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News:

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

Poll

What's next? (pick 2 options)

Boarding Frigate
Heavy Cruiser
Capital-class Carrier
Dreadnought (bigger battleship)
A Batavian Homesystem
More misc; Weapons, Hullmods, Shipsystems

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Author Topic: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!  (Read 141085 times)

entropy

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #15 on: December 03, 2013, 03:57:51 PM »

Let me play these guys in Exerelin! This looks great!
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Zaphide

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #16 on: December 03, 2013, 08:08:17 PM »

Let me play these guys in Exerelin! This looks great!

I agree :)

Come on Erick, campaign integration and then Exerelin compatibility :D
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ValkyriaL

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #17 on: December 03, 2013, 11:36:09 PM »

Oh wow, someones a hard working man...this is like..uh...your 4th Mod or something???
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Bjørn_in_the_Sector

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #18 on: December 04, 2013, 12:53:52 AM »

Yeah, between this, the zorg, the antediluvians, and that other one…
At least we know he's good at this sort of thing! :D
By the way, Eric, I was wondering if you were going to add in some new weapons to this mod, the vanilla Autocannons are cool and all, but they don't exactly match your colour palette. I started doing some sprite work (not at all inspired by your mod, nah. :P) recently and would like to know whether they'd go with your mod (after you make them match, of course)

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sorry for both the white backgrounds and the repost from "spriters judgement thread"
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Executive Creative Director of Naysmyth Armouries Mod (Very WIP)

Erick Doe

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #19 on: December 04, 2013, 04:00:31 AM »

Oh wow, someones a hard working man...this is like..uh...your 4th Mod or something???
You're forgetting about the Princeton League, Space Pixels 1000, WW2 mod, Fantasy Farer and Tore Up Plenty.  ;) Then there's the Antediluvians, Firefly, Zorg and this.

Yeah, between this, the zorg, the antediluvians, and that other one…
At least we know he's good at this sort of thing! :D
By the way, Eric, I was wondering if you were going to add in some new weapons to this mod, the vanilla Autocannons are cool and all, but they don't exactly match your colour palette. I started doing some sprite work (not at all inspired by your mod, nah. :P) recently and would like to know whether they'd go with your mod (after you make them match, of course)

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sorry for both the white backgrounds and the repost from "spriters judgement thread"
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Not really planning on adding weapons atm. Though I would go for barreled turrets like that. Anyway, I usually work alone on mods. That way I can just stop working and not hurt anyone else by doing so.

Let me play these guys in Exerelin! This looks great!

I agree :)

Come on Erick, campaign integration and then Exerelin compatibility :D
Working on campaign integration and more missions.
« Last Edit: December 04, 2013, 04:13:03 AM by Erick Doe »
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Erick Doe

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #20 on: December 04, 2013, 05:45:00 AM »

Currently working on campaign integration. Also adding more missions. There will be a mission driven campaign like I did for TuP. The first week (1 mission per day of the week) you control a midline taskforce that cripples the Batavian forces in preparation of a big assault. The second week you control the remaining Batavian forces, actually trying to fend off the attack.

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I think I've just finished Exerelin compatibility. There is no proper campaign mode yet, but the soon to be released version of the mod should work with Exerelin.  8)
« Last Edit: December 04, 2013, 07:03:35 AM by Erick Doe »
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Bjørn_in_the_Sector

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #21 on: December 04, 2013, 12:52:36 PM »

Nice one! Looking forwards to having a crack at this faction!
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Executive Creative Director of Naysmyth Armouries Mod (Very WIP)

Erick Doe

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #22 on: December 06, 2013, 05:40:52 AM »

Batavian station interior:


Currently adding a large troop carrier. Once that's done this faction is ready for Exerelin.
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Erick Doe

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Re: [0.6.1a] Project Batavia (WIP) V1
« Reply #23 on: December 06, 2013, 06:15:46 AM »

Version 3 is out. Has more missions and ships. Should be Exerelin compatible (though Exerelin doesn't have Project Batavia support yet, that's being worked on)  ;)

Download:
Project Batavia Version 3
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HELMUT

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Re: [0.6.1a] Project Batavia (WIP) V3
« Reply #24 on: December 06, 2013, 06:20:22 AM »

Erick i'm curious, did you draw that interior picture or you found it somewhere else? It's pretty gorgeous.
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Erick Doe

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Re: [0.6.1a] Project Batavia (WIP) V3
« Reply #25 on: December 06, 2013, 07:02:20 AM »

Erick i'm curious, did you draw that interior picture or you found it somewhere else? It's pretty gorgeous.

Partly my work, partly someone else's. It is a placeholder till I finish something that is 100% my own.


Anyway, time to start work on some weapons to complement the vanilla ones.  :D



I'll mostly be adding modded machinegun and autocannons.
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Cycerin

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Re: [0.6.1a] Project Batavia (WIP) V3
« Reply #26 on: December 06, 2013, 07:06:43 AM »

Oh! Oh! Make a really close range weapon that works a lot like the dual light MG except it deals explosive damage!
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Erick Doe

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Re: [0.6.1a] Project Batavia (WIP) V3
« Reply #27 on: December 06, 2013, 03:04:39 PM »

Oh! Oh! Make a really close range weapon that works a lot like the dual light MG except it deals explosive damage!

That's a good idea!


Here's a new shiplist. I've improved all the sprites. Raised their contrast and depth a little:


The updated sprites aren't up for download yet, but will be in the next update.
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ArkAngel

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Re: [0.6.1a] Project Batavia (WIP) V3
« Reply #28 on: December 06, 2013, 03:08:43 PM »

I may or may not have bugged the game out. Not sure if this is this mod or SS but, I tried to transfer command to a carrier that was getting rapidly damaged. It died before i could get to it and my command shuttle just kept following disabled hulk. it wouldn't let me transfer to another ship or leave. The hulk eventually spun off the map with my command shuttle attempting to follow but getting pushed back at the border. so uhh yah...... help? (This was the first added mission btw.)

The pictures are rather large. I don't know how to make them smaller.
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"Yes... Yes I -am- sending you, alone, unarmed, against the might of the Hegemony defense fleet.  Not to worry - watching how they obliterate your puny frigate will be most... enlightening.  I shall dissect their tactics and emerge victorious!  Any questions? Then get to your ship, you launch in 5."

Erick Doe

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Re: [0.6.1a] Project Batavia (WIP) V3
« Reply #29 on: December 06, 2013, 03:12:08 PM »

That looks like an issue with Starsector.  :-\
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