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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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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 ... 16 17 [18] 19 20 ... 209

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790735 times)

Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #255 on: February 23, 2013, 11:14:30 AM »



Here's the 15-minute pen sketches I did of the Desdinova and Scarab before I re-drew the sprites. Never really intended for anyone to see this, but what's the harm?

Might go sit down and do a proper drawing of them in perspective once, but I'm hopeless at mechanical perspective drawing. This should get the general "idea" across, though...

Spoiler
Someday I'll make David do it for me *slowly turns towards the camera, grins maniacally*
[close]
« Last Edit: February 23, 2013, 11:19:11 AM by Cycerin »
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ValkyriaL

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #256 on: February 23, 2013, 11:39:16 AM »

With that sketch, i think you should PM David about it, im sure he would be happy to sketch it for you, if hes got time.
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Cycerin

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Re: Blackrock Drive Yards - !!v0.20 RELEASED!!
« Reply #257 on: February 23, 2013, 12:06:24 PM »

It would be cool, but I'm quite sure he's got a lot of more important things on his plate.
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #258 on: February 24, 2013, 08:26:55 AM »

Right people, v0.30 is out. Check the updated OP for new ship list and the new download link.

Spoiler
0.30:
GENERAL:
- Changed all sound effects that had superfluos stereo channels to mono, and changed all intentionally stereo sound effects to mono.
As a result, the sound effects in this mod will now overlap more cleanly and not overload the game's sound engine in large battles.
Did slight modifications to all sound effects (normalization, variations, cutting and shuffling, etc) during this batch
- How did this patch become so huge? Seriously. Someone delete this game from my drive and save me from myself.

SHIPS:
- Tons of minor balance readjustments once again, some of which I've probably forgotten to list here.
- Added Stenos-class Exploration Cruiser
- Added Typheus-class Pocket Carrier (Destroyer)
 Desdinova:
 - Visual update
 - Reduced max speed to 90.
 - Increased HP to 5000.
 - Increased FP cost to 13.
 - Reduced accel/decel.
 - Increased Ordnance Points to 105.
 - Slight readjustments across the board.
 // Remains to be seen if it's in a good spot, but feels right.
 Mantis:
 - Reduced HP by 100.
 - Reduced top speed by 10.
 - Reduced acceleration and deceleration slightly.
 // Same here.
 Nevermore:
 // Yet more rebalancing to get the Feel right after Burst Jet changes...
 - Increased HP to 8500.
 - Slightly increased shield efficiency.
 - Slightly increased shield arc.
 - Increased shield upkeep to 0.45
 - Medium turrets now point in the ship's facing.
 - Reduced acceleration, and deceleration and turn rate.
 Squilla:
 - Lowered max speed, increased shield efficiency.
 Gonodactylus:
 // Much love has been vested upon the Shrimp.
 - Added a rear-facing small ballistic turret
 - Improved weapon arcs to grant wider coverage
 - Changed the Hammerclaw to function as an enormous kinetic missile. 2 shots per fight. Much largeness.
 - Changed ship system to Arcjet Burners, a modified version of the original Desdinova system.
 - Increased OP to 70.
 Kurmaraja:
 - Increased top speed and handling
 - Changed rear large ballistic turret to medium universal turret
 - Changed front missile slot angles to 45 degrees
 Scarab:
 - New sprite. Now looks more like it comes from the same period as the Stenos. More asymmetry!
 - Added a new weapon slot.
 - OP increased to 55.
 - Max speed decreased.
 - Changed side sponson hardpoints to turrets
 - Rear energy turrets now point to each side of the ship for greater coverage
 - Slight readjustments across the board.
 Locust:
 - Increased HP by 100
 - Increased Maxspeed to 165
 - Increased Armor by 30
 - Increased Ordnance Points to 35
 - Increased Max Flux to 2300
 - Increased Flux Dissipation to 210
 
 SHIP SYSTEMS:
 Burst Jets:
 - Can no longer use the bug that allows you to coast at 500+ speed for minutes at a time.
 - Can no longer decelerate or reverse using Burst Jets.
 - Burst Jets now correctly clamp speed at a fixed rate.
// Burst Jets made burstier.
 Desdinova Burst Jets:
 - Max charges lowered to 2.
 Sentinel Drone:
 - Added the Sentinel Drone system for the Stenos and Typheus. Launches a single drone armed with a Shard AC and Ironweaver MG, protected by an omni shield.
 Having the Sentinel Drone out grants +50% autofire accuracy and +30% sensor range.
 Interdiction Array:
// Increased Interdiction Array efficiency, added custom Interdiction Array AI, removed locked flux buildup from the system
 
WEAPONS:
 - Added Splinter Volleygun (Small, Ballistic)
 // Close-ranged small Kinetic gun that fires a fan-shaped blast of flechettes.
 - Added Solenoid Quench Cannon (Large, Ballistic)
 // Enormous kinetic cannon with large range and relativistic projetile speed.
 - Added Squall Battery (Large, Ballistic)
 // Three squall cannons on a single turret. That's two more chances to create space orphans and space widows per salvo!
 - Added Dual Shard Autocannon (Medium, Ballistic)
 // In case you just can't get enough Shards.
 - Added Fury-class Torpedo Rack (Small, Missile)
 // In case you... yeah.
 - Added "Voidspear" Plasma Discharge Emitter (Medium, Energy)
 // Beam weapon that deals HE damage. Melts fighters and unshielded targets. Enormous flux consumption. Bad against shields.
 - Added Pulsed Plasma Discharge Emitter (Small, Energy)
 // Same, but more geared towards use as an AM blaster-type strike weapon. Cannon turn, regardless of mounting type.
~
 Solenoid Quench Gun:
 - Reduced damage, increased fire rate.
 - Slightly lowered projectile speed.
 - Increased range to 650
 - Increased flux buildup
 Shard Autocannon:
 // Completely redesigned!
 - New sprite/graphics
 - Lowered damage
 - Lowered projectile speed
 - Increased range.
 - Added chance to deal Energy damage when striking hull/armor
 - Increased flux buildup
 Argus Particle Beam:
 - Increased charges to 4
 - Lowered range to 450
 - Increased damage slightly
 - Increased flux cost
 Quill Rocket Launcher:
 - Reduced damage to 150
 Fury-class Torpedo:
 - Reduced damage to 2500
 Antiplasma Blaster:
 - Reduced proj speed to 700.
 - Increased flux consumption slightly
 Achilles MRM/Pod:
 - Reduced OP by 1
 - Now fires three smaller sabots instead of one large. Damage adjusted accordingly, but slightly bigger if all three hit.
// Probably going to recieve the Shard on-hit effect when the bug preventing missiles from having on-hit effects gets fixed.
 Squall Cannon:
 - Increased OP by 1
 - Increased flux consumption
Ironveaver Chaingun:
- New graphics
- New sound
- Now fires bursts. Increased proj speed, increased damage, increased flux cost, increased range.

MISC:
- Changed faction spawn rates and fleet compositions. Now spawns a massive combat fleet featuring a Kurmaraja occasionally, as well as desdinova/mantis hunter fleets.
- Changed faction dialogue yet again.
- Added more ship names to the faction
- Changed some strings
- Adjusted base variants.
[close]
« Last Edit: February 24, 2013, 08:28:46 AM by Cycerin »
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sdmike1

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Re: Blackrock Drive Yards - v0.30
« Reply #259 on: February 24, 2013, 10:38:55 AM »

!!!

hairrorist

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Re: Blackrock Drive Yards - v0.30
« Reply #260 on: February 24, 2013, 11:50:09 AM »

One last question--does this mod suffer from the same vanilla bug where stations stop acquiring goods and ships after a short time?  I hate having to cheat myself millions of credits to buy out all the useless *** they acquire for every station every two months or so of playtime.  It takes a long time in Vanilla and the number of stations in this mod will make it very long indeed.
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theSONY

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Re: Blackrock Drive Yards - v0.30
« Reply #261 on: February 24, 2013, 11:51:18 AM »

lol, i hope Uomoz's didnt miss that in his mod collection  ;D
BTW cant wait to check that out
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #262 on: February 24, 2013, 11:55:15 AM »

One last question--does this mod suffer from the same vanilla bug where stations stop acquiring goods and ships after a short time?  I hate having to cheat myself millions of credits to buy out all the useless *** they acquire for every station every two months or so of playtime.  It takes a long time in Vanilla and the number of stations in this mod will make it very long indeed.

Not quite sure, I haven't personally encountered that bug.
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Chronosfear

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Re: Blackrock Drive Yards - v0.30
« Reply #263 on: February 26, 2013, 12:40:36 PM »

Hi there,
just tried out your mod a second time because now it´s included to oumoz . So I thought, I had to leave a comment.  8)

I like your design of all your ships and especially the "burst maneuvering jets" of the Scarab which makes it an awesome frigate :)
Also the proc of the "Shard Autocannons" makes those very cool and a unique sort of weapon. love them. great idea!

but :) ...
i think , that the ship system of your "Kurmaraja battlecruiser" is cool but to weak at the moment in comparison with other ship systems.
It does stop missiles, but only slow ones , so most of them don´t get influenced enough by that system, even when trying to evade them.
It might need a little buff and therefore a limited uptime.

best regards.
Chronosfear

Edit : ok seen it trys to stop bullets ,too .. but also to weak i think :)

« Last Edit: February 26, 2013, 01:12:40 PM by Chronosfear »
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ssthehunter

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Re: Blackrock Drive Yards - v0.30
« Reply #264 on: February 26, 2013, 05:49:52 PM »

This mod is amazing, however personally, I think you should add a flagship class ^^; (sorry, its just that I think all of these ships are amazing, but im wondering what a supercapital would be like)  Also, the gravitational system on the battleship is kinda weak, all its stopped for me before are the machine gun rounds from fighters....
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sdmike1

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Re: Blackrock Drive Yards - v0.30
« Reply #265 on: February 26, 2013, 07:22:07 PM »

Hi there,
just tried out your mod a second time because now it´s included to oumoz . So I thought, I had to leave a comment.  8)

I like your design of all your ships and especially the "burst maneuvering jets" of the Scarab which makes it an awesome frigate :)
Also the proc of the "Shard Autocannons" makes those very cool and a unique sort of weapon. love them. great idea!

but :) ...
i think , that the ship system of your "Kurmaraja battlecruiser" is cool but to weak at the moment in comparison with other ship systems.
It does stop missiles, but only slow ones , so most of them don´t get influenced enough by that system, even when trying to evade them.
It might need a little buff and therefore a limited uptime.

best regards.
Chronosfear

Edit : ok seen it trys to stop bullets ,too .. but also to weak i think :)


Personally i think it is vastly overpowered, I regularly have fights where i never have to raise my Shields lol

Dog

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Re: Blackrock Drive Yards - v0.30
« Reply #266 on: February 26, 2013, 07:27:04 PM »

This mod is amazing, however personally, I think you should add a flagship class ^^;

If you check inside of your mod folder, you will find a mysterious ship named the Sachumundo.  This may be the ship you are looking for.

Cycerin: after fooling around in the Stormcrow, I've found the lack of real big stompy gun for BRDY.  Might I suggest a large, slow projectile speed, high damage, high flux cannon.  Something more along the lines of the Vanilla Plasma Cannon, or a sort of midway point between the Plasma Cannon and the SQC.  Other weapons don't really give the Stormcrow much punch, and I'm obsessed with using Blackrock weapons everywhere.  On the surface, it seems rather similar to Squall Batteries, but I've found that the battery is outpaced quickly by superior weapons.  Throw a little Blackrock flair in and you could have a big angry new gun.  Anyway, solid mod, keep up the outstanding work!
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Brainbread

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Re: Blackrock Drive Yards - v0.30
« Reply #267 on: February 26, 2013, 08:44:59 PM »

Since I'm not a modder, and I don't know what is/isn't possible, is it possible to make a gun that fires a heavy kinetic, then immediately fires a heavy explosive round afterwords?
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Cycerin

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Re: Blackrock Drive Yards - v0.30
« Reply #268 on: February 27, 2013, 06:16:35 AM »

Brainbread, I'm pretty sure that isn't possible. Weapon damage types are hardcoded, only on-hit effects let you mess with them.

I'm loathe to design a whole heap of large weapons, because right now there are exactly two Blackrock ships that can mount them. I see your point, though.

So I've been playing a lot of USC lately, with the "hostile to all, omnifactory only" setting, and I'm pretty happy with this faction's balance overall at this point. Are there any ships that feel too powerful or too weak? Having killed everything up to a Nevermore with frig escort using nothing but 2 lashers, a few hounds and a few Echo-class scouts (ifed), the designed weaknesses seem pretty okay to exploit for the player right now.

I'm thinking I'll probably make a phase ship next. I also want to have a throwaway frigate for the faction, they're so much fun... a 3fp or 4fp frig without a shield generator, but fast as *** and with decent weaponry. Also considering to make a Nevermore version that has an enormous plasma emitter as the built-in version and functions as a subcapital, but I'm gonna be cautious about making a ton of nigh-identical ships.
« Last Edit: February 27, 2013, 06:19:10 AM by Cycerin »
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Brainbread

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Re: Blackrock Drive Yards - v0.30
« Reply #269 on: February 27, 2013, 06:31:23 AM »

I've noticed that Auto-completing against the Pocket Carriers results in... pretty much losing any fleet. Its to the point where if there is a single pocket carrier, I can't auto-complete the fight or I will lose almost everything.

Not sure exactly whats doing this, but its frustrating as all hell >.<
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