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The Sindrian Diktat's Lion's Guard frequently has high-end hulls including Afflictor, Medusa, Doom, and yes, your Tempest class hulls if you want to acquire them...let's say the "hard" way.
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# ? Dec 25, 2014 00:14 |
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# ? Jun 10, 2024 10:10 |
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Just saving the thread from archives with a blip from the Blackrock heart monitor Things are coming along now, and I think I'll be able to release during this week or the next. It's been a while, but the mod's looking more solid than ever! In addition, the next version of Exigency is also coming along quite steadily and will be loving AMAZING.
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# ? Jan 9, 2015 01:27 |
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What purpose does this mirror serve?
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# ? Jan 9, 2015 02:25 |
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It's a big loving mirror, in space.
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# ? Jan 9, 2015 02:32 |
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So, relatively new to this game, is there anything to do besides chasing bounties as the "endgame" ? Currently im in a hightech fleet with max approval with the Tri-tachyon guys, kinda wish there was more like.. oh i dunno being able to climb the ranks in their military, do missions for them.. maybe start a war or two.. or is that future features?
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# ? Jan 13, 2015 13:08 |
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Thors Bitch! posted:So, relatively new to this game, is there anything to do besides chasing bounties as the "endgame" ? Currently im in a hightech fleet with max approval with the Tri-tachyon guys, kinda wish there was more like.. oh i dunno being able to climb the ranks in their military, do missions for them.. maybe start a war or two.. or is that future features?
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# ? Jan 13, 2015 13:23 |
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Are there any mods you guys would recommend for adding in some endgame stuff? I have Starsector Plus and the Lazy/Shader Lib mods.
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# ? Jan 13, 2015 15:27 |
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Thors Bitch! posted:So, relatively new to this game, is there anything to do besides chasing bounties as the "endgame" ? Currently im in a hightech fleet with max approval with the Tri-tachyon guys, kinda wish there was more like.. oh i dunno being able to climb the ranks in their military, do missions for them.. maybe start a war or two.. or is that future features? Most of that is future releases, the current endgame-equivalent is blowing up the system defense fleets over Jangala and Sindria. For mods, Starsector+ makes bounty fleets scale up to be bigger and better put-together, and the 'Templars' mod adds a faction of bullshit super-ships designed to be overpowered and 'boss'-like.
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# ? Jan 13, 2015 21:56 |
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There's no real endgame yet. What I'm hoping for is something like Mount and Blade's faction system where you can join, there are other fleets with personalities behind them and there's the option to take over systems/stations etc, with Escape Velocity's scale. Throw a hyper/jump/whatevergate network in for serious long travel distances, and have quests that boil down to "bring X to Y, kill fleet Z". In other news, Neutrino Corp updated, and the author released his other mod, Diable Avionics. Both of them have enough content to get me playing again (also since spamming one of the missiles in Neutrino is hilarious and fills the screen with electric blue shards going every which way.)
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# ? Jan 15, 2015 00:06 |
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Endless development games have wasted so much time, not touching this until some sort of Beta comes out at the very least. Between Dwarf Fortress and Minecraft is the wasteland of the never-done.
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# ? Jan 18, 2015 19:50 |
Smuggins posted:Endless development games have wasted so much time, not touching this until some sort of Beta comes out at the very least. It's more bug free than 99.9% of all full release games and after the last release it's a pretty full featured game. There's certainly going to be much more in the future but if you're waiting because you think it's gonna feel unfinished then you're waiting for the wrong reason.
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# ? Jan 18, 2015 20:06 |
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It reminds me of the dev cycle of Mount and Blade. The base game is actually fun, and more systems/depth are getting added with every patch. The guy is really anal about bugs as well.
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# ? Jan 18, 2015 23:09 |
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Haerc posted:It reminds me of the dev cycle of Mount and Blade. The base game is actually fun, and more systems/depth are getting added with every patch. The guy is really anal about bugs as well. This game really is Mount and Blade in space in an astounding number of ways.
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# ? Jan 19, 2015 01:51 |
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Smuggins posted:Endless development games have wasted so much time, not touching this until some sort of Beta comes out at the very least. Cool thanks for letting us know.
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# ? Jan 19, 2015 21:59 |
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Pornographic Memory posted:This game really is Mount and Blade in space in an astounding number of ways. Cockpit and Laser.
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# ? Jan 19, 2015 22:08 |
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Starsector+ is a pretty good mod. I should have started it up with more factions though. There's finally reasons not to just go straight to technology ten, other trees are almost competitive. Almost.
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# ? Jan 20, 2015 10:44 |
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You can get Blackrock 0.7.0 here. As always, it needs LazyLib and ShaderLib. http://fractalsoftworks.com/forum/index.php?topic=4018.msg152019#msg152019
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# ? Jan 23, 2015 01:08 |
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SHAOLIN FUCKFIEND posted:You can get Blackrock 0.7.0 here. As always, it needs LazyLib and ShaderLib. You have no idea how much I've been wanting this.
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# ? Jan 23, 2015 01:13 |
Yes
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# ? Jan 23, 2015 01:35 |
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Oh God, but I'm supposed to be being productive
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# ? Jan 23, 2015 06:31 |
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Oh god, I can't play Starsector because JRE7 is broken. I can't uninstall it, but it won't show up in any of my folders.
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# ? Jan 23, 2015 08:04 |
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First Bass posted:You have no idea how much I've been wanting this.
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# ? Jan 23, 2015 11:09 |
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First Bass posted:Oh god, I can't play Starsector because JRE7 is broken. I can't uninstall it, but it won't show up in any of my folders. Have you tried JavaRa? It should do the trick.
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# ? Jan 23, 2015 13:37 |
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First Bass posted:Oh god, I can't play Starsector because JRE7 is broken. I can't uninstall it, but it won't show up in any of my folders. Have you tried replacing the java bundled with the game with java7? Might be a workaround.
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# ? Jan 23, 2015 15:10 |
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Luckily, apparently this is a common problem with Windows 8, and their tech support site had a program just to sniff it out and then uninstall it for realsies (I think part of it might have been a registry error, but my software wasn't picking it up). I re-installed JRE 7 and now the game is running like a champ
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# ? Jan 23, 2015 15:30 |
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Anyone use Neutrino and Diable Avionics? There's some really crazy stuff in those packs.
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# ? Jan 23, 2015 17:25 |
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Managed to capture a Crusader in in SS+, which I then upgraded, via careful attacks on weak Templar fleets, into a Paladin. I'm usually the sort who just shoots ships rather than try to board them, but I have taken to hunting Templar fleets that have Paladins or Archbishops, and carrying marines in an attempt to salvage them. Templar ships are mean (like, with some effort, soloing an entire 600k+ bounty armada in a destroyer mean) though the allied AI seems to be a bit dumb with them. My AI cannot keep Jesuits alive, so I've just cached all of them. They seem to do pretty okay with Crusaders, but those things are bricks.
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# ? Jan 26, 2015 18:04 |
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Are there any mods with good systems where multiple mod factions can interact, or that are populated with a mod faction + some vanilla ones? There don't seem to be many busy systems, in the way that Corvus and Valhalla (or Eos maybe?) are busy. It seems like most mods add their own system, and maybe stick a pirate base that spawns a size 1-2 fleet every couple months. This generally means they're each in their own little bubble, and it gets really boring. This also seems to make it hard to grind rep: e.g. since BRDY is only in Gneiss, you can only gain rep by trading or killing pirates, but the pirate base rarely spawns anything. Hyperspace is quite busy, but fighting there would require a ridiculous amount of fuel, so that doesn't seem feasible. Maybe I'll give that a try. I'm playing with SS+, BRDY, Templars, Shadowyards, Neutrino, ICE, Interstellar Imperium, Diable, junk pirates, Citadel, and Mayorate.
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# ? Jan 27, 2015 01:13 |
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Marathanes posted:Managed to capture a Crusader in in SS+, which I then upgraded, via careful attacks on weak Templar fleets, into a Paladin. I'm usually the sort who just shoots ships rather than try to board them, but I have taken to hunting Templar fleets that have Paladins or Archbishops, and carrying marines in an attempt to salvage them. One of the things I love about this game is just being able to try weapons configurations for fun. Putting a Joyeuse Fractal Laser on a Sunder when you've maxed out all the OP bonus points is like having a serendipitous firework go off every now and then in battles.
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# ? Jan 27, 2015 02:12 |
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I'm messing around with SS+, but it seems like the heap size error occurs no matter what I set the memory allocation to.
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# ? Jan 28, 2015 05:56 |
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junidog posted:Are there any mods with good systems where multiple mod factions can interact, or that are populated with a mod faction + some vanilla ones? There don't seem to be many busy systems, in the way that Corvus and Valhalla (or Eos maybe?) are busy. It seems like most mods add their own system, and maybe stick a pirate base that spawns a size 1-2 fleet every couple months. This generally means they're each in their own little bubble, and it gets really boring. This also seems to make it hard to grind rep: e.g. since BRDY is only in Gneiss, you can only gain rep by trading or killing pirates, but the pirate base rarely spawns anything. Hyperspace is quite busy, but fighting there would require a ridiculous amount of fuel, so that doesn't seem feasible. Maybe I'll give that a try. Getting rep with brdy is a chore atm, you kinda need to be lucky with bounties. luckily I'm going to make an additional system with some more action in the next patch https://www.youtube.com/watch?v=QfwsHQgEC1g Tartiflette and FlashFrozen got macross style mechs goin
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# ? Feb 3, 2015 00:58 |
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SHAOLIN FUCKFIEND posted:Getting rep with brdy is a chore atm, you kinda need to be lucky with bounties. luckily I'm going to make an additional system with some more action in the next patch Sweet, busier systems are always a plus.
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# ? Feb 3, 2015 02:02 |
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I highly approve of mecha ships.
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# ? Feb 3, 2015 02:04 |
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http://fractalsoftworks.com/forum/index.php?topic=8810.msg153213#msg153213 The dev has updated the notes for the upcoming patch and apparently it's going to release in a couple days.
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# ? Feb 10, 2015 20:51 |
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About time! E: Its out. http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/
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# ? Feb 10, 2015 22:43 |
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Sweet, I can hardly believe we've been talking over these changes for THREE MONTHS. Time to see what unlimited ammo for practically all weapons feels like.
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# ? Feb 10, 2015 23:13 |
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The save file change is going to be pretty huge for mods (I think?)
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# ? Feb 11, 2015 00:15 |
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Network Pesci posted:Sweet, I can hardly believe we've been talking over these changes for THREE MONTHS. Time to see what unlimited ammo for practically all weapons feels like. Time to mod all missiles to behave like Salamanders (the new version of which is loving great and should be the blueprint most missiles are built on), Pilums and MIRVs - because having 3 missiles regen but not any others is weird as gently caress, especially when they have so wildly different uses and power. DatonKallandor fucked around with this message at 02:46 on Feb 11, 2015 |
# ? Feb 11, 2015 00:19 |
Shaolin Fuckfiend I am expecting your mod to update within 24 hours.
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# ? Feb 11, 2015 02:18 |
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# ? Jun 10, 2024 10:10 |
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ur wish... has been granted.... almost DOWNLOAD BLACKROCK FOR STARSECTOR 0.65.2a! <- should be up in a few minutes Changelog: v0.7.1 NOTE: due to variant/ship changes, old saves probably won't load into this version. Sorry! - Compatible with latest Starsector version again - Added powwwwerrrrful new music: Market music, Friendly music, Hostile encounter music - Adjusted music volumes - Fixed a bug with abrupt stopping of music playback - Changed Silverfish and Silverfish-B shield arcs to 90 degrees, from 180 degrees - Changed frontal turret arc of all Silverfish to 160 degrees - Added shielded cargoholds hullmod to Mod Silverfish, changed shields to front shield, side turrets to Ballistic, edited sprite, and added two fixed built-in INM Assault Guns to the sides. - Changed stats of Silverfishes somewhat - Wrote proper Mod Silverfish description - Added ammo/clip mechanic to all ballistics - Buffed energy weapon damage by ~25% across the board to match vanilla changes - Made PDEs pierce and damage missiles and rockets - Made AM Lance pierce missiles and rockets, but left damage unbuffed. - The side pointing turrets on the Nevermore's middle are now fixed missile hardpoints. - Added regenerating charges to Scalaron Repeater and lowered the ammo slightly. Lowered projectile speed and flux per shot. Increased damage and shot deviation. The overall vision is for it to act like a suppression weapon that can be fired at length, rather than as a high-flux and high-damage general use weapon. So use it against something that will eat all the shots and it will be very effective, but missing a 2-second burst against a frigate won't leave your ship at 80% flux anymore. - Added CONSERVE_1 tip to Quill Rocket Launcher, AI and autofire should leave a little ammo for clutch plays now. - Fixed Typheus rear mounts position - Increased Imaginos turn rate and turn accel - Changed Blackbong Dank Yards illegal commodities from drugs and hand weapons to organs and hand weapons. - Fixed missile quadtrails to look better - Fixed bug that disallowed use of Blackrock hullmods in the campaign when SS+ is not installed - Added large universal hardpoint to the 0-Series Nevermore, and added 15 additional ordnance points to the ship. Also changed mounts a bit and edited sprite to match. - Added High Maintenance hullmods to Imaginos, Desdinova and Nevermore. Sorry, no fun allowed. - Increased Achilles MRM ammo and buffed main missile and MIRV health slightly, as well as frag damage dealt by the MIRVs. now acts as a high-performance heatseeker with limited ammo in contrast to the salamander. They should be worth the OP even compared to endless regen Salamanders, and can actually hurt/kill ships: each missile also deals ~500 damage to shields before shield strength calculation if all three MIRVS connect, and a brutal 1500 hull damage should they perfectly hit an armorless spot on the enemy ship. - Changed a Locust in the End Times mission to a Silverfish B and removed the enemy Doom-class, mission should be beatable again now
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# ? Feb 13, 2015 07:12 |