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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


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790917 times)

zoe_zucchini

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1845 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 #1846 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
[close]

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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FooF

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1847 on: November 30, 2015, 06:58:16 AM »

IIRC, in the BRDY lore, the 00 was the precursor to the Nevermore, right? It would stand to reason that it is a bit lower tech and has a more conventional primary weapon. I will say, however, that the large universal in the 00 gave it a ton of viable loadouts. I will pour out a libation for my Iron Weaver 00 that could melt the face off of just about any capital ship.

(P.S. Speaking of large universals, how is the Asura coming? It's currently god-tier but you said you were toning it down or similar language.)
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Serenitis

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1848 on: November 30, 2015, 12:08:24 PM »

http://imgur.com/a/JoHKk

Mshadowy cooking up some portraits in exchange for music.

lol
The dude with the ciggy has a tiny Blackrock mirror stuck to his cheek.
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174gjc

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1849 on: November 30, 2015, 07:37:34 PM »

Haha, you should see what I did to the Asura stats when I put them on the Stormcrow sprite a while back. God-tier Asura of present BRDY was as dangerous as a gnat in comparison.

Now I'm just waiting on Cycerin to release .7 so I can bring it back, else I'll have to update everything I put on it (BRDY engines and such) into a separate mod folder. Or just update all of BRDY, which I have no idea how difficult that might be.

On a separate note, I did work on a kitbash of the Stormcrow into a new ship that I like, I'll probably never let anyone try it because it's derived from Cycerin's original sprite.



It is fun to play with though.
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Takion Kasukedo

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1850 on: December 01, 2015, 03:55:31 AM »

RYOKEN.

On a side note, that thing looks very fun to use, but can't be.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1851 on: December 01, 2015, 05:44:45 PM »


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174gjc

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1852 on: December 01, 2015, 07:33:54 PM »

The armor/suits on those guys is pretty nice... But it might be better in a greyer tone instead of white.
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Cik

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1853 on: December 02, 2015, 12:35:27 AM »

first guy is jet, no joy on the second one though. probably also an anime reference.

if the guy has time he should take some inspiration from nadesico.
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Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1854 on: December 02, 2015, 05:17:47 AM »

First one is a reference, but not an anime reference. Second one I have no idea.
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Gothars

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1855 on: December 02, 2015, 05:41:21 AM »

Wow, those look awesome. On their own, but especially in context with their faction. Shouldn't the background be black, though?
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The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Cycerin

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1856 on: December 02, 2015, 05:57:49 AM »

Wow, those look awesome. On their own, but especially in context with their faction. Shouldn't the background be black, though?

Yeah, they aren't final, though, need to downscale, "wash" and add backgrounds. These are the raw drawings from Mshadowy. :)
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Bastion.Systems

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1857 on: December 03, 2015, 04:18:55 AM »

Mshadowy is such a pro artist, I really enjoy the style  ;D
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tanith

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Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« Reply #1858 on: December 03, 2015, 06:16:40 PM »

First one is a reference, but not an anime reference.

Kevin Stewart?
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Cycerin

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Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« Reply #1859 on: December 06, 2015, 08:26:23 PM »

Alright, it's time to drop the new BRDY. Have fun!



DOWNLOAD BLACKROCK FOR STARSECTOR 0.7.1a!

Mirror

Changelog:

Spoiler
0.8
//Major changes:
- Updated ship stats to the new format
- Updated BRDY faction data to the new format, changed portrait and name selections and misc. strings
- Updated the mod's star systems to use terrain, also added some more content, renamed some things, rewrote strings, and adjusted star locations in hyperspace

//New ship:
- Added the Morpheus-class Destroyer: a ship that shares some of the Imaginos' mechanics, but focuses on overwhelming firepower rather than finesse
 Main Weapon: 1x Void Buster - Fires a sustained beam of raw energy after a 1.1s chargeup
- Ship is slowed and gains 50% damage resistance while firing
- Weapon is temporarily disabled if fired at max. flux
 Secondary Weapons: 8x Arclight LFO - Fires beams of energy that curve in on enemy targets - 3 charges that regenerate, can be increased with Expanded Magazines
- Tertiary Weapons:
 5x built-in PD that can be used as knife fighting weapons
 4x Small Universal turrets
- Ship System: Slip Jets - Grants burst of speed and accel, forces ship to move forwards or strafe
- Right-click System: Scalar Repulsor - phase out and absorb projectiles in a forward 180 radius, then convert them into homing pulses
- Built-in Hullmods: BRDY Dimensional Engine, Nanolattice Armor, High Maintenance

//Balance and other changes:
- Added a couple of new portraits
- Rewrote a bunch of descriptions/fleshed out others
- Lowered flux dissipation slightly (5-10%) for most BRDY combat ships
 - This is mostly due to power creep with officers
- Asura: Now a cruiser
 - Top speed lowered to 70
 - Accel/decel roughly halved
 - Flux capacity decreased by 500
 - Phase cloak efficiency slightly improved
 - Stock variants adjusted
- Renamed Squall Cannon to Gale Cannon, Gale Cannon to Extended Gale Cannon, and Squall Battery to Gale Battery (Blame the Squall MLRS)
- Lowered flat top speed bonus of Burst Jets by ~15% and Desdinova Burst Jets by ~25%
 - Added a 5% derived max speed boost to Burst Jets, meaning the boost scales slightly rather than being static (frigs go faster)
- Changed Burst Jet sound effect
- Lowered vent rate boost of Blackrock Flux Core (Now: 60%/50%/40%/30%)
- New hullmod: Blackrock Dimensional Engine - replaces Blackrock Flux Core for Imaginos, Morpheus, Nevermore and Karkinos
 - Keeps pre-nerf Flux Core vent boost
 - Gives affected ship 100% larger sensor signature
- 0-Series Nevermore: Now has a new built-in weapon, the Raze Cannon, a heavy HE artillery gun
 - Ordnance Points decreased to 145
 - Shield Arc decreased to 180
 - Speed decreased to 85
 - Armor increased to 900
 - Flux Dissipation decreased to 400
- Nevermore: Speed decreased to 70
- Shard Gun, Shard Cannon, Dual Shard Cannon: New SFX
- Imaginos' Rift Cannon: Changed the way the recoil works so that you can now tap out a small burst of shots to deal accurate damage at medium-long range.
 - You still need to wait for recoil to reset, so it does less damage than spraying up-close.
 - Damage decreased to 95 from 100
- Scalaron Repeater: No longer has charge regen, has limited charges but in practice cant run out before CR does (unless on capital ships)
- Voidspear SRM/Pod:
 Increased damage to 700 from 650
 Increased missile HP by 30 (to 230)
 Increased EMP damage to 500
 Lowered flux/shot to 150 from 200
 Made missiles slightly more agile
- INM Assault Gun: Increased proj speed by 100
- Scalaron Blaster: Lowered damage from 1200 to 1000
- Quill Rocket Launcher: Decreased proj damage by 20 and increased ammo by 10
- Quill Rocket Pod: Decreased proj damage by 20 and increased ammo by 20
- Changed Dart SRM engine style to ~Plazzma Green~
- Scalaron Pulses now explode when they burn out, range decreased in order to not waste ammo on autofire
 Scalaron Pulse homing made less reliable
 Lowered Scalaron Pulse damage to 400 (From 450)
 Lowered Scalaron Pulse charge regen rate to 0.05 from 0.075
 Lowered Scalaron Pulse missile HP to 600 from 800
 Increased Scalaron Pulse speed by 10
- Edited Kurmaraja, Scorpion engine locations
- Silverfish/variants: Slightly decreased cargo capacity
 - Comprehensive stat changes for more emphasis on armor and speed instead of shield tanking, especially for the Mod Silverfish
- Karkinos:
 Shield Arc from 160 to 90 degrees
 Shield Upkeep from 0.45 to 0.4
 Armor from 1300 to 1400
- Achilles MRM is now named Achilles LRM to reflect its long range
 - Changed launcher sprite to load single missiles, like the Salamander
- Lowered Achilles LRM submunition HP by 20
- New Volley Gun SFX, increased Volley Gun damage by 10% and lowered flux/shot by 10%. Increased range by 50
- Scorpion: lowered armor by 50 and flux dissipation by 10
 Side medium turrets are Hybrid instead of Universal
 Lowered Stinger Drone proj speed by 200, HP by 50 and armor by 25
- Megaceras: lowered speed by 10
- Locust has been reworked:
 Lowered speed by 20
 Increased accel, decel and turn accel significantly
 Increased flux capacity by 100, dissipation by 10
 Changed shield efficiency to 0.9 (from 1)
 Changed shield type to a 220 degree frontal shield
 Lowered Spark Drive charges to 3, lowered charge regen rate
 Increased distance, decreased randomness of Spark Drive teleport
 All turret slots are now Hybrid
- Scarab: Sentinel Drone free roam range decreased to 600 from 700
 - Changed the 2 ballistic/2 energy turrets to Small Hybrid
 - Lowered Flux Dissipation by 20
- Some more brdy ship_names.json entries
- Fixed hullmods to emphasize stat changes in yellow like vanilla hullmods
- Added the Morpheus and 0-Series Nevermore to the Big Battle mission
[close]
« Last Edit: December 06, 2015, 08:30:00 PM by Cycerin »
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