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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 1535293 times)

Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1845 on: November 25, 2015, 07:14:05 AM »

Yeeeah, the Asura is not going to keep its current incarnation. Don't worry though, it will still be powerful. Just not *silly*.

That's like Mozart saying he's going to change Die Zauberflöte to be less silly, or Einstein changing his mind about the theory of general relativity.

Christ almighty. I'll take it.

Spoiler
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BWEEEEEEEEEEEE
@[email protected]

so even more universal mounts for the Karkinos now? or did you change some ballistic ones to energy?

The Karkinos' two universal large became hybrid instead, but so did the ballistics.
« Last Edit: November 25, 2015, 07:22:46 AM by Cycerin »
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Sy

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1846 on: November 25, 2015, 07:25:20 AM »

The Karkinos' two universal large became hybrid instead, but so did the ballistics.
oh right, you mentioned something about that. neat!
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Oathseeker

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1847 on: November 25, 2015, 07:49:19 AM »

The Karkinos' two universal large became hybrid instead, but so did the ballistics.

Losing the ability to spam torpedos is hardly a loss when you can make things evaporate by looking at them in a slightly dissaproving manner.
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174gjc

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1848 on: November 25, 2015, 10:42:32 AM »

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BWEEEEEEEEEEEE

I'm going to put that Karkinos up against my Elite Conquest that I made... I can hardly wait until you release it, because I only play .7 now and it isn't compatible.
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Sy

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1849 on: November 25, 2015, 10:53:04 AM »

I can hardly wait until you release it, because I only play .7 now and it isn't compatible.
i don't think any of us play anything other than .7 now, this update just added and improved sooo many things, it would be really hard to go back again. but i actually kinda enjoy playing without (content) mods again for a change, makes me appreciate vanilla ships and loadouts a lot more :]
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Taverius

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1850 on: November 25, 2015, 02:07:31 PM »

Yeeeah, the Asura is not going to keep its current incarnation. Don't worry though, it will still be powerful. Just not *silly*.

That's like Mozart saying he's going to change Die Zauberflöte to be less silly, or Einstein changing his mind about the theory of general relativity.

Christ almighty. I'll take it.
Great, now I have to call my next Asura "Papageno". Thanks for that ._.
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Mealstrom

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1851 on: November 25, 2015, 08:04:03 PM »

The Karkinos' two universal large became hybrid instead, but so did the ballistics.

Losing the ability to spam torpedos is hardly a loss when you can make things evaporate by looking at them in a slightly dissaproving manner.


XD gold!"!!
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Baqar79

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1852 on: November 25, 2015, 11:57:18 PM »

Spoiler
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BWEEEEEEEEEEEE

I only managed to get in a short bit of time to try your mod before the 0.7 release (Was only familiar with vanilla up until a few weeks ago; love the ship designs!). 

I'm reminded of this scene: https://youtu.be/PWDZ5ewJbXM?t=14  :D
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1853 on: November 28, 2015, 07:35:43 AM »

http://imgur.com/a/Nw3I0
http://imgur.com/a/JoHKk

Mshadowy cooking up some portraits in exchange for music.
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Sy

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1854 on: November 28, 2015, 08:11:55 AM »

nice. the expression of the last dude is golden xD

this one immediately made me think "Asuka?!". i wonder if that's intentional.
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Cik

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1855 on: November 28, 2015, 10:11:37 AM »

rei best girl
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Sy

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1856 on: November 28, 2015, 12:22:58 PM »

definitely! /brofist

you know, Rei in suit would totally fit the Templar color scheme. i think it's only fair, if BRDY gets Asuka.
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Tacticalchutney

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1857 on: November 29, 2015, 06:39:00 PM »

I've been using this mod for a long time and I just wanted to say thanks for all your hard work. This is my favorite Starsector mod by far.
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zoe_zucchini

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1858 on: November 29, 2015, 09:36:25 PM »

Really diggin' the portraits, mshadowy has done some great work! Can't wait for this and SS+ to get updated so I can play again!
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1859 on: November 30, 2015, 06:20:07 AM »

Small change to the Nevermore 00: a spinal weapon instead of a modular universal. It's a large caliber Gale-type cannon with a low projectile speed, but longer range than the AM Lance. Unlimited ammo and a simple 3 second cooldown lets you do some punishing kiting with this ship, but it requires precise prediction against faster targets. Deals HE with a slight EMP component.

Note that because the 00 has Blackrock Flux Core instead of Blackrock Dimensional Engine, it now vents slower than the standard Nevermore, and lacks the sensor signature increase, so they're set slightly further apart than before.

Spoiler
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Really diggin' the portraits, mshadowy has done some great work! Can't wait for this and SS+ to get updated so I can play again!

They're turning out really great. Mshadowy has a great feel for the faction's identity and overall design language.

I've been using this mod for a long time and I just wanted to say thanks for all your hard work. This is my favorite Starsector mod by far.

Thank you. :D
« Last Edit: November 30, 2015, 06:24:56 AM by Cycerin »
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