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Poll

What would you like to see in Blackrock?

More ships
- 628 (23.9%)
More weapons
- 402 (15.3%)
More campaign features
- 392 (14.9%)
Space monsters
- 570 (21.7%)
More lore
- 161 (6.1%)
More music
- 105 (4%)
More portraits
- 129 (4.9%)
Subfactions
- 237 (9%)

Total Members Voted: 1181


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1535294 times)

xenoph2

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1815 on: November 13, 2015, 10:11:31 AM »

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mangalore

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1816 on: November 16, 2015, 11:13:41 AM »

I hear you, which is part of the reason the Knight is going on the chopping block. Although the Knight can actually broadside 3 medium ballistics at a time, even though the slot layout makes this fact not readily apparent.

The Desdinova and later the Kumaraja probably are my favorite flagships. Although currently playing Nexerlin as the Mayorate I decked myself out with BRDY destroyers (in this case Scorpions) and every Desdinova I can find. A bunch of those plus a bunch of Mayorate Cimeterras can create a lot of mayhem.

I hope you find a spot for the Knight in a different configuration. I like the design visually, I just found the weapon configuration not to my playstyle aka on various designs don't have a feeling on how to tweak the weapons for a specific tasks.

Have never seen a Nevermore anywhere to get my hands on.
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Ali

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1817 on: November 16, 2015, 12:14:48 PM »

I like the knight! It's one of my fav cruisers, spec loaded out with plenty shard weaponry!  ;D

Hope IF, it has to be adjusted it's for a re-fit rather than the scrap pile!  :-\

Hope to see more BRD content from this AAA mod in the furture! with less nerfs!! ;)

AL.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1818 on: November 17, 2015, 01:44:28 PM »

@mangalore: I'm glad to hear that. Sorry about the Nevermores though, sounds like bad luck.

@Ali: Haha, I'm sorry about the nerfs. I just want the mod to hit that sweet spot where it's a bit more challenging, and ultimately more satisfying, to make things work in combat. It's cool to hear someone actually enjoys the Knight - don't worry, I'm going to keep the "spirit" of the ship well intact through the redesign. And I might find a use for the old sprite.
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Ghoti

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1819 on: November 18, 2015, 10:38:34 AM »

balancing is super hard, and it's hard as an author to not make your mod awesome, cause you poured a lot of time into it. So I sympathize there.
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174gjc

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1820 on: November 19, 2015, 02:07:03 PM »

As soon as he released the update for the mod to make it compatible with the new update for the game I'm going to go back and make my edit for the mod compatible with .7 as well as find a use for the Knight sprite, because Cycerin appears to be getting ready to toss it.

Should be fun.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1821 on: November 21, 2015, 12:26:30 PM »



Rama lookin good with a new corona
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174gjc

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1822 on: November 21, 2015, 12:41:30 PM »

Any ideas on exactly what they changed about the .ship files and .csv files other than the new contrail sizes?
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Sy

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1823 on: November 21, 2015, 02:09:06 PM »

wow. running out of fuel in hyperspace and coming out on top of that star looks like it would really hurt!
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Aklyon

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1824 on: November 21, 2015, 02:16:07 PM »

These mods and their new solar corona pics. They look pretty nice!

Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1825 on: November 22, 2015, 06:05:18 AM »

So I ran into this strange conundrum. Excited to check SO on a BRDY ship, I make a variant, and...

Well: http://imgur.com/a/4bnk8

Spoiler
[close]

I've tried tweaking the color to be more saturated, so far the only result is a slightly warmer white as opposed to a complete 255/255/255 white. I guess I need to go to more drastic measures, but I don't want to lose my engine color!
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Toxcity

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1826 on: November 22, 2015, 06:28:22 AM »

That's the price you must pay for your murder machine. :P
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Oathseeker

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1827 on: November 22, 2015, 09:31:45 AM »

I recall you saying something about striving to being able to tell how strong a brdy ship is by how shiny it is... Wouldn't this fit that ambition?
But I guess a good way of avoiding this problem is to stop breaking the game and lock out SO for brdy :p

Whoops, forgot that active venting is now disabled for SO.
« Last Edit: November 22, 2015, 09:33:30 AM by Oathseeker »
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Toxcity

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1828 on: November 22, 2015, 10:22:31 AM »

To be fair about the engine color change, it's there so that the player knows that the ship has SO (which is important considering all the buffs that come with that).
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FooF

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1829 on: November 22, 2015, 02:01:38 PM »

I assume SO will essentially negate the BR Drive Core that comes standard? I mean, BRDY was always about active venting and all... :P
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