- Probably some stuff I forgot

Enjoy and report any bugs!
« Last Edit: January 22, 2015, 04:09:43 PM by Cycerin »
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Tartiflette

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Re: [0.65.1a] Blackrock Drive Yards v0.7.0 - UPDATED !!!
« Reply #1379 on: January 22, 2015, 04:08:32 PM »

So it begins...
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