Fractal Softworks Forum

Starsector => Mods => Topic started by: Erick Doe on December 01, 2013, 07:52:09 AM

Title: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on December 01, 2013, 07:52:09 AM
(http://i.imgur.com/Y1JCSxb.png)

Featuring maritime navy-inspired spaceships



NOTE: V10 "Dreadnought Update" is out now as of October 4th 2014!

(http://i.imgur.com/7cRwnLA.png) (http://www.mediafire.com/download/na5el2hir4f3djk/Batavia10.zip)


-Works with the Exerelin mod
-Works with Uomoz's Sector mod


-Features 25 new ships; 3 capital ships, 3 cruisers, 4 destroyers, 7 frigates, 6 fighterwings and 2 drones
-Features 38 new weapons; including several purely animated decorative props
-Features 9 new hullmods and 10 new ship systems; unique to Batavian ships
-Adds a new station and faction to the campaign that sells Batavian ships; the Batavian Corvus Dock
-Adds a short mission-driven bonus campaign (7 missions) and various other missions
-Includes 9 new portraits of uniformed Batavian commanders
-100 new ship names for the Batavian faction
-Fully compatible with other mods, except for total conversions (Does work with Uomoz's Sector! Although blueprints for Batavian ships are lacking)

NOTE TO LINUX USERS: Help me keep this Linux compatible! If you get an error because of inconsistantly named files (upper- and / or lowercase) please post them here so I can address these issues!

|||History:
Spoiler
(http://i.imgur.com/ihlaZjp.png)
Batavia Shipyards
"Each part of the Batavian coat of arms represents one of seven Houses." -Unnamed Post Collapse Scholar on the History of Batavia Shipyards

Brief History
The Batavia Shipyards (often referred to as just "Batavians" in the common tongue) are an independent organisation, similar to the Hansaetic League of the ancient Domain. Their focus lies in the acquisition of wealth through trade and the production of resources otherwise unavailable. The Batavia Shipyards originated as a diplomatic and mercantile pact between several merchant groups, each with their own little fleet of vessels, a wealth in credits and access to one or more privately owned docks or bases. By cycle 73 they were known as the "Consortium of Seven United Houses" (or CoSUH). From there on the organisation grew and cooperation between the separate mercantile entities became ever closer - until they fully merged in cycle 155 - and turned their privately owned docks into massive space stations. These imposing feats of engineering are known in our current cycle as "Shipyards".

Extended History
The Houseraad
The cycle is 72 post Collapse. Several small merchant factions vying for control of trade along the spacelanes in the Corvus and the Askonia systems meet to discuss embargoes and treaties at the Houseraad; a great meeting held once per new cycle. Each of these small factions shared a common ancestry, reaching far back to the days of the ancient Domain. They are House Brant, House Friel, House Grel, House Hol, House Lim, House Uter and House Zel - each in control of their own resources; including wealth, bases and ships. While normally at each other's troats in ruthless competition, this Houseraad was different. Petty politics and scheming had been put aside to discuss a common threat - possibly even a common cause.
With the scarcity of resources, piracy had become worse, and trade suffered. The houses sought to unite under a single banner to improve their chances of survival, while still maintaining a large deal of independence. Thus, with the coming of cycle 73 the Consortium of Seven United Houses was formed during the Houseraad of that cycle. Efforts were made to pool their resources and wealth to construct massive spacestations known as Shipyards - great hubs of trade and construction, where CoSUH merchants could safely ply their mercantile dreams. Where the united houses could dominate and outcompete other mercantile factions. Where they could construct new vessels serving their specific needs, and to improve and expand their merchant fleets.

Spoiler
(http://i.imgur.com/YgU79Vi.png)
Consortium of Seven United Houses
"Throughout history, especially since the Collapse, the names and knowledge of ancestral heritage had been bastardised and turned ever more obscure. These peoples used what knowledge they had of their history and ancestry to difine themselves, giving shape to their respective houses." -Unnamed Post Collapse Scholar on the History of Batavia Shipyards

(http://i.imgur.com/YTkQ7rO.png)
House Brant
A great family that had arrived in Corvus over 200 cycles ago. House Brant formed after these settlers had founded the Brant Group, a small outfit geared to moving essential wares throughout the system. Slowly, their unarmed freighters turned into armed cargo vessels. As their wealth grew, so did their ordnance and the number of military grade escort ships that graced their convoys. House Brant was one of the houses that drafted the CoSUH plans for the 73th Houseraad. Which eventually gave shape to the Batavia Shipyards.

(http://i.imgur.com/7bqQCeg.png)
House Friel
Born from the ashes of the Friel-task Traders (Or FTT), House Friel became one of the more influential merchant groups in the Askonia system. Their ancestors arrived in Corvus 37 cycles before the Collapse. Then moved on to settle the Askonia system. The Friel-task Traders did well before the Houseraad of the 71st cycle. However, during that cycle things changed for the worse. The Friel were targetted by pirate elements that raided their convoys and sacked their facilities. They pleaded for help at the 73th Houseraad. Their desperate situation at the hands of the pirates served as a warning to the other houses and indirectly gave shape to the forming of the CoSUH.

(http://i.imgur.com/xlS4iEC.png)
House Grel
Powerful, wealthy and extremely greedy. The Grel did not do business easily. They shunned most outsiders, which is odd for a group that focusses mainly on trade. The Grel, however, only traded with exclusive clientele. Deals were rare, but also extremely profitable. Most Grel deals went through the other houses of the CoSUH. After they were absorbed into Batavia Shipyards, the Grel focussed on designing only the most expensive and delicate products. Their initial wealth contributed greatly to the rise of the Batavians. It is said that they made up at least 50% of the CoSUH's networth. Less well known are their origins. The Grel seemingly started out as innersystem pawnbrokers in the Corvus system, descendants of a once noble family.

(http://i.imgur.com/2viBRDQ.png)
House Hol
Records on the Hol are scarce. They made a name for themselves shortly after the Collapse as mercenaries and bounty hunters. What really made them stand out was their strict doctrine. While aimed at the acquisition of wealth, it forbode them from taking on unethical assignments. Soon the Hollist Space Militia (HSM) became known as knights in shining armour. Unusual, since records show us that they have a common ancestry with many of the more mercantile and ruthless houses that eventually made up the CoSUH and the Batavia Shipyards. The HSM were one of the foremost supporters of the CoSUH, demanding that the other houses would stand with House Friel. Even in our current cycle the descendents of the Hollists still make up the bulk of the Batavian spacemarines and military forces.

(http://i.imgur.com/wHXZcoC.png)
House Lim
The colonists that would later make up House Lim arrived shortly after the Brant family, mere years before the Collapse. They settled in the same system as the Brants did, but soon found that they could not compete with the Brant Group's merchant fleets. Outcompeted, instead they decided to settle in the Askonia system and founded Lightspeed Lim Inc. (LLI). The LLI was often at odds with the Friel-task Traders, but also found itself signing many treaties with them. Many deals were made between the two groups, for better or for worse. However, the Lim alone could not stop the pirate elements from ravaging the Friel assets. When the Houseraad of cycle 73 came about, the Lim proposed unity and cooperation between the houses. Perhaps out of compassion for the Friel. But more likely out of self interest, not wanting to share a fate similar to that of House Friel's.

(http://i.imgur.com/hBCQO98.png)
House Uter
There is but one word to describe House Uter's history: Shipwrights. House Uter was given shape by the Uter shipbuilding family that settled in Corvus. While working with scarce few blueprints, the Uters managed to deal almost exclusively with the pre-CoSUH merchant houses. When the 73rd Houseraad arrived, House Uter saw its chance to really cash-in on shipbuilding within this union. As such they were eager to support the plans for a union between the seven mercantile houses.

(http://i.imgur.com/ytcR5XP.png)
House Zel
The Zel family arrived in the sector simultaneously with the Hol. The two share a common lineage. The Zel founded Zellic Enterprises during the early days before the Collapse. Zellic Enterprises endured up until the forming of the CoSUH. Not much else is known about this group. It is said that they mainly dealt in contrabant and served as a middleman in the loot acquired from the Hollist Space Militia's raids. House Zel remained under the radar and was also the poorest house in the CoSUH, following the ruined Friel, hardly making up 3% of the CoSUH's networth. This almost caused them to be expelled from the union by the Grel. Lacking business savvy, most trade went directly to the Grel; who made a greater profit on looted, salvaged and contrabant ware than House Zel could ever hope to acquire. This was the sole reason for the Grel to withdraw their initial call for Zel exclusion.

-----
[close]


The Shipyards
By cycle 154 the first Shipyard in the Corvus system was completed. It was then decided in the Houseraad of 155 to fully merge all aspects of their respective houses under a new name: Batavia Shipyards.
With their new superstation complete, production grew exponentially and so did their fleets. Not only armed freighters cleared the docks, but so did ever larger military ships, including huge battleships and carriers. Batavia Shipyards quickly became a mercantile juggernaught with a navy strong enough to back its more monetary ambitions.
[close]

|||Instructions:
Spoiler
#1 Download the mod here:
(http://i.imgur.com/bggv1us.png) (http://www.mediafire.com/download/na5el2hir4f3djk/Batavia10.zip) Project Batavia Version 10
Current version: V10

#2 Save the file in your "Starsector/mods" folder

#3 Install by unpacking / unzipping the file in the mods folder (right-click the file and select "unzip here")

#4 Start up Starsector and select the following mod: (select "Mods..." in the launch window)
-Project Batavia V10

#5 Play the game! Enjoy!


REMOVE ALL OLD MOD FOLDERS BEFORE INSTALLING NEW ONES. DO NOT OVERWRITE MOD FOLDERS.
[close]

|||Ships:
Spoiler
(list of Batavia Shipyards ships without their weapons or animated parts)
(http://i.imgur.com/D0O52i5.png)

Seven Provinces-class Dreadnought
(http://i.imgur.com/93ge6bm.png)
Seven Provinces Dreadnought - Battleships, battlecruisers and dreadnoughts make up the battleship classification of ships. Throughout the Domain these ships are refered to as 'capital ships'. Thick armour, a huge profile, massive gundecks: These are some of the features that make up the Seven Provinces-class. This dreadnought is prized for its staying power and the massive Draak gun battery on its bow deck. While powerful, it is also a very slow vessel and comes ill-equipped to deal with smaller vessels. However, it does come with a flightdeck, allowing it to support fighterwings and other small escorts.

Koning-class Battleship
(http://i.imgur.com/JchEqPH.png)
Koning Battleship - Battleships, battlecruisers and dreadnoughts make up the battleship classification of ships. Throughout the Domain these ships are refered to as 'capital ships'. Koning; also known as the 'King of Desperation'-class, was built as a last line of defense and last desperate measure. Should the Batavia Shipyards come at the risk of annihilation, it would launch its flagship: the 'Koning'. Should this mighty battleship fail at containing the situation, it would ram itself down the throat of the nearest hostile command ship. Or so says Batavia marketing. It is likely that this is just a dramatised marketing ploy by its manufacturers. Regardless, the Koning is a mighty ship.

Eendracht-class Battlecruiser
(http://i.imgur.com/NaG4TYT.png)
Eendracht Battlecruiser - Battleships, battlecruisers and dreadnoughts make up the battleship classification of ships. Throughout the Domain these ships are refered to as 'capital ships'. Battlecruisers are a recent addition to the Batavia shipyard's blueprints. The Eendracht was a costly project, following an order by a minor faction, requesting a vessel large enough to intimidate most common domain cruisers and capital ships. The resulting ship was well-armed and fast, but also vulnerable. Per design, the Eendracht trades in bulk and armour for weapon platforms and gundecks. The entire ship is geared to deal as much damage as possible, while at the same time maneuvering around more sluggish targets. This makes the Eendracht the perfect capitalship-killer.

Karel Doorman-class Carrier
(http://i.imgur.com/59mrdgq.png)
Karel Doorman Carrier - Dedicated carriers and cruisers make up the cruiser classification of ships. They often serve as flagships to Batavian fleets. Alternatively they also serve as escorts to large carriers or battleships. The Karel Doorman carrier is a sleek and capable ship. It is well armed with potential PD weapons, plus it can launch a multitude of defensive fighters; the feared F1 Fokkers with their quad B38's. Its makeup and layout resembles the naval carriers of the ancient Domain. The Fokker F1 Defender is the next-gen Batavian fightercraft. It surpasses the E6 and E7 in firepower and sustainability as it carries four B-38's and is armoured with a heavy composite alloy. The advanced technology integrated into the F1 means that it is heavily reliant on a command carrier and so far the Karel Doorman is the only vessel to date to have this compatible technology on hand.

Zwaardvis-class Subcosmic Cruiser
(http://i.imgur.com/ThPwlQA.png)
Zwaardvis Subcosmic Cruiser - Dedicated carriers and cruisers make up the cruiser classification of ships. They often serve as flagships to Batavian fleets. Alternatively they also serve as escorts to large carriers or battleships. The Zwaardvis is a subcosmic 'phase' ship that can cloak itself for limited amounts of time. It was designed as a heavy strike cruiser. While it offers little room for conventional deck-guns, the Zwaardvis does come with several missile launchers, including a large lauchbay on its bow section; allowing it to strike with deadly torpedoes as it decloaks near its target. The X-47b Subcosmic Drive is a system designed by Batavian engineers to 'submerge' or 'phase' a ship into subspace. Limitations ensure that the submerged ship can not fire its weapons, nor turn or strafe; locking it in its current navigational course. However, the only ship to utilise this system had been designed to deal with its hungry flux requirements, allowing it to remain 'submerged' for extended periods of time, exceeding that of most phase ships.

De Ruyter-class Light Cruiser
(http://i.imgur.com/e70dvAC.png)
De Ruyter Light Cruiser - Dedicated carriers and cruisers make up the cruiser classification of ships. They often serve as flagships to Batavian fleets. Alternatively they also serve as escorts to large carriers or battleships. The De Ruyter is the first cruiser to have ever cleared the Batavia shipyards. It is a much heavier ship than the Tromp-class. Though its focus lies in mobility, not firepower. Hence, the De Ruyter has been classified a 'light cruiser' throughout Domain territory.

Tromp Mk2-class Light Carrier (and Batavian space marines)
(http://i.imgur.com/QTZ0cfH.png)
Tromp Mk2 Light Carrier - Also known as hunters; destroyers are the in-between ships, filling the gap between frigates and cruisers. They are well-rounded combat ships. The Tromp Mark 2 has been refitted into the role of combat carrier. Its weapon focus has been shifted from battle turrets to long range-missiles. It excels in a support role. Mark 2's are also often outfitted as anti-fighter ships, protecting larger ships in the fleet from both fightercraft and missiles.
A platoon of Batavian marines stands ready to clear this ship's bulkheads. Armed with handheld minimeyers (smaller versions of the C-12 Hazemeyer) and wearing powerful armoured spacesuits equipped with PITs or 'Personal Ion Thrusters', these marines slowly make their way to their targets to disable or destroy them. Such a venture into the void of space often proves more hazardous than piloting a Fokker strikecraft. As such, these marines are heralded as true heroes among their crews.

Tromp-class Destroyer
(http://i.imgur.com/PFr77Nu.png)
Tromp Destroyer - Also known as hunters; destroyers are the in-between ships, filling the gap between frigates and cruisers. They are well-rounded combat ships. The Tromp is a dedicated broadside destroyer. It is the smallest Batavian warship to mount medium turrets. Its ammo-feeding capabilities allow it to rain down shells at an alarming rate and its sleek profile makes it easy for Tromp captains to avoid damage.

Gadila Mk2-class Converted Destroyer
(http://i.imgur.com/LHt7KX4.png)
Gadila Mk2 Converted Destroyer - Also known as hunters; destroyers are the in-between ships, filling the gap between frigates and cruisers. They are well-rounded combat ships. The Gadila was commisioned by the greatest engineers in the Batavian war- and merchant departments. Their joined efforts resulted in the creation of this powerful armed tanker. The Mark 2 had much of its fuel carrying capacity exchanged for combat systems and space for flight decks. Its combined arms and the ability to repair patrol- and strikecraft have turned the Gadila Mk2 into a very versatile destroyer.

Gadila-class Tanker
(http://i.imgur.com/DH1dBxD.png)
Gadila Tanker - Also known as hunters; destroyers are the in-between ships, filling the gap between frigates and cruisers. They are well-rounded combat ships. The Gadila was commisioned by the greatest engineers in the Batavian war- and merchant departments. Their joined efforts resulted in the creation of this powerful armed tanker. Its sheer size and potential firepower resulted in the Gadila to be listed in the same category as Batavian destroyers.

Van Ghent Mk2-class Troop Transport
(http://i.imgur.com/WnwApln.png)
Van Ghent Mk2 Transport - Frigates are small combat ships that often act as escorts for the larger vessels. They are considerably larger than corvettes and less specialized in their intended role. Some armed freighters also fall under this category. The Van Ghent Mark 2 is a well-armed freighter and troop transport. While it can not mount any deck guns, it does have several port- and starboard platforms which allow it to defend itself. Additionally it is armed with a turret on its command deck and several bow-facing torpedo bays. The mark two is quite popular as a transport for prisoners, military personnel and colonists.

Van Ghent-class Armed Freighter
(http://i.imgur.com/IbLQkqu.png)
Van Ghent Freighter - Frigates are small combat ships that often act as escorts for the larger vessels. They are considerably larger than corvettes and less specialized in their intended role. Some armed freighters also fall under this category. The Van Ghent is a well-armed freighter. While it can not mount any deck guns, it does have several port- and starboard platforms which allow it to mount secondary guns to defend itself. Additionally it is armed with a turret on its command deck and several bow-facing torpedo bays. The original Van Ghent-class is praised for its speed, hauling capacity and basic armaments.

Aukes-class Missile Frigate
(http://i.imgur.com/wItPYH0.png)
Aukes Missile Frigate - Frigates are small combat ships that often act as escorts for larger vessels, such as cruisers and carriers. They are considerably larger than corvettes and usually less specialized in their intended role. Some armed freighters also fall under this category of ships. The Aukes is designed around a series of missile platforms that share the ship's name: the Aukes Missile Platform, or AMP. The Aukes is best deployed alongside escorts, as it lacks the more conventional deck guns. Still, the sheer firepower coming from its distinctly vertical missile bays should give any ship pause and make the Aukes a strong adversary. Unlike the Vergelder, which was designed as a versatile platform for rockets, the AMP is a fixed emplacement designed specifically for the Aukes missile frigate. The upper part of the AMP consists of a vertical quad launcher. But most of the platform is located below deck, including its missile storage bays, making it near impossible to disable. The missiles fired by the Aukes are much heavier than the Vergelder's rockets and also less specialised. Their range is practically doubled, which allows the parent ship to keep a respectable distance from the fray.

Java-class Frigate
(http://i.imgur.com/HYeR4L9.png)
Java Frigate - Frigates are small combat ships that often act as escorts for larger vessels, such as cruisers and carriers. They are considerably larger than corvettes and usually less specialized in their intended role. Some armed freighters also fall under this category of ships. The Java is a fairly fast and maneuverable warship. On its main decks it can mount three dedicated turrets, allowing it to perform broadside attacks. It can also mount secondary weapons on the platforms that grace its port- and starboard sides. It does poorly during prolonged battles. But out of combat Java's can be made battle-ready swiftly.

Sumatra-class Escort Corvette
(http://i.imgur.com/XrkdLw5.png)
Sumatra Corvette - Corvettes are small and dedicated single-purpose frigates that are often assigned as escorts to larger ships. The Sumatra is a fast corvette, able to bring about several forward facing weapons, paired with a forward-facing shield. It exceeds in hit- and run tactics. Armed with Hailstorms the Sumatra has a reputation for being a true Hound-buster.

Van Kinsbergen-class Picket Corvette
(http://i.imgur.com/DZS6J3j.png)
Van Kinsbergen Corvette - Corvettes are small and dedicated single-purpose frigates that are often assigned as escorts to larger ships. The Van Kinsbergen is a fast picket corvette that can engage its combat thrusters to quickly navigate the battlefield. It is the smallest Batavian ship to have both a bow and aft deck. It performs well against other corvettes and even larger ships, as it is quite durable and fast. Officers in training often serve onboard Van Kinsbergens during their internships - and upon graduation start out captaining such ships as their first true command; owing to the ship's universal multi-deck makeup.

Evertsen-class Patrolboat
(http://i.imgur.com/ZQVxhs5.png)
Eversten Patrolboat - This type of ship belongs to a category made up of patrolboats; such as fast attack boats, torpedo boats and missile boats. The Evertsen is a patrolboat armed with a light needler turret on its front deck and a bow-facing rocket pod. It makes for a well-rounded, albeit light escort. Still, its low costs coupled with its ease of deployment makes the Evertsen a popular boat. It has also proven to be very effective in bringing down the shields on larger targets.

Flores-class Attack Boat
(http://i.imgur.com/lMrSgA1.png)
Flores Fast Attack Boat - This type of ship belongs to a category made up of patrolboats; such as fast attack boats, torpedo boats and missile boats. The Flores is a fast attack boat armed with conventional guns and rockets. It excels against smaller targets; such as fightercraft and frigates. These crafts are also quite durable and come with their own shield system; something not often seen on crafts their size.

Soemba-class Torpedo Boat
(http://i.imgur.com/lcrlJmK.png)
Soemba Torpedo Boat - This type of ship belongs to a category made up of patrolboats; such as fast attack boats, torpedo boats and missile boats. The Soemba is a slow torpedo boat armed with rockets and a bomb bay. It is especially effective against larger targets; such as destroyers and cruisers. Because of its makeup it is often refered to as a 'bomber' craft.

Fokker G1 Bomber
(http://i.imgur.com/5DHAh7r.png)
Fokker G1 - This ship belongs to a category made up of patrolboats; like fast attack boats, torpedo boats and missile boats. The Fokker is quite different from conventional patrolboats. It is much faster and smaller than other ships in its class. It is often labled as a 'strikecraft', albeit unofficially. The G1 'bomber' was based off the F1 Defender. Its slightly more spacious hull houses the systems needed for these ships to fly independently from a command ship, such as the Karel Doorman. The G1 comes armed with dual B-38's on its nose and a five Aukes missiles under each wing. The rear wing of the G1 is armed with a single C-12 turret. All this makes the G1 a versatile and promising bombercraft. The Aukes Missile Launcher or AML can fire one Aukes missile at a time. It had been deviced as main armament for the G1 bombercraft. The Aukes missile launched by the AML is a slightly heavier variant of the ones being fired from the AMP missile platform. In fact, the AML's ordnance is being labled 'torpedoes' by the Batavian Shipyards.

Fokker-class Black Squadron
(http://i.imgur.com/xGMykA1.png)
Black Squadron Fokker - This type of ship belongs to a category made up of patrolboats; such as fast attack boats, torpedo boats and missile boats. The Fokker is quite different from conventional patrolboats. It is much faster and smaller than other ships in its class. Fokker wings are large in number and often depend on swarming a target. Fokker aces make up the elite wings. The 'Zwarte Eskader', or 'Black Squadron' is a name given to the fearless pilots from the most famous Batavian elite squadron and their signature black Fokker E7's. Black E7's come armed with four Donderbus 37's.

Fokker-class Elite Strikecraft (also comes in red, green, blue and gold squadron colours)
(http://i.imgur.com/mj8V7wE.png)
Fokker E7 - This type of ship belongs to a category made up of patrolboats; like fast attack boats, torpedo boats and missile boats. The Fokker is quite different from conventional patrolboats. It is much faster and smaller than other ships in its class. It is often labled as a 'strikecraft', albeit unofficially. Fokker wings are large in number and depend on swarming a target. Those few that live long enough to become aces make up the elite wings and fly the more advanced Fokker E7. The E7 comes armed with four Donderbus 37's.

Fokker-class Strikecraft
(http://i.imgur.com/2YZiwJ6.png)
Fokker E6 - This type of ship belongs to a category made up of patrolboats; such as fast attack boats, torpedo boats and missile boats. The Fokker E6 is quite different from conventional patrolboats. It is much faster and smaller than other ships in its class. It is often labled as a 'strikecraft', albeit unofficially. Fokker wings are large in number and depend on swarming a target. The E6 comes armed with two Donderbus 37's.
[close]

|||Weapons:
Spoiler
B-37 Donderbus
(http://i.imgur.com/UCSzrRv.png)
The B-37 Donderbus is a rapid-firing and low power kinetic deck gun. In large numbers the Donderbus is quite effective versus missiles and fightercraft. The B-37 was designed to provide elevated decks and parts of ships unable to mount proper deck guns with some means of protecting itself. The Donderbus provides ships with the ability to mount small guns that can provide an effective screen against incoming projectiles and small fightercraft. Unlike the Hailstorm series' heavy explosive slugs, the B-37 ejects a metal rod that provides kinetic damage upon impact. While virtually useless against larger targets, it can still provide an effective defense against smaller projectiles.

B-38 Donderbus
(http://i.imgur.com/UCSzrRv.png)
The B-38 Donderbus is a rapid-firing and low power kinetic deck gun. It is an improved version of the B-37. The B-38 has been equipped with a small radar system, which allows for better target tracking. This also allows the B-38 to target crucial points on a target more easily, resulting in an overall higher damage output.


C-12 Hazemeyer
(http://i.imgur.com/YVvhhwN.png)
The C-12 Hazemeyer is a rapid-firing and low power energy-based deck gun. Its charged electromagnetic slugs can cause EMP damage. The Hazemeyer is a light gun derived from the Donderbus-series of support armaments. The Hazemeyer is energy based in contrast to the Donderbus' traditional ballistic firepower. This means that it can store its energy powered shells more efficiently, due to their inheritly smaller size: i.e. more ammunition. The slugs fired by the Hazemeyer are also electromagnetically charged, causing some EMP damage upon impact. Unfortunately, Hazemeyers do cause a higher flux build-up overall, due to the energy-based nature of these weapons.

C-13 Hazemeyer
(http://i.imgur.com/YVvhhwN.png)
The C-13 Hazemeyer is an expensive direct improvement over the C-12. Its charged electromagnetic slugs can cause EMP damage.


Batavian Needler
(http://i.imgur.com/JhNE7az.png)
The Batavian Needler is a pillbox dome build around a simplified light needler. It is the main weapon for the Evertsen and a popular choice against shields. Batavian Shipyards preference for kinetic ballistic armaments have lead to their adoptation of the light needler design and its adaptation into something more in line with existing Batavian weaponry. 15mm flechettes have been exchanged for long metal Donderbus rods and the needler's coolant systems have made space for additional ammunition.


Spuwer Chaingun
(http://i.imgur.com/hOdFDgr.png)
The Spuwer is a medium chaingun that can rapidly expel energy charges which cause EMP damage upon impact. Compared to the more common assault chaingun, the Spuwer chaingun makes heavier use of flux energy. As a result the Spuwer has more ammo capacity, but also causes a higher flux built up. Another big advantage of the Spuwer is that its energy charges cause EMP damage. Unfortunately the Spuwer does not benefit from ammo feeders or rapid fire doctrines because of its energy based makeup.


Goalkeeper-series
The new Goalkeeper-series of point defense turrets can be installed upon medium- and large sized decks and make heavy use of energy flux. Unfortunately, this means that these 'flak' guns do not benefit from the ballistic accelerated ammo feeders available on many Batavian ships. However, by directly tapping into the avaliable energy onboard a ship, the Gloalkeeper is able to expell a powerful barrage of half a dozen fragmentation projectiles per barrel, and within an impressive timeframe. Anything caught within this screen will get ripped apart, making it especially effective against incoming fightercraft and projectiles. The Goalkeeper-series have their own fire-control towers installed integrated into the turret, allowing for greater surveillance and faster targetting compared to most other turrets of its size.

Goalkeeper MkI
(http://i.imgur.com/vkJg5hP.png)
The Goalkeeper Mark I is an efficient point defense gun turret, conceived for placement upon medium or large decks. It comes with its own fire control station.

Goalkeeper MkII
(http://i.imgur.com/fbvPals.png)
The Goalkeeper Mark II is an efficient point defense gun turret and a clear upgrade over the Mark I, as it sports an additional barrel.

Goalkeeper MkIII
(http://i.imgur.com/qEhcUFv.png)
The Goalkeeper Mark III is an efficient point defense gun turret and a clear upgrade over the Mark II, as it sports an additional barrel.


Hailstorm-series
The Hailstorm-series of deck guns are specialised turrets configured to expell high-explosive shells at medium distances. While able to be mounted as static hardpoints, the Hailstorm excells as a rotating gun turret, owing to its efficient roller paths. Batavia Shipyards first started production of these deck guns as they were looking to arm their ships with a domestic, capable and well-rounded ballistic weapon, that could rival autocannons and machineguns in their point defense and combat roles. While ineffective against shielded targets on paper, the sheer amount of firepower and rate-of-fire meant that a vessel armed with Hailstorms could hold its own against shielded opponents, and dominate once those shields were down.

Hailstorm MkI
(http://i.imgur.com/ERyBXkv.png)
The Mark I Hailstorm is the smallest and fastest of the deck guns in the Hailstorm-series. It is a popular choice for point defense. While it only has one barrel, its rotation speed and rapid fire allow it to act as both PD and light combat gun. It is a good replacement for light machineguns, vulcan- and autocannons.

Hailstorm MkII
(http://i.imgur.com/i8YlykK.png)
The Mark II Hailstorm has two gun barrels attached to its armoured gun house. Its rate of fire has been significantly decreased. However, it is able to expell a more powerful variant of high-explosive shells. This makes it less effective as PD gun, but more powerful against larger targets. The Mark II is a small but dedicated combat gun.

Hailstorm MkIII
(http://i.imgur.com/IyC9anI.png)
The Mark III Hailstorm fills the same role as the Mark II, only it may be mounted atop larger decks and sports an additional barrel. This tripple barrelled deck gun can unleash a withering hail of explosive shells over fairly long distances. The relatively low amount of flux required to power this gun in battle means that it can efficiently be used by smaller ships, such as frigates, as long as they have the available deckspace.

Hailstorm MkIV
(http://i.imgur.com/epk2uad.png)
The Mark IV is an upgrade over the Mark III. It has an impressive four barrels capable of firing even heavier shells over an even greater distance. However, to protect the gun barrels from being worn down too quickly, its rate-of-fire had to be reduced by half. Still, the Mark IV is an impressive gun for its size, and can often be found as the main deck gun on destroyers and cruisers. It has lovingly been dubbed 'deaths fingers' by its guncrews.

Hailstorm MkV
(http://i.imgur.com/Zq5iZAF.png)
The Mark V is an upgrade over the Mark IV. Its base gun house has been enlarged to allow it to to field elongated barrels for even greater range. The initial idea behind the Mark V was to give Batavian vessels the ability to mount a Hailstorm deck gun on their large gundecks. In effect it is little more than a glorified medium gun. However, its flux efficiency and long range make it a surprisingly popular main weapon for any ship able to field a large ballistic battery.


K-41 Maarschalk
(http://i.imgur.com/BF050iJ.png)
The largest deck gun built by the Batavia Shipyards. Feared throughout Domain space for its explosive firepower. The K-41 Maarschalk was a long running project by the same engineers that worked on the Hailstorm-series of deck guns. After many incidents where the gun was too heavy for its own rotary base and collapsed in on itself, and after having to replace numerous melted barrels, the engineers finally found a way to make the Maarschalk work. The details of this are obviously classified, however there's talk of special hydraulics and compound alloys being involved.


L-01 Draak
(http://i.imgur.com/hnGJapf.png)
The L-01 Draak Battery is a huge deckgun and likely the pinnacle of explosive firepower in the sector. The Draak or "Dragon" supergun is a single massive barrel build into an advanced Maarschalk turret base. Unique Batavian technology is used in propelling large explosive shells at incredible speeds, involving rifled barrels and some sort of flux combustion. The details on this new technology are sketchy and have not yet been reverse engineered by anyone outside of the Batavia Shipyards. In effect, the Draak fires off a single shell at slow interfalls, that can do massive hull damage upon impact, but remains relatively inneffective against shields. The Draak's long barrel ensures high escape-velocity and superior range and accuracy; though accuracy does degrade during prolonged barrages.


Aukes Missile Platform (AMP)
(http://i.imgur.com/OnaJ90z.png)
The AMP or Aukes Missile Platform is a naval launcher based on the earlier Vergelder or D-X90 series. It has a heavier long-range payload. Unlike the Vergelder, which was designed as a versatile platform for rockets, the AMP is a fixed emplacement designed specifically for the Aukes missile frigate. The upper part of the AMP consists of a vertical quad launcher. But most of the platform is located below deck, including its missile storage bays, making it near impossible to disable. The missiles fired by the Aukes are much heavier than the Vergelder's rockets and also less specialised. Their range is practically doubled, which allows the parent ship to keep a respectable distance from the fray.

Aukes Missile Launcher (AML)
(http://i.imgur.com/DZFtxGs.png)(http://i.imgur.com/DZFtxGs.png)(http://i.imgur.com/DZFtxGs.png)
The Aukes Missile Launcher or AML can fire one Aukes missile at a time. It had been deviced as main armament for the G1 bombercraft. The Aukes missile launched by the AML is a slightly heavier variant of the ones being fired from the AMP missile platform. In fact, the AML's ordnance are being labled 'torpedoes' by the Batavian Shipyards.


Vergelder-series
The D-X90 series of launchers can be mounted atop a rotary base for turret duty, or fastened to a fixed emplacement. The rockets fired from these launchers are usually armed with one of three warheads: high explosive, fragmentation or kinetic. They excell at tracking small targets such as fightercraft, but can also be effectively deployed against larger targets. The D-X90 series are similar to the more conventional Swarmer SRM. However, D-X90's are more specialised in their armament, carry more ammunition, and can fire off a larger number of projectiles within the same timespan. The only true downfall compared to the Swarmer is its size and weight, making it turn slower. It also fires at slower interfalls.

D-F90 Vergelder
(http://i.imgur.com/R6WcsAp.png) (http://i.imgur.com/g9hFtFE.png)
The D-F90 is a naval launcher calibrated to fire off an impressive number of rockets armed with fragmentation warheads.

D-K90 Vergelder
(http://i.imgur.com/R6WcsAp.png) (http://i.imgur.com/0Qvr92p.png)
The D-K90 is a naval launcher calibrated to fire off an impressive number of rockets armed with kinetic warheads.

D-E90 Vergelder
(http://i.imgur.com/R6WcsAp.png) (http://i.imgur.com/iicj8mW.png)
The D-E90 is a naval launcher calibrated to fire off an impressive number of rockets armed with high explosive warheads.


Thunderbolt MRM-series
(http://i.imgur.com/xZBUuQj.png)
Mid-to-long range missile launcher. Slower and less maneuverable than regular MRMs, the T-bolt has stronger housing and a longer operational range. Thunderbolt launchers can house more missiles than the regular Harpoon MRM launchers. The missiles themselves are housed in stronger encasings, allowing them to sustain more damage from PD weapons. While they are not as fast or maneuverable as Harpoons, they can propel themselves over longer distances. The only true disadvantage to the Thunderbolt is that the missiles deal relatively little damage.
[close]




(http://i.imgur.com/3AgJBAC.png)
Fokker aces on patrol

Project Batavia has been created with the help of Trylobot's ship editor. (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe on December 01, 2013, 07:52:23 AM
Reserved
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe on December 01, 2013, 07:53:51 AM
Early test version is up for download. It features two missions, plus the ability to pitch any ship from any other mission against PB ships in the combat simulator.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: haloguy1 on December 01, 2013, 08:24:25 AM
Dang this looks interesting cant wait to try it out, good job Erick Doe.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Sproiet on December 01, 2013, 08:56:10 AM
So...by Erick Doe completing (for now) the zorg, he can now....
A) Go back and update and flesh out TuP or...
B) Start something entirely new  ;D
Love ya Erick  ;)
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: HELMUT on December 01, 2013, 08:58:39 AM

(http://i.imgur.com/DrR1tUI.jpg)

Project Batavia eh?

Downloading now, i'm eager to try them.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Cycerin on December 01, 2013, 09:33:00 AM
Man, you're such a prolific modder. ;D These remind me of the Antediluvians in a way, sort of rectangular looking ships with lots of turret mounts.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Doogie on December 01, 2013, 10:53:03 AM
^I was going to say the same thing.
...speaking of which, you should update Antedelluvians. So much lore potential now that we have hyperspace and multiple systems.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: dmaiski on December 01, 2013, 11:53:21 AM
such pretty pretty sprites
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: conorano on December 01, 2013, 12:53:34 PM
here is some quick feedback, i have not played much of them yet (both missions and some refitting and simulation with the Eendracht).

when i had to attack the eendracht and his company the battleship seemed fairly weak but i think thats becouse the AI does not handle it very well and my ships easily killed off his escort first and then flanked him from all sides. then i went on to play the other mission.
i took the eendracht as my flagship and took the standard loadout (the patrol one) after sometime i discovered that his broadside was really powerfull, i just had to watch my flux level and lower my shield most of the time and then just let my guns fire away. the best thing is is that it doesn't seem to be that overpowered becouse your flux raises pretty fast if you use your shields too. i was able to semi solo a dominator (with the help of some fighters and frigates while he had support too). my fleet seemed to handle everything really well becouse i saw almost only enemy disabled and destroyed notifications. the battle with the onslaught was pretty epic and he damaged me and some destroyers pretty good, but in the end he destroyed only fighters and maybe some frigates. at the end of the battle i lost about 5 ships while he lost all. it was difficulty easy so you can expect that.

in the Eendracht refit screen i first solo'd an onslaught, it went pretty horible for me and i got anihilated, literally. but that was also expected becouse the onslaught is the king of solo battles. then i went on against a dominator and won and then i reffitted my ship with hephaestus assault guns and 2 hypervelocity cannons and removed the right heavy machine gun, removed a harpoon MRM and replaced the anihilator with a pillum. then i went out against an eagle and won pretty easily.

so all in all, i quite like this faction from what i've seen so far and think they have great potential.   :)
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe on December 01, 2013, 05:45:09 PM
Dang this looks interesting cant wait to try it out, good job Erick Doe.
Thanks.  :)

So...by Erick Doe completing (for now) the zorg, he can now....
A) Go back and update and flesh out TuP or...
B) Start something entirely new  ;D
Love ya Erick  ;)
Redoing old stuff is a lot less exciting than creating new stuff  :). Anyway, I've had a lot of these sprites done in January 2013. Just never really got around to turning them into a mod.


Spoiler
(http://i.imgur.com/DrR1tUI.jpg)
[close]

Project Batavia eh?

Downloading now, i'm eager to try them.
Is there some sort of lettuce brand called Batavia that I don't know about?

Man, you're such a prolific modder. ;D These remind me of the Antediluvians in a way, sort of rectangular looking ships with lots of turret mounts.
I actually used the same spriting method for these ships as I did with the Antediluvians. Hence they look pretty similar. The Zorg have the same method(ish) as the Firefly mod. Might have to create more distinct weapon loadouts on the Batavian ships to set them apart and avoid them from getting too similar.

such pretty pretty sprites
Thanks. I'll add more ships in the future. I'm wanting to do a dreadnought. Slower and better armoured than the battlecruiser, but also less advanced and less well armed. I'd also like to add a larger carrier.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe on December 02, 2013, 06:55:46 AM
Working on a dedicated carrier, as promised. The Karel Doorman-class: (cruiser-sized)

Still needs some work but it's getting there.

Spoiler
(http://i.imgur.com/E81gdhb.png)
[close]
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: HELMUT on December 02, 2013, 05:40:07 PM
I toyed a bit with them on the two missions. I got a good feel with them. They are rugged, classic yet efficient ships that won't surprise the player in a bad way. I noticed they got a lot of MG boats, making pretty scary for close combat. Also they got some freakin' good shields. I think they will play a lot like Antediluvians, they'll be lackluster alone but will be pretty strong in big groups.

Just a thing i noticed, the animated sensor dish on the ships, the animation is very clunky. Why not making a simple sensor with a script that will make it constantly spin 360°?
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe on December 03, 2013, 05:41:50 AM
Just a thing i noticed, the animated sensor dish on the ships, the animation is very clunky. Why not making a simple sensor with a script that will make it constantly spin 360°?

Nostalgia. That sensor dish is a throwback to old 2d games from the nineties. Where things didn't spin around but were actually individual sprites. Look at any 'modern' or futuristic 90's game with 2d sprites, and you're likely to find a similar radar dish.  ;)

(http://duneii.com/images/buildings/outpost.jpg)
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Chronosfear on December 03, 2013, 06:43:15 AM
ohhhh Dune2  ;D good old dos times.  ;)

stil have to try your new mod.
looking good. i really love that style.
but I'm lacking Internet at home atm.

chronosfear.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: entropy on December 03, 2013, 03:57:51 PM
Let me play these guys in Exerelin! This looks great!
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Zaphide 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
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: ValkyriaL on December 03, 2013, 11:36:09 PM
Oh wow, someones a hard working man...this is like..uh...your 4th Mod or something???
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Bjørn_in_the_Sector 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)

Spoiler
(http://i.imgur.com/lwiGBzD.png?1)
Spoiler

[spolier](http://i.imgur.com/lC4YZE1.jpg?1)
Spoiler

Spoiler
(http://i.imgur.com/5Jh8DLy.png?1)
Spoiler

sorry for both the white backgrounds and the repost from "spriters judgement thread"
[close]
[close]
[close]
[close]
[close]
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe 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)

Spoiler
(http://i.imgur.com/lwiGBzD.png?1)
Spoiler

[spolier](http://i.imgur.com/lC4YZE1.jpg?1)
Spoiler

Spoiler
(http://i.imgur.com/5Jh8DLy.png?1)
Spoiler

sorry for both the white backgrounds and the repost from "spriters judgement thread"
[close]
[close]
[close]
[close]
[close]
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.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe 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.

[edit]
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)
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Bjørn_in_the_Sector on December 04, 2013, 12:52:36 PM
Nice one! Looking forwards to having a crack at this faction!
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe on December 06, 2013, 05:40:52 AM
Batavian station interior:
(http://i.imgur.com/Zd2ewag.png)

Currently adding a large troop carrier. Once that's done this faction is ready for Exerelin.
Title: Re: [0.6.1a] Project Batavia (WIP) V1
Post by: Erick Doe 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:
(http://i.imgur.com/29Jmjlk.png) (http://www.mediafire.com/download/20dohy22lo7h5lg/Batavia3.zip) Project Batavia Version 3
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: HELMUT 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.
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Erick Doe 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

(http://4.bp.blogspot.com/-yTIDAb3OhTc/TfZg63NkaYI/AAAAAAAAC4M/a7-WNZh_sFQ/s1600/800px-16in_Gun_Turret.jpg)

I'll mostly be adding modded machinegun and autocannons.
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Cycerin 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!
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Erick Doe 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:
(http://i.imgur.com/NZSSNqL.png)

The updated sprites aren't up for download yet, but will be in the next update.
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: ArkAngel 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.
Spoiler
(http://i.imgur.com/J8A1uu9.png)
[close]

Spoiler
(http://i.imgur.com/jlCqGfi.png)
[close]
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Erick Doe on December 06, 2013, 03:12:08 PM
That looks like an issue with Starsector.  :-\
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: ArkAngel on December 06, 2013, 03:25:12 PM
Eh thanks anyway! I love the mod so far. the ships weapon layouts are just awesome! I have to say if I had the ships in campaign i would probably use the the light cruiser and light carrier. They just seem like the ships for a fast attack group if used in the campaign. If i'm honest, i would love to see how these ships would do againist the The Patrian Principate. They have such a simliar design style, it would be a cool fight to see. I really like it and can't wait for updates, even though I must. Just remember not to make to many mods to handle ( if you haven't done so already  :P).
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Grug on December 13, 2013, 08:02:39 AM
The Karel Doorman mission easily ranks as "hard or impossible." The mixture of the new ship AI, the hilarious degree of asteroid spam, and the way the Karel Doorman immediately retreats with all of its retinue the instant it goes under 40% hull, combined with its elite crew level, small map size, and hilariously efficient shielding, plus the fact that all AI ships will ignore orders to intercept, and will instead engage the constant stream of strike craft, makes this mission effectively impossible.
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Erick Doe on December 13, 2013, 08:03:43 AM
I think that's mostly down to the new AI. I'll tweak the mission.
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Zaphide on December 15, 2013, 02:49:03 PM
Hi Erick,

Have been having great fun with this faction :)

However, I think the supplies/day value for the various fighter wings are too high. I think the per-hull for the fighter cost is more in line with what you wanted the whole wing to cost.
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Erick Doe on December 16, 2013, 01:20:29 AM
Hi Erick,

Have been having great fun with this faction :)

However, I think the supplies/day value for the various fighter wings are too high. I think the per-hull for the fighter cost is more in line with what you wanted the whole wing to cost.

You might be right. I recently encountered that same thing with the new Gull wing that I added to TuP.  ::)

I'll fix that!
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Erick Doe on December 16, 2013, 02:05:35 AM
Version 4 is out. Replaced the ship sprites with the slightly improved ones. Made several missions slightly easier (as requested). Added the faction's proper dialog. Van Ghent Mk2 added to mission simulations. Lowered supply usage of fighters.

Download:
(http://i.imgur.com/29Jmjlk.png) (http://www.mediafire.com/download/nrek9fy9dhi7h5c/Batavia4.zip) Project Batavia Version 4

All we need now is Exerelin support ;)
Title: Re: [0.6.1a] Project Batavia (WIP) V3
Post by: Zaphide on December 16, 2013, 02:50:03 AM
All we need now is Exerelin support ;)

Almost done :)
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: HELMUT on January 06, 2014, 06:47:47 AM
Sooooo... Campaign integration soon?
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: Erick Doe on January 06, 2014, 08:10:58 AM
Sooooo... Campaign integration soon?

Exerelin integration soon.
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: Gotcha! on January 06, 2014, 08:17:26 AM
Whoah, the ships look a lot better than last time I checked. Nice work, man.
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: HELMUT on January 06, 2014, 08:32:54 AM
Yeah Exerelin, but classic campaign? I don't play that much Exerelin actually and i wanted to make a Batavia(n?) campaign for a while.
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: Garmine on January 12, 2014, 05:25:47 AM
Just decided to try the mod out and I've managed to break it without even playing! :D
Spoiler
It looks like my ordinary "Linux is case sensitive" things, but I couldn't find the file even case-insensitively!

The error is this:
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [pb_gadila_Convoy] not found!

And I only have files like this:
pb_vanghent_Convoy.variant
pb_vanghentmk2_Convoy.variant

Any ideas? :D
Thanks in advance!
[close]

Nevermind the above, I found the issue:

Exerelin replaces the Batavia faction file with it's own and there's a reference to pb_gadila_Convoy, which does not exist in Batavia V4. Gonna report in the Exerelin thread too. :)
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: Erick Doe on January 12, 2014, 05:39:41 AM
I'm finding this very odd, since the only person I gave access to the Gadila (Batavia V5) is Zaphide for Exerelin integration. There should be ZERO reference to the Gadila in V4.

This is not a Linux issue. It is your game requesting a variant that doesn't exist.

Are you trying out a Dev version of Exerelin and trying to run it with Batavia V4 or something? I am holding off on releasing V5 until the new version of Exerelin comes out, as to avoid issues like these.
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: Garmine on January 12, 2014, 05:41:45 AM
(Ooops, I edited just as you responded, sorry! :))

I'm (trying to) use Exerelin v0.63 with Batavia V4.
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: Erick Doe on January 12, 2014, 05:43:18 AM
(Ooops, I edited just as you responded, sorry! :))

Oh! But wait! Zaphide just released the new Exerelin version too! That means I have to update to V5 now. Hahah.  :D

You're just too eager to run the new Exerelin Garmine.  ;) Give me a moment to update to Batavia V5.
Title: Re: [0.6.1a] Project Batavia (WIP) V5
Post by: Erick Doe on January 12, 2014, 05:45:07 AM
(http://i.imgur.com/29Jmjlk.png) (http://www.mediafire.com/download/koff20qtdte8p3m/Batavia5.zip) Project Batavia Version 5
Title: Re: [0.6.1a] Project Batavia (WIP) V4
Post by: Garmine on January 12, 2014, 05:46:42 AM
Oh! But wait! Zaphide just released the new Exerelin version too! That means I have to update to V5 now. Hahah.  :D

You're just too eager to run the new Exerelin Garmine.  ;) Give me a moment to update to Batavia V5.

Indeed I am! And I also like to report all the bugs I find, I have some great talent for finding them.... :)

Thanks!
Title: Re: [0.6.1a] Project Batavia (WIP) V5
Post by: Erick Doe on January 12, 2014, 05:55:37 AM
Good! If you find any bugs or Linux incompatibility, let me know!
Title: Re: [0.6.1a] Project Batavia (WIP) V5
Post by: Garmine on January 12, 2014, 06:08:58 AM
Good! If you find any bugs or Linux incompatibility, let me know!

So far I've only found Valkyrian, P9 and Mayorate issues. Gonna report as soon as I find an issue :)

(And I'm tempted to write a script to detect these issues automagically without launching StarSector... :D)

Edit: desinformation
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on January 12, 2014, 06:10:31 AM
Well, I tested V5 with Exerelin some weeks ago. So I doubt there's any issues.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Garmine on January 12, 2014, 06:12:53 AM
Don't underestimate my power! ;)
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: haloguy1 on January 12, 2014, 11:32:18 AM
Hey Erick when will you be adding custom weapons to these ships?
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on January 31, 2014, 05:25:26 PM
Hey Erick when will you be adding custom weapons to these ships?


Good question followed by a late reply. The answer is soon™. I also have to rebalance CR and repair costs for 0.6.2a.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Lcu on January 31, 2014, 06:22:20 PM
I hope you are still working for this mod. I love this mod.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: CrashToDesktop on January 31, 2014, 08:49:32 PM
I love this mod too. :) Even without faction weapons, it's pretty cool, as a lot of the vanilla weapons fit the aesthetics.  Although there could be more distinct ships, it's pretty good. ;)
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 05, 2014, 07:44:37 AM
V6 will have:
-Updated descriptions
-Fixed light armour hullmod (weighs little, adds some protection and costs little OP)
-New heavy armour hullmod (weighs a ton, adds a lot of protection and costs little OP)
-A station in Corvus
-New variants
-0.6.2a compatibility
-Batavian weapons, including:

Hailstorm-series animated deck guns: (Mark I through IV)
(http://i.imgur.com/vZyk0pc.png) (http://i.imgur.com/HHRZByJ.png) (http://i.imgur.com/1GhgTe1.png) (http://i.imgur.com/RgEiK1Q.png)

-Possibly some new ships (a heavy cruiser or a submarine-esque cloaked ship)
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: CrashToDesktop on February 05, 2014, 09:17:36 AM
Will there be any High-Explosive custom weaponry for the Batavia?  They seriously lack that part of life with the designated loadouts (although I make my own with Heavy Maulers and the such).  Will some of those Hailstorms be HE, or will they be Kinetic?
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 06, 2014, 04:15:41 AM
Will there be any High-Explosive custom weaponry for the Batavia?  They seriously lack that part of life with the designated loadouts (although I make my own with Heavy Maulers and the such).  Will some of those Hailstorms be HE, or will they be Kinetic?

Actually:
The Hailstorm-series of deck guns are specialised turrets configured to expell high-explosive shells at medium distances. While able to be mounted as static hardpoints, the Hailstorm excells as a rotating gun turret, owing to its efficient roller paths. Batavia Shipyards first started production of these deck guns as they were looking to arm their ships with a domestic, capable and well-rounded ballistic weapon, that could rival autocannons and machineguns in their point defense and combat roles. While ineffective against shielded targets on paper, the sheer amount of firepower and rate-of-fire meant that a vessel armed with Hailstorms could hold its own against shielded opponents, and dominate once those shields were down.

The Mark I (small) Hailstorm is the smallest and fastest of the deck guns in the Hailstorm-series. While it only has one barrel, its rotation speed and rapid fire allow it to act as both PD and light combat gun. It is a popular replacement for light machineguns, vulcan- and autocannons.

The Mark II (small) Hailstorm has two gun barrels attached to its armoured gun house. Its rate of fire has been significantly decreased. However, it is able to expell a more powerful variant of high-explosive shells. This makes it less effective as PD gun, but more powerful against larger targets. The Mark II is a small but dedicated combat gun.

The Mark III (medium) Hailstorm fills the same role as the Mark II, only it may be mounted atop larger decks. This tripple barrelled deck gun can unleash a withering hail of explosive shells over fairly long distances. The relatively low amount of flux required to power this gun in battle means that it can efficiently be used by smaller ships, such as frigates, as long as they have the available deckspace.

The Mark IV (medium) is an upgrade over the Mark III. It has an impressive four barrels capable of firing even heaver shells over an even greater distance. However, to protect the gun barrels from being worn down too quickly, its rate-of-fire had to be reduced by half. Still, the Mark IV is an impressive gun for its size, and can often be found as the main deck gun on destroyers and cruisers. It has lovingly been dubbed 'deaths fingers' by its guncrews.

There's also going to be a Mark V (large). An improved Mark IV that can fill the large slot, since most Batavian ships use universal mounts. So it is really a large lite. Not as powerful or as costly as most large weapons. But rather cheap and flux efficient. Pretty much the same as the Mark IV only it has longer barrels for better range.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 06, 2014, 05:14:48 AM
Hailstorms in action:
Spoiler
(http://i.imgur.com/gTDawcb.png)

(http://i.imgur.com/4X6cVWI.png)
[close]
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: ValkyriaL on February 06, 2014, 05:54:52 AM
Could use this as a base for your battleship =)

Spoiler
(http://www.murdoconline.net/2008/bismarck_drawing.jpg)
[close]
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 06, 2014, 06:09:23 AM
The ships are already based off the deck plans of WW2 era naval ships. If you look closely at the Eendracht battlecruiser, you can see that gun placement is fairly similar. However, for a battleship I will indeed be using 2x large turret on the aft and bow decks.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: CrashToDesktop on February 06, 2014, 10:03:43 AM
I like it. :) Seems like the Batavia are going to be a lot more useful, especially with this plethora of HE weaponry.  And the rapid turret rotations is much appreciated, switching from target to target on each side of the ship was fairly painful before.

EDIT:
ETA for the next version?  Eager to try out the new weaponry and the possibility of a new phase sub. :D
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 07, 2014, 08:04:38 AM
Soon™.

Battleship based on the Eendracht Battlecruiser:
(http://i.imgur.com/0GbOBYc.png)
Koning-class Battleship
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: CrashToDesktop on February 07, 2014, 12:06:16 PM
Oh, another Battleship-class ship. :D Didn't expect that one coming.

...MOAR MISSILES.  Or are those hardpoints at the front?  Either way, more frontal firepower is a change of pace.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 07, 2014, 04:58:17 PM
It does have a bit more forward (missile) firepower.

I'm thinking I should move away from these conventional designs though, as it may get repetitive. A dedicated missile cruiser and a 'sub' would be interesting.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 08, 2014, 07:54:11 AM
Adding "Donderbus" PD cannons to each ship. They are built-in and act as super-light machineguns. They cause practically no drain on flux, do virtually no damage, but they do look cool on the ships.  8)

You can also mount them on small universal or ballistic slots for only 2 OP. If you have a bunch of them together they're still able of destroying incoming missiles.

Capital ships have 8, cruisers have 6, destroyers have 3, frigates have 2 and corvettes have 1 build in.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: CrashToDesktop on February 08, 2014, 08:22:43 AM
Will these built-in weapons take the place of current weapon slots?  Just wondering. :)
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 08, 2014, 08:30:19 AM
Will these built-in weapons take the place of current weapon slots?  Just wondering. :)

Nope.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: CrashToDesktop on February 08, 2014, 08:57:24 AM
Oh, more excuse for strapping on moar firepower to my ships. :D
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: XpanD on February 10, 2014, 08:18:45 AM
Figured I'd leave a reply here since I "beat the game" (in Exerelin, 2 system universe) with these guys a few days ago, and had a blast doing it. The mod definitely took me some getting used to, perhaps more than usual due to the relative fragility of the ships I was using, but the price was just right on them and they had some neat ideas built in. Balance felt pretty much spot-on compared to vanilla, though I'll admit I'm going off of memory here as I haven't played a proper unmodded game with the core factions for a while. Love the names too, very clever.

On a mostly unrelated note, please bring back the Antediluvians! That used to be one of my favorite mods, if a bit overpowered when I last played with it. Would love to see them back in action, though. I might actually install 0.54a to play some of the now-outdated mods again soon, as there's still a few very neat ones there. :P
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 12, 2014, 05:58:53 AM
Been working on this mod for days now, adding:

-The Koning-class battleship
-An elite squadron of Fokker fighters
-Ramming Speed shipsystem for the battleship, including custom emergency siren sound
-Batavian Heavy Armour hullmod
-Revised missions
-New ship names
-Batavian ships appearing on main menu
-Updated sim opponents
-0.6.2a compatible CR deployment / recovery and repair costs
-Batavian variants for all Project Batavia ships, using Hailstorms and Donderbusses
-New weapon series: Hailstorm I through V
-New weapon: B-37 Donderbus
-New portraits: Heavily altered vanilla Starsector portraits, made to look like Batavian uniformed personnel

Todo:
-Add a Batavia Station in the vanilla campaign, including patrols and supply convoys
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: CrashToDesktop on February 12, 2014, 12:49:57 PM
Ramming Speed, eh?  Seems like a very nice thing to use with a rather expensive Capital Ship... ;)

An Elite Fokker squadron?  Hm, I see the front page and it's a completely new fighter wing.  What'll be different?
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 12, 2014, 07:02:48 PM
An Elite Fokker squadron?  Hm, I see the front page and it's a completely new fighter wing.  What'll be different?

Slightly better stats, slightly more expensive. Two B-37 Donderbusses on the nose + the normal 2 vulcans.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 13, 2014, 08:47:53 AM
I'm going to see if I can add this feature to Exerelin as well:

Unique named elite fighter squadrons. These will show up for sale in the campaign. Each squadron will have a unique paintjob as well.

And one Fokker Squadron that can be controlled by the player. You'll see.  ;)
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: c plus one on February 14, 2014, 10:46:46 AM
And one Fokker Squadron that can be controlled by the player. You'll see.  ;)

I assume you have something like Jagdgeschwader 1 in mind.
Will it be as visually distinctive as this? I hope so

Spoiler
(http://upload.wikimedia.org/wikipedia/commons/thumb/a/a0/RoteBaron.JPG/640px-RoteBaron.JPG)
[close]

8)
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 15, 2014, 07:02:51 AM
@c plus one

You must have some paranormal powers, because I did create a red fokker called the Red Baron before you made that post!  :D
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Lcu on February 15, 2014, 07:37:31 AM
Sumatra, Eendracht, Flores, Batavia....
It is based on Indonesian history.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 15, 2014, 07:39:19 AM
Sumatra, Eendracht, Flores, Batavia....
It is based on Indonesian history.

In part. The main source of inspiration is the Dutch Navy, between WW1 and 2. Which includes Dutch colonial history and names. So yes, Indonesian names like Sumatra and Java are a big part in that.
Title: Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
Post by: Erick Doe on February 15, 2014, 07:56:06 AM
New PB portraits to conform with vanilla:

(http://i.imgur.com/GmmMjcN.png) (http://i.imgur.com/weVUMAu.png) (http://i.imgur.com/7wZTbY5.png) (http://i.imgur.com/n9UO6Pr.png) (http://i.imgur.com/8XhY1ky.png) (http://i.imgur.com/bVRMhmF.png) (http://i.imgur.com/eAzRgJf.png) (http://i.imgur.com/3s1Bfc8.png)
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 15, 2014, 08:24:48 AM
(http://i.imgur.com/29Jmjlk.png) (http://www.mediafire.com/download/iw4d8775s5xr1et/Batavia6.zip) Project Batavia Version 6 (click icon for download)

New additions to V6:
-The Koning-class battleship - added
-An elite squadron of Fokker fighters - added
-A squadron of fighters that can be directly controlled by the player - added
-Ramming Speed shipsystem for the battleship, including custom emergency siren sound - added
-Batavian Heavy Armour hullmod - added
-Revised missions - Test and Battle mission now use Batavian-variants. Regular missions still use vanilla variants.
-New ship names - 25 new names added to the list
-Batavian ships appearing on main menu
-Updated sim opponents - now includes all Batavian ships and variants
-0.6.2a compatible CR deployment / recovery and repair costs - update
-Batavian variants for all Project Batavia ships, using Hailstorms and Donderbusses - Donderbusses added as built in weapons
-New weapon series: Hailstorm I through V - added
-New weapon: B-37 Donderbus - added
-New portraits: Heavily altered vanilla Starsector portraits, made to look like Batavian uniformed personnel - added / replacing old portraits
-Updated descriptions

V6 adds and fixes a lot of things, making Project Batavia fully compatible with Starsector 0.6.2a.

Exerelin still has to be updated to make full use of V6's changes and new features. Though existing content that has been updated for 0.6.2a does already affect Exerelin!

V7 will be added soon, which will include:
-More portraits
-A proper campaign mode with a Batavian station that sells PB ships
-More unique fighter wings
-A new weapon
-Two new ship systems and several new hull mods


Try out the new Batavian Test and Batavian Battle missions to get a feel for the changes and new ships. Enjoy!
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 15, 2014, 08:58:33 AM
Ah, cool! :D Time to check out these new weapons ships, and what?  A player-controllable fighter section?  That's new - something I best see now. :)

EDIT:
Alright, the Koning is a beast - over 600 SU in a rather heavy capital ship.  I think it's capable of overloading every ship's shields with one ram, aside from the Paragon with Fortress Shields activated.  Bloody epic. :D

As for the player-controlled fighter squadron...eh.  If anything, I would have made it on a drone-based system, not having three Elite Fokkers all going around at the same pace, which looks rather odd.  The drones will regenerate, but at a slow pace.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 15, 2014, 09:53:45 AM
Ah, cool! :D Time to check out these new weapons ships, and what?  A player-controllable fighter section?  That's new - something I best see now. :)

EDIT:
Alright, the Koning is a beast - over 600 SU in a rather heavy capital ship.  I think it's capable of overloading every ship's shields with one ram, aside from the Paragon with Fortress Shields activated.  Bloody epic. :D

As for the player-controlled fighter squadron...eh.  If anything, I would have made it on a drone-based system, not having three Elite Fokkers all going around at the same pace, which looks rather odd.  The drones will regenerate, but at a slow pace.

Might be interesting to use drones. Then again, might look odd to have multiple fighters suddenly spawn. I'll give it a try and see how it turns out.

What about the weapons?
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 15, 2014, 10:30:26 AM
Well, the Donderbus is rather horrible, truth be told.  The slow rate of fire and really slow turn rate really don't make it fit for a PD weapon.  I'd suggest doubling the rate of fire and doubling how inaccurate it is (seriously, that helps a lot).

The Hailstorms are pretty good from what I can see.  The animations look a bit odd, though, without the barrels have recoil, but I suppose the animations are a bit higher on the priorities. :) They also don't do the animation if you just click once, they'll fire and no animation runs.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 15, 2014, 10:47:52 AM
The Donderbus was originally intended to be more decorative than useful. It does do some damage. Wouldn't call it horrible slow. But you're right about it not being very effective. I could make it more effective, but then I'd have to raise its OP cost as well. Right now it is nice and cheap (2 OP).

Hailstorms could use an improved animation. Even one extra frame per weapon could do wonders.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 15, 2014, 11:03:43 AM
The Donderbus seems to turn a lot slower than even the Mark IIIs and MarkIVs, which seems odd, as this is a both a PD weapon and a smaller mount.  I think 2 OPs could be upped to 3 OPs if it were made a bit better - that's still lower than every single other weapon in the game.

EDIT:
Also, it doesn't work with Exerelin, but I think you said that in the patchnotes.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Lcu on February 15, 2014, 09:02:08 PM
New PB portraits to conform with vanilla:
Spoiler
(http://i.imgur.com/GmmMjcN.png) (http://i.imgur.com/weVUMAu.png) (http://i.imgur.com/7wZTbY5.png) (http://i.imgur.com/n9UO6Pr.png) (http://i.imgur.com/8XhY1ky.png) (http://i.imgur.com/bVRMhmF.png) (http://i.imgur.com/eAzRgJf.png) (http://i.imgur.com/3s1Bfc8.png)
[close]
I laugh as you just cropped the vanilla portraits into Batavian uniforms.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 16, 2014, 07:06:22 PM
Alright, I've played with the new weapons.  The weapons are damn flux-hungry, especially the MkIIIs and up.  But they pump out a ton of DPS, and per the description, they can just overwhelm shield generators.  And coutosy of the large number of weapon mounts on all the ships, especially the Java-Class, they just turn burn through shields and then turn the armor into Swiss cheese.

So yea, here's my 2 cents.  The Donderbus could use a buff in turn speed, as even the MkIIs turn faster than it.  The MkI-V series could use some better animations, you can always stick in a new frame.  You can have up to 99 frames for one weapon, as far as I can tell with my vast experience with it. ;) Aside from that, the MkI-Vs are good overall, maybe a *slight* nerf to the DPS, but that's not too major.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 18, 2014, 05:27:41 AM
Alright, rebalancing and adding some new stuff.

Buffed up the Donderbus. Now has slightly faster turning speed, slightly faster rate of fire, slightly more damage per shot and 100 extra range. Still not great, but worth the OP and credits. And especially more effective versus missiles, bombs and torpedoes. And fighters with little armour and low hitpoints.

Added a frame to the Hailstorm III, IV and V. Makes the animation look a bit more smooth. I and II fire so fast that the choppy animation is barely noticeable, I think.

Created a new large weapon:
(http://i.imgur.com/nMfVedf.png)
K-41 Maarschalk
Costs more OP and credits than the Hailstorm V. Turns slower. Slightly slower rate of fire. But it has five barrels that fire even heavier shells over an even longer distance.

Also adding a new flak gun.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 18, 2014, 12:04:05 PM
Excellent changes to the Donderbus. :) The range wasn't needed as badly, but it's a nice addition.

And another non-Mk weapon! :D Damn, even higher range?  I don't think you can get a better kiting faction than the Batavia with this.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Lcu on February 19, 2014, 05:40:45 AM
Moar power for broadside fans ;D

EDIT : Strange that the new elite fighter wings is made to be considered as a ship instead of a fighter wing.....
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 19, 2014, 01:11:54 PM
Moar power for broadside fans ;D

EDIT : Strange that the new elite fighter wings is made to be considered as a ship instead of a fighter wing.....

Was done to make it directly flyable by the player. Bit of an experiment.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Silver Silence on February 22, 2014, 08:39:23 AM
http://puu.sh/769BZ.png

Possibly just an out-of-memory error. Attempted with Exerelin.

EDIT:
http://puu.sh/769Ot.png
Attempted with just Batavia and Exerelin.. starsector.log will follow shortly.

DOUBLE EDIT:
http://puu.sh/769Y5.png
The error in the .log.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Silver Silence on February 22, 2014, 08:48:59 AM
At the top there, Silver Silence. It says that it cannot find a portrait called pb_01.png, located in your portraits folder in your mod. That is probably your problem there, an out of memory error would be a lot more shorter than that.

I used to have out of memory errors before with Ascendancy but discovered that others have had the same issue and it was caused by way too many big sprites.
If it is just the inability to find the portrait, I'll just go create a duplicate of an existing portrait and rename it.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 22, 2014, 10:00:29 AM
Here's an edited version of the batavia.faction file, put it in the Exerelin mod.  Just adds the new battleship and elite fighter wing, and fixes the portrait bug (adds in the new portraits).  The Batavia also use their new weapons. :)

http://pastebin.com/wz01vw7j
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Silver Silence on February 22, 2014, 10:17:18 AM
Replace the batavia.faction file in the Exerelin mod folder with this? Not the one in the batavia mod itself?
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 22, 2014, 11:35:51 AM
Yea.  Exerelin uses its own faction files to create fleets - it's a different layout.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 24, 2014, 05:01:34 AM
The new subcosmic "submarine" Zwaardvis-class

(http://i.imgur.com/7s7EMhn.png)
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Lcu on February 24, 2014, 05:10:17 AM
Here's an edited version of the batavia.faction file, put it in the Exerelin mod.  Just adds the new battleship and elite fighter wing, and fixes the portrait bug (adds in the new portraits).  The Batavia also use their new weapons. :)

http://pastebin.com/wz01vw7j
Ooh finally, thanks Soldier  ;D

The new subcosmic "submarine" Zwaardvis-class
Spoiler
(http://i.imgur.com/7s7EMhn.png)
[close]

Does that submarine use phase systems?
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 24, 2014, 05:18:43 AM
Does that submarine use phase systems?

Yes it does.  :)
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 24, 2014, 06:06:36 AM
Uncloaked:
Spoiler
(http://i.imgur.com/7LfbkQ8.png)
[close]

Cloaked:
Spoiler
(http://i.imgur.com/NseR0Ig.png)
[close]

I used an inverted image (negative) of the ship to create that effect.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Silver Silence on February 24, 2014, 08:32:01 AM
I was expecting a teeny spot on the ship for a periscope for some reason...
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 24, 2014, 08:35:10 AM
I was expecting a teeny spot on the ship for a periscope for some reason...

It had something like that at first. But I removed it because, well... it was silly.  :D
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 24, 2014, 12:04:57 PM
Ah, excellent. :D I love myself a good sub!

Ehh...I don't exactly adore how you implemented the phase.  I just don't think that a sub (that's supposed to be "hidden") would be really bright like that.  But, then again, I'm not the guy making it, so I'll live. ;)
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 25, 2014, 04:58:28 AM
Goalkeeper-series:
The new Goalkeeper-series of point defense turrets can be installed upon medium- and large sized decks and make heavy use of energy flux. Unfortunately, this means that these 'flak' guns do not benefit from the ballistic accelerated ammo feeders available on many Batavian ships. However, by directly tapping into the avaliable energy onboard a ship, the Gloalkeeper is able to expell a powerful barrage of a dozen fragmentation projectiles per barrel, and within an impressive timeframe. Anything caught within this screen will get ripped apart, making it especially effective against incoming fightercraft and projectiles. The Goalkeeper-series have their own fire-control towers installed within the turret, allowing for greater surveillance and faster targetting compared to most other turrets of its size.


(http://i.imgur.com/hFy2V5V.png)
Goalkeeper MkI

(http://i.imgur.com/SZ9nPeP.png)
Goalkeeper MkII
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Lcu on February 25, 2014, 05:38:41 AM
Uncloaked:
Spoiler
(http://i.imgur.com/7LfbkQ8.png)
[close]

Cloaked:
Spoiler
(http://i.imgur.com/NseR0Ig.png)
[close]

I used an inverted image (negative) of the ship to create that effect.

I suggest you use a dark color (or Batavian gray) for the phase effects.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 25, 2014, 05:53:06 AM
Quote
I suggest you use a dark color (or Batavian gray) for the phase effects.
I made the negative a little darker. This makes the overall phase look darker.

Also, made a Goalkeeper for large slots:
(http://i.imgur.com/0HpqQ1I.png)
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: CrashToDesktop on February 25, 2014, 11:56:43 AM
So, the Goalkeeper is a huge shotgun?  Or is it like the Flak Cannon, where it has proximity burst?  Can't really tell, but either way, a nice way to kill missile. :) My beloved Flak will always be in my heart,  but I must see how this functions. ;)
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: legion on February 27, 2014, 02:13:35 AM
Goalkeepers are probably bullet spammers, just like in the real world? (Really liking this mod, though I haven't played it yet).
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on February 27, 2014, 05:57:27 AM
They are bullet spammers, though unlike the real world's high velocity gattling spray, these goalkeepers fire clusters of bullets in quick succession. So, more or less like the pellets from a shotgun. Fighters are bound to get hit by some bullets and missiles have a hard time getting through these clusters.

Their relatively short range compared to most main combat guns (like the Hailstorm-series) and the fact they deal fragmentation damage makes them a poor choice as ship-to-ship weapon. But against fighters and projectiles they are very effective.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on March 02, 2014, 06:39:54 AM
V7 is almost upon us, featuring:

-B-37 Donderbus rebalanced (more useful now)
-B-38 added (upgraded B-37 Donderbus)
-Goalkeeper I through III added (heavy energy-based PD weapon series)
-K-41 Maarschalk added (heavy large ballistic / explosive deck gun)
-Fokker F1 Defender added ("drone" shipsystem for the Karel Doorman carrier)
-Zwaardvis-class added (phase cruiser)
-Tweaks to graphics, descriptions, stats and missions
-Added campaign station, fleets (9), resupply fleet, etc.
-Battleship Galactica mission added

I'm pretty sure I'm forgetting about a few things.
Title: Re: [0.6.2a] Project Batavia (WIP) V6 - Now part of Exerelin!
Post by: Erick Doe on March 02, 2014, 07:22:29 AM
Project Batavia will have a dockyard in the outskirts of the Corvus System in V7. Shall I put all the ships in there? Or would you prefer to see some basic Batavian ships for sale, with the rest being delivered by convoys over time?
Title: Re: [0.6.2a] Project Batavia V7 - Now part of Exerelin! Uomoz's Sector compatible
Post by: Erick Doe on March 02, 2014, 07:38:27 AM
(http://i.imgur.com/29Jmjlk.png) (http://www.mediafire.com/download/4cbh1efjfkgyuz6/Batavia7b.zip) Project Batavia Version 7b (click icon for download)

New additions to V6:
-The Koning-class battleship - added
-An elite squadron of Fokker fighters - added
-A squadron of fighters that can be directly controlled by the player - added
-Ramming Speed shipsystem for the battleship, including custom emergency siren sound - added
-Batavian Heavy Armour hullmod - added
-Revised missions - Test and Battle mission now use Batavian-variants. Regular missions still use vanilla variants.
-New ship names - 25 new names added to the list
-Batavian ships appearing on main menu
-Updated sim opponents - now includes all Batavian ships and variants
-0.6.2a compatible CR deployment / recovery and repair costs - update
-Batavian variants for all Project Batavia ships, using Hailstorms and Donderbusses - Donderbusses added as built in weapons
-New weapon series: Hailstorm I through V - added
-New weapon: B-37 Donderbus - added
-New portraits: Heavily altered vanilla Starsector portraits, made to look like Batavian uniformed personnel - added / replacing old portraits
-Updated descriptions

New additions to V7b:
-B-37 Donderbus rebalanced (more useful now)
-B-38 added (upgraded B-37 Donderbus)
-Goalkeeper I through III added (heavy energy-based PD weapon series)
-K-41 Maarschalk added (heavy large ballistic / explosive deck gun)
-Fokker F1 Defender added ("drone" shipsystem for the Karel Doorman carrier)
-Zwaardvis-class added (phase cruiser)
-Tweaks to graphics, descriptions, stats and missions
-Added campaign integration: a Batavia Shipyards station, fleets (9), resupply fleet, etc.
-Battleship Galactica mission added


Exerelin still has to be updated to make full use of V7's changes and new features. Though existing content that has been updated for 0.6.2a does already affect Exerelin. Also, V7 should be compatible with Uomoz's Sector. If you load up PB alongside Uomoz's Sector, it should create a PB station in Corvus, along with PB fleets.
Title: Re: [0.6.2a] Project Batavia V7 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 02, 2014, 09:38:15 AM
Excellent. :D Nice drone system for the Karel Doorman, gives it some much needed firepower (good lord, 4 Donderbus?  That's a lot more than the usual Fokker).
Title: Re: [0.6.2a] Project Batavia V7 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Wriath on March 02, 2014, 10:07:42 AM
Been watching this since you started it and hoping for Uomoz integration of some sort. Amped!
Title: Re: [0.6.2a] Project Batavia V7 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 03, 2014, 07:01:06 AM
I made a booboo. I forgot to add Batavian weapons to the convoy that delivers things to the Batavia Shipyards. This is fixed in 7b. I also took the liberty to fix a spelling error here and there and changed the debris fields around the station with something more Batavian.  :)


Been watching this since you started it and hoping for Uomoz integration of some sort. Amped!
Would be nice. Still, you can run it alongside Uomoz's Sector. The station will be there and the fleets will spawn, but blueprints won't work and you can't actually trade with the station.


Quote
Fokker F1 Defender
(http://i.imgur.com/RsQ0VZ7.png)
The Fokker F1 Defender is the next-gen Batavian fightercraft. It surpasses the E6 and E7 in firepower and sustainability as it carries four B-38's and is armoured with a heavy composite alloy. The advanced technology integrated into the F1 means that it is heavily reliant on a command carrier and so far the Karel Doorman is the only vessel to date to have this compatible technology on hand.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 03, 2014, 10:23:04 AM
Question time! Since the basics are now all here, what would make Project Batavia (even) better in your eyes? A new ship? If so, what sort of ship do you suggest? More (and more varied) weapons? Sprite overhaul (improving existing sprites and making a variety of paintjobs for the same ships)? More miscellaneous content (hullmods, shipsystems, etc.)? I'd really like to get some more input. I have plenty of ideas, but it might be better for me to focus on what is really needed / wanted.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 03, 2014, 12:01:16 PM
For sprite overhauls, I think the Karel Doorman is in need of some improvement.  Of all the Batavian ships, it sticks out the most, even compared to the Zwaardvis Phase Cruiser.  The flight deck doesn't really look like a flight deck, just armor plates - make it looks more like a runway, look at the Ironclad's mod, the RSF carrier for a really good idea of what I'm thinking about. A bigger command deck wouldn't hurt, to help direct those Fokker F1s.

New ships?  Maybe a heavy fighter wing, something that can put the fear of death into frigate captains.  But to be honest, I'm rather satisfied with the amount of fighters in-game. :) One of the reasons why I love this mod!

A missile weapon for the faction would be nice, to vary it's ordnance, but the Harpoon fits the faction both functionally and visually, so that's not really at the top.

EDIT:
By the way, nice drawing of the Fokker Aces (Elites?).  Give a nice perspective of it.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Lcu on March 04, 2014, 02:01:00 AM
Maaaybe another frigate like the Java-class. It is a pretty fun ship to start with and no doubt it will be fun to have another one similar.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Piemanlives on March 05, 2014, 12:02:36 AM
I'd have to say weapons, while the ones we have are certainly nice, a few more couldn't hurt, give these ships a bit more firepower to show their worth.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Silver Silence on March 05, 2014, 09:58:31 AM
Was my eyes deceiving me or do the Mk V Hailstorms have a strange firing/resting animation where the sides stick out at rest and suck inwards during fire? Or vice versa? I was just messing with a Batavian ship (the biggest one I could, I don't know it's name, it was just in the sim) and noticed the graphics of the gun seemed to change whenever it fired.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 05, 2014, 12:52:59 PM
Was my eyes deceiving me or do the Mk V Hailstorms have a strange firing/resting animation where the sides stick out at rest and suck inwards during fire? Or vice versa? I was just messing with a Batavian ship (the biggest one I could, I don't know it's name, it was just in the sim) and noticed the graphics of the gun seemed to change whenever it fired.

Yes, it's got animated guns like the Assault Chaingun instead of the code-based recoil.  It does add some nice moving parts to the ship, but they aren't exactly good-looking.  More frames for each gun would improve it, but the problem of finding out what moves in what frame and what doesn't is rather infuriating (trust me, I tried to add more frames to these guns - they looked horrible and were confusing).
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 05, 2014, 03:47:04 PM
Yes, all the guns are animated. They don't use recoil graphics. It just looks like they recoil. The sides and back of the Hailstorm guns move to signify venting and reloading, I suppose. But the animations aren't very smooth yet.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 06, 2014, 06:54:20 PM
Oh yea, I forgot to add - the shields on the Batavian ships are REALLY hard to see.  They're easily lost in the heat of battle, the grey shields aren't exactly visible when there's a black background.

Alright, more sprites that need some improving.  The Sumatra sticks out rather heavily - I feel as if it's a bit too rounded compared to the other Batavian ships.  The Eversten, though it's rounded, looks fine when compared to the Sumatra.  Maybe it's because the Sumatra looks like it's a sausage, there seems to be a cylindrical casing around the center of the ship.

The Goalkeeper-series also seems a tad large for the Medium turrets - looks like they're not centered (but that's my 2 cents).

As for the Station in Corvus, damn, I was surprised.  Didn't expect to see the dockyard to have it's own "walls".  Cool! :D My only gripe is that it moves across the map REALLY fast - some of the slower Batavian fleets can't seem to catch it sometimes (and it's rather funny watching them accident themselves into oblivion).
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Lcu on March 06, 2014, 11:14:56 PM
Quote
This type of ship belongs to a category made up of patrolboats; like fast attack boats, torpedo boats and missile boats. The Soemba is a slow torpedo boat armed with swarmer missiles and a bomb bay. It is especially effective against larger targets; such as destroyers and cruisers.
This somehow is bugging me for a long time. The ship descriptions on Batavia ships seems to have a formal feeling to it, but this "like" word kinda ruins the feel.
I am not very good at english, so I can't fix it myself.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Wriath on March 08, 2014, 06:11:15 AM
Hey, I tried using the Batavia/Uomoz Combo and when I joined Batavia Shipyards they weren't selling any equipment or ships. I'm really not sure whether to mention this here or at the UC thread so I'll start out with yours.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 08, 2014, 08:13:34 AM
Hey, I tried using the Batavia/Uomoz Combo and when I joined Batavia Shipyards they weren't selling any equipment or ships. I'm really not sure whether to mention this here or at the UC thread so I'll start out with yours.

Been watching this since you started it and hoping for Uomoz integration of some sort. Amped!
Would be nice. Still, you can run it alongside Uomoz's Sector. The station will be there and the fleets will spawn, but blueprints won't work and you can't actually trade with the station.

Should probably make a note of it in the OP.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Wriath on March 08, 2014, 05:59:17 PM
Ahh okay, thanks for the response man!
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Zudgemud on March 09, 2014, 01:16:43 AM
Just noticed that the java looks like penis, now I can not unsee it  :-[
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Lcu on March 09, 2014, 06:42:27 AM
Why do you have to mention it? It was my favorite ship, now it feels weird when I see it   :-X
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 09, 2014, 08:20:11 AM
Ah, you just had to say it. :P I've known that for a long time, although it's better that you don't think about it (or say it in the forums... lol).
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 09, 2014, 08:36:45 AM
I think that's enough phallic talk.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Uomoz on March 09, 2014, 09:03:26 AM
Hey, I tried using the Batavia/Uomoz Combo and when I joined Batavia Shipyards they weren't selling any equipment or ships. I'm really not sure whether to mention this here or at the UC thread so I'll start out with yours.

Been watching this since you started it and hoping for Uomoz integration of some sort. Amped!
Would be nice. Still, you can run it alongside Uomoz's Sector. The station will be there and the fleets will spawn, but blueprints won't work and you can't actually trade with the station.

Should probably make a note of it in the OP.

Next version will have externalized data, so external factions will be addable (with some effort) :).
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 09, 2014, 09:11:22 AM
Ah, that'll be nice. :) Can't wait for that next version!

EDIT:
Erick, have you taken up any of the suggestions yet?
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 11, 2014, 08:34:11 AM
Ah, that'll be nice. :) Can't wait for that next version!

EDIT:
Erick, have you taken up any of the suggestions yet?

-Reduce orbit speed of Batavia Shipyards Corvus Dock
-Add new ring around the Corvus Dock
-Improve feet consistency - some tromp carrier fleets don't have proper fighter wings atm
-Make shields easier to see - brighter and perhaps the colour of the Goalkeeper projectiles
-Add an opening into the Karel Doorman's flightdeck
-New Batavian missile weapon
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 11, 2014, 12:43:46 PM
Nice, I like the changes. :) The missile weapon is new, can't wait to see that.  The shields are a nice relief, as is the reduced orbit speed.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 11, 2014, 02:49:16 PM
(http://i.imgur.com/7wAlnii.png)

F1 Defenders taking off through an opening in the Karel Doorman's deck. Fighters also land on that spot and the repair sparks light up within the opening in the deck.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 11, 2014, 02:59:58 PM
Eh....the flight deck on the Karel Doorman still doesn't strike me as a carrier.  The actual flight deck has a lot of straight lines that go across the deck, which break up the look of it.  The opening in the deck is nice, but smack-dab in the middle of the flight deck seems like a rather odd place to put it - an opening in the side of the ship, maybe like this (http://yellowairplane.com/Models_Ships/images/USS_Nimitz_CV-68_US_Navy_Aircraft_Carrier_Trumpeter_Models.jpg).
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 11, 2014, 03:13:33 PM
Quote
The actual flight deck has a lot of straight lines that go across the deck, which break up the look of it.

It is based on the look of a ww2 era carrier. Just look at the decks of some of these ships. Flight decks aren't made out of one section and are actually quite broken up. It may be a bit exaggerated on the Karel Doorman. But it is a spaceship 'roughly based' off ww2 era carriers. I still want it to have its own look.

Spoiler
(http://www.hazegray.org/navhist/carriers/images/rn/r87-1.jpg)
(http://i1346.photobucket.com/albums/p686/RainbowDash53/v1b_zps0aa0ebaf.jpg)
[close]

Anyway, still playing with the sprite, so we'll see how it ends up.  ;) I'll try to add a forward opening as well, but it will not be used. Perpaps I can animate it so it opens and closes slowly.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 11, 2014, 03:26:28 PM
Well, with WWII carriers, they had more things painted over the deck to accentuate the actual landing stripe, so a pilot wouldn't miss the deck.  The Karel Doorman has a lot of horizontal stripes, with maybe one vertical strip - doesn't flow with how you'd think the fighters take off.

A rear opening would look pretty cool, although I think you'd have to remove some of the flight deck at the back (as to not cover the engines), which IMO, wouldn't be too much of a problem.  Kind of like a modern-day amphibious assault ship (http://upload.wikimedia.org/wikipedia/commons/0/03/USS_Essex_Thailand.jpg).
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Doogie on March 11, 2014, 04:24:41 PM
It may also be that it's the same color as the rest of the hull. Maybe darken the landing bit quite a bit and give it some landing strip decals?
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Az the Squishy on March 24, 2014, 11:42:31 PM
So, is it ment to have a LOT of ports for the Excilierin Mod compatibility or is it something on Excelrin's side or what? Cause IT seems to want 10+ portraits for your mod.

I read the front, feel silly now...     @~@

BTW, i LOVE the zorgs, have you ever considered adding a triangle fighter perhaps?
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 25, 2014, 01:24:07 PM
I feel like I've asked way too much of Erick Doe. :/
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 26, 2014, 06:25:33 AM
Nonsense, The Soldier. I just got a little bored with working on PB and switched to TuP for a bit.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 28, 2014, 08:45:12 AM
Next update will be released some time today (friday) or tomorrow (saturday).
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on March 29, 2014, 06:06:55 PM
Guess it's not Saturday, either.  Nonetheless, take your time. :)
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on March 30, 2014, 08:05:33 AM
Guess it's not Saturday, either.  Nonetheless, take your time. :)

Sorry, something came up. Will be done ASAP.
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Lakis on March 30, 2014, 04:09:17 PM
Dun worry dude, RL before any sort of game.

Unless it's your bread and butter...
Title: Re: [0.6.2a] Project Batavia V7b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on May 02, 2014, 06:13:49 AM
Not a Battlestar Galactica fan, but weapons-wise I'm aiming for the feel of this video: youtube video (https://www.youtube.com/watch?v=nwkYaxkDO3c)

Basically, lots of spammy inaccurate low-power guns and small but quick fightercraft.

I'm close to finishing some of the old goals:
-Reduce orbit speed of Batavia Shipyards Corvus Dock
-Add new ring around the Corvus Dock
-Improve feet consistency - some tromp carrier fleets don't have proper fighter wings atm
-Make shields easier to see - brighter and perhaps the colour of the Goalkeeper projectiles
-Add an opening into the Karel Doorman's flightdeck
-New Batavian missile weapon

Ontop of that I'll probably add a tugboat with a build in monofilament cable and a new swarmer-esque weapon. I will also be reworking the ship sprites (again) adding a bit more wear and tear (and possibly colour).
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on May 14, 2014, 10:07:17 AM
Version 8 is out!

(http://i.imgur.com/29Jmjlk.png) (http://www.mediafire.com/download/nx2gpkvlbh701gp/Batavia8.zip) Project Batavia Version 8

-Reduced the orbit speed of Batavia Shipyards Corvus Dock, so convoys and fleets in need of supplies can dock successfully
-Altered the rings around the Corvus Dock
-Improved feet consistency - some tromp carrier fleets didn't have proper fighter wings before
-Made shields easier to see
-Added an opening into the Karel Doorman's flightdeck, plus a few additional details
-Tweaked a few stats
-Changed ship descriptions, according to Lcu's feedback
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on May 14, 2014, 11:51:17 AM
Much appreciated! :D Mod's getting better bit by bit.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 03, 2014, 08:38:22 AM
Bump. Working on V9. Adding more hullmods. Adding a heavy cruiser and an extra frigate. More varied elite fighter wings. Finally adding a series of missile weapons.

Anyway, if you want to make suggestions, now would be a good time.

Spoiler
(http://i.imgur.com/2pAlZFB.png)
[close]
Pew pew!
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 05, 2014, 07:04:17 AM
Two new small energy weapons:

(http://i.imgur.com/BKxkm0m.png)
Spoiler
The C-12 Hazemeyer is a rapid-firing and low power energy-based deck gun. Its charged electromagnetic slugs can cause EMP damage.

The C-13 Hazemeyer is an expensive and direct improvement over the C-12. Its charged electromagnetic slugs can cause EMP damage.

The Hazemeyer is a light gun derived from the Donderbus-series of support armaments. The Hazemeyer is energy based, instead of the Donderbus' traditional ballistic firepower. This means that it can store its energy powered shells more efficiently, due to their inheritly smaller size: i.e. more ammunition. The slugs fired by the Hazemeyer are also electromagnetically charged, causing some EMP damage upon impact. Unfortunately, Hazemeyers do cause a higher flux build-up overall, due to the energy-based nature of these weapons.
[close]


Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 05, 2014, 07:25:34 AM
Nice energy weapon. :) Will it be built-in to any ships, and if it is, which ones?

As for suggestions, you know me - might fighters and frigates.  I think Batavia lacks a proper Bomber.  Although the new Cruiser is going to be a nice thing to play around with.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 05, 2014, 07:33:21 AM
Nice energy weapon. :) Will it be built-in to any ships, and if it is, which ones?

As for suggestions, you know me - might fighters and frigates.  I think Batavia lacks a proper Bomber.  Although the new Cruiser is going to be a nice thing to play around with.

Yes. Older designs will have the B-37 built in. Newer designs will have the C-12 built in. For example, the Tromp is an older ship design and has B-37's as its built-in weapons. But a more modern Batavian ship like the Zwaardvis, will now have its B-37 replaced with a C-12.

Project Batavia has always had lots of fightercraft, and I will continue to expand upon that. Also, thinking about creating a Karel Doorman Mk2, with a large opening in its front, translating to another flight deck. Alternatively I'll just create a whole new carrier. One with more flight decks, but less firepower.


[edit]
You don't consider the Soemba a proper bomber?
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 05, 2014, 09:08:41 AM
The Soemba?  I've actually never heard of that one - either that, or (now that I've just looked at it) it's because it uses a Bomb Bay instead of something else.  I think the rather horrible AI from the Piranha from vanilla Starsector has made my shy away from Bomb Bay-based bombers.

As for the C-12 - nice. :) Although my Tromp shall be sad, probably my favorite ship in the mod, next to the Java frigate.

EDIT:
Alright, allow me to add something to my suggestion: torpedo bomber.  Isn't really needed now that I've been enlightened to the Soemba, but it would be nice. :)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 05, 2014, 04:06:29 PM
I agree a torpedo bomber would be nice. Maybe a torpedo bomber version of the F1.

D-90 Vergelder (turret and mount)
(http://i.imgur.com/4Iz31bo.png) (http://i.imgur.com/zbklg6X.png)

Fires 4 missiles / Rockets at a time. Similar to the vanilla SRM, except that it fires four instead of two projectiles. Turns slower and fires at slower interfalls than the SRM. Its rockets also have somewhat shorter range and are less accurate. I might increase these penalties some more and instead have it fire off 8 projectiles.

I'll make different ones for different missile types. Fragmentation, explosive and kinetic payloads.

Its basically something like this:
Spoiler
(http://img2.wikia.nocookie.net/__cb20070420185655/cnc/images/f/fe/TD_SAM_site_render.jpg)
[close]
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 05, 2014, 06:10:20 PM
Nice, I like this weapon. :) I feel like, with enough of these, I could get a pretty good fighter defense up.  You think for the fragmentation version, it could have the potential to be a PD missile?  Like, take out other missiles?  Spice up the variations a bit.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 06, 2014, 07:02:11 AM
All D-X90 series launchers are officially labled as Close Support weapons. Though they will target fighters (and thus the source of many early missile and bomb attacks) first.

The D-X90 series of launchers can be mounted atop a rotary base for turret duty, or fastened to a fixed emplacement. The rockets fired from these launchers are usually armed with one of three warheads: high explosive, fragmentation or kinetic. They excell at tracking small targets such as fightercraft, but can also be effectively deployed against larger targets. The D-X90 series are similar to the more conventional Swarmer SRM. However, D-X90's are more specialised in their armament, carry more ammunition, and can fire off a larger number of projectiles within the same timespan. The only true downfall compared to the Swarmer is its size and weight, making it turn slower. It also fires at slower interfalls.

(http://i.imgur.com/Ld132a7.png) (http://i.imgur.com/4Iz31bo.png)
The D-F90 is a naval launcher calibrated to fire off an impressive number of rockets armed with fragmentation warheads.

(http://i.imgur.com/NrJjraA.png) (http://i.imgur.com/4Iz31bo.png)
The D-K90 is a naval launcher calibrated to fire off an impressive number of rockets armed with kinetic warheads.

(http://i.imgur.com/IpQ4f0Z.png) (http://i.imgur.com/4Iz31bo.png)
The D-E90 is a naval launcher calibrated to fire off an impressive number of rockets armed with high explosive warheads.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 07, 2014, 05:17:33 AM
Quick sketch of the Aukes-class Missile Frigate / Minelayer

(http://i.imgur.com/eEqCC7Z.png)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 07, 2014, 06:50:19 AM
Oh, I sense a special, built-in missile system. :)

Reminds of a lot of modern ships where the missile silos are kept vertical, except this one has 3 times as many.  Macro Missile Massacre! :D
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 07, 2014, 07:13:08 AM
Nope, not built-in.

The Aukes is going to have more main weapon slots than the Java. But most of them are limited by being missile only. Though, the new Batavian missile weapons should still offer plenty of choice in armament for the Aukes. Plus, the Aukes has a missile focussed ship system.

(http://i.imgur.com/4dOMCF2.png)
early version

[edit]
On second thought, I might have to give the Aukes built-in weapons, as some vanilla weapons still show their missiles when set to hidden (SRM, MRM, LRM).

Also, torpedo bomber is going to be based off this:
Spoiler
(http://robdebie.home.xs4all.nl/models/images/g1-14.jpg)
[close]
The Fokker G.I
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Chronosfear on July 07, 2014, 07:54:57 AM
I was thinking about  a missile frigate since you announced the D-X90 . :)
But I thought, I need a peek into your mod again , maybe there was something in it already.

So I just suggest what was on my mind, too :
a single barrel large ballistic mount. ( I think the have enough weapons with "high" rate of fire and could need something slower with a heavy punch on armor )
and a faction specific torpedo would be nice ( the vanilla colors stick out to much ( IMHO )) 
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 07, 2014, 09:19:43 AM
Getting there:
(http://i.imgur.com/4dOMCF2.png)

(http://i.imgur.com/W1JpCt1.png)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 07, 2014, 10:07:31 AM
Well, the Aukes certainly distinguishes itself from the other frigates in the faction.  Looks much more rounded and has a less point front compared to the other frigates.

Yay!  Built-in weapons. :)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 08, 2014, 04:22:16 AM
( the vanilla colors stick out to much ( IMHO ))  

Even the SRM, MRM and LRM's? Anyway, I will be adding a torpedo weapon. The Aukes will also come in two versions. One with all three D-X90 Vergelders and one with the new torpedoes as its main weapons.

Spoiler
(http://i.imgur.com/wC96ejj.png)
[close]
Blue is kinetic, red is frag, yellow is HE  :)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Chronosfear on July 08, 2014, 05:05:37 AM
No, only torpedos I'd say
Well maybe the SRM. But I think the D-X90 is a proper replacement.

btw the missiles look great.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 08, 2014, 05:07:37 AM
No, only torpedos I'd say
Well maybe the SRM. But I think the D-X90 is a proper replacement.

btw the missiles look great.

Thanks :)

Also adding some hullmods that benefit missile focussed Batavian ships:
(http://i.imgur.com/YSHdzyk.png)
Batavian Rocket Storage: Structural integrity and bulkheads are sacrificed in favour of additional storage space for rockets and other projectiles. Removes 25% hull integrity but doubles ammo for missile weapons.

(http://i.imgur.com/2BdAYBl.png)
Batavian Fire Ship: All non-essential parts of the ship are stripped in favour of stocking the vessel with armaments which basically turns it into a fragile flying weapon. Removes 50% hull integrity and adds 150% ammo capacity.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 08, 2014, 08:00:35 AM
Good lord.  Would I sacrifice 50% of my hull to have 150% more missiles?

Yes, yes I would. :D  Will these two modifiers stack?  Will they stack with the vanilla Expanded Missile Storage hullmod?  And most importantly, will the Batavian Fire Ship have a large blast radius when it explodes (very unlikely, but would be cool)?

EDIT:
And I see it uses the new C-12 energy weapon.  Nice. :)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 09, 2014, 03:11:37 AM
Yes, the hullmods will stack. That is why I changed it from 75% less hull to 50%. Else the Rocket Storage + Fire Ship would result in 0 hull. And yes, that messed up the game.

Rocket Storage + Fire Ship + Expanded Missile Racks = 75% less hull and 325% more missiles. I might have to tweak the figures a little, or make the Fire Ship an Aukes specific hullmod.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 09, 2014, 04:41:08 AM
I've added a poll. Please give me your opinion on the mod. Everyone gets 2 votes, but you don't have to vote twice. Your opinion can help me get a feel for what people think, and will possibly help me tweak the mod. Don't worry about voting "I don't like PB at all". Honesty is what matters. If a large portion of votes go towards the third option, obviously I've got to start looking at people's feedback more and change things around.  :)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Chronosfear on July 09, 2014, 06:32:03 AM
I would like to vote : " Release V9 now " but that option isn't available  ... ( want to fly that missile frigate  ;D )
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 09, 2014, 06:51:04 AM
I would like to vote : " Release V9 now " but that option isn't available  ... ( want to fly that missile frigate  ;D )
Working as fast as I can. Well, no not really. Working as fast as leisurely possible.  :D

Am making considerable progress though.


Quick sketch of a new ship:
(http://i.imgur.com/jtYH2yO.png)
Anti-fighter broadside on one side of the ship. Possible "boarding-ship" by giving it a unique weapon that launches "marine-pods", that cause EMP damage which disables weapons and engines. All focussed on its left broadside.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 09, 2014, 07:41:36 AM
Interesting ship.  I can't really tell if it's a frigate or a destroyer (or even bigger).  Regardless, I can feel this ship is going to be an Omen on steroids with those "marine-pods" - DISABLE EVERYTHING!
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 09, 2014, 08:14:42 AM
It is a frigate. Perhaps a destroyer. But certainly no bigger than that.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 11, 2014, 06:56:42 AM
Update on the progress I've made so far:
-6 new hullmods exclusively for Batavian ships; Batavian Ammo Crates, Batavian Bulkheads, Batavian Deck Crews, Batavian Fire Ship, Batavian Rocket Storage, Batavian Fuel Mixture
-Aukes Missile Frigate completed.
-2 new small energy weapons; C-series Hazemeyers
-3 new similar rocket launchers (D-X90 Velgelder series), each with a unique warhead type; fragmentation, heavy explosive, kinetic
-Aukes Missile Platform or AMP completed, exclusively for the Aukes Missile Frigate. Though may be built-in to future ships as well. mid-range missiles.
-Lots and lots of description updates and faction lore
-Replacing built-in Swarmers and similar weapons with the new C-series and D-X90 series.
-Added animated yellow bridge lights on all ships.
-Preparing to add the F1 Defender as a playable ship, able to call two F1 Defender wingmen as drones.
-Possibly removing the Black Fokker squadron as a playable ship. Instead adding them as a tier up from the Elite Fokker E7 fighter wing.
-Completely redoing all variants, since there are so many new weapons and hullmods available.
-Updating mission variants.
-Updating PB campaign integration; adding all new stuff in, plus more.
-Redoing ship systems. Giving all Batavian ships new ship systems, based on their vanilla counterparts.
-Postponing the Ruitenschild boarding frigate for the moment.

Once everything is done and thoroughly tested I'll release V9.  :)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 11, 2014, 08:51:55 AM
Looks like an exciting update! :D The hull mods, the Deck Crews in particular.  Sounds like a hull mod for the Ruitenschild boarding frigate, if anything.

Oh, a playable fighter!  The F1 Defender is probably my favorite of them all, just a this hunky fighter with a pretty heavy weapons loadout.


Also, will the Fokker G.I make it in this update?  We've yet to see the torpedo it's going to be armed with.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 12, 2014, 09:22:54 AM
@The Soldier
Yes

(http://i.imgur.com/OPzMzF4.png)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 12, 2014, 10:13:05 AM
Oh, looks like a P-38 Lightning. :D

It looks like it'll carry two torpedoes, or one torpedo and some fixed gun positions.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 12, 2014, 10:29:02 AM
It will carry two improved Aukes single missile launchers (which can only fire 1 missile at a time, instead of the platform's 4), with heavier payloads. They're basically torpedoes. It carries 5 missiles under each wing, so a total of 10 until it has to dock to rearm. It is also armed with two B38's in the front and one C-12 turret in the back, with an arc of 120.

The ship is based on this:
http://en.wikipedia.org/wiki/Fokker_G.I
Incidently, it is also its namesake. I say incidently, because I just randomly started with the Fokker E6 in honor of WW1's Fokker E.III
Then I ended up with the elite version of that ship, the Fokker E7. Then for the new Defender I needed to start a new series tag, so alphabetically that became the F1. And now this bomber follows with G1.

But yes, it does look similar to the P-38.  :D
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 12, 2014, 11:33:04 AM
Damn, 10 upgraded Aukes missiles.  And they track, which means the derpy bomber AI won't matter as much. :D
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 12, 2014, 11:47:43 AM
Damn, 10 upgraded Aukes missiles.  And they track, which means the derpy bomber AI won't matter as much. :D

But they track less well.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 12, 2014, 12:18:42 PM
Still, tracking is a worlds better than none at all - gives the torpedo a much better chance of even hitting the edge of the ship.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 14, 2014, 10:46:13 AM
How much damage might these upgraded Aukes torpedoes do?  Having 10 of them makes it seem as if they don't do much damage by themselves, but in a horde they can maul larger ships.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 15, 2014, 04:35:07 AM
Yes, that's pretty much how they work. A squadron has 3 G1's. Each torpedo does 600 HE damage. Not very effective against shields, but very effective against ships with downed shields. The torpedoes are not as strong as most though. They only have 40 or 60 hitpoints. I'd have to double check. So they get taken out fairly easily with PD weapons.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 16, 2014, 05:37:03 AM
The new shipsystems for PB:

Ramming Speed and the Fokker F1 Defender already existed as unique ship systems.

Turned the accelerated ammo feeder into the "Rapid Fire" system for the Eendracht, Tromp, Java and Sumatra:
Similar effect, but lasts twice as long. Does take a bit longer to charge up and takes a whole lot longer before it can be used again. So use it wisely. Also has Batavian colour effect instead of the vanilla yellow.

Turned the Van Kinsbergen burndrive and the De Ruyter's maneuvering jets into the "Combat Thrusters":
Similar to maneuvering jets, but the combat thrusters last a whole lot longer and recharge slower. Also has Batavian engine colours instead of the vanilla ones.

Turned the phasecloak into the "Subcosmic Drive" for the Zwaardvis Subcosmic Cruiser:
Similar to the phasecloak, only the subcosmic drive takes a little longer to activate, locks the ship in a single direction (disabling strafing and turning) and has exchanged the bright pink glow for a nicer dark Batavian grey. Though less effective as a phasecloak, the Zwaardvis has a high flux capacity, allowing it to stay cloaked longer than most vanilla ships.

Also doing a PB version of the flarelauncher and the fast missile racks.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 19, 2014, 06:19:35 PM
Any ETA on the release?  I'm getting eager. :)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on July 20, 2014, 05:26:23 AM
Any ETA on the release?  I'm getting eager. :)

Not much longer now. I've got most of the work done. I just have to add a few descriptions for the new ship systems and redo the variants. And update the missions... and update the forum OP.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on July 20, 2014, 09:05:36 AM
Well, I can always help with some of that if you want.  Got free time for it.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 06, 2014, 05:23:45 AM
Quick sketch of a new ship system:

(http://i.imgur.com/0TnRcMf.png)

The 'space marine' system launches a huge number of tiny 'drones'.  This is basically a whole platoon of Batavian marines (around 25). They obviously do not regenerate. Dead is dead. The marines wear special powered spacesuits with built-in "jetpacks". Basically a personal ion thruster, or PIT. They come armed with a "minibus": a smaller handheld Donderbus.

I'm still fleshing out the lore on these marines and their special spacesuits and PITs. They will probably have a secondary weapon. I am thinking along the lines of an EMP grenade that they may throw once in close range of a target. Alternatively they may get a cutting beam for close range attacks (see the secondary barrel on the 'minibus').

They will be too slow to intercept missiles or fightercraft. Instead they are designed to slowly swarm a certain vessel and begin to damage and disable it. They are also easily killed, hence the large number of marines.

If you are wondering about the EMP grenade, it would basically work like this: The marine throws it toward a target. The grenade will slowly drift toward the targetted ship. Then it lodges on with grapplers and detonates.


Here's the actual sprite: (five in a row)
(http://i.imgur.com/wk12Wh3.png)(http://i.imgur.com/wk12Wh3.png)(http://i.imgur.com/wk12Wh3.png)(http://i.imgur.com/wk12Wh3.png)(http://i.imgur.com/wk12Wh3.png)

Advantage of the marine platoon: Lots of little armed drones
Disadvantage: The marines can not keep up with the ship that deploys them. A good commander recalls the platoon when on the move and only deploys them in a combat situation. So some tactics are involved. After all, they aren't proper ships. They are troopers in space suits. Hence they are slow to move about in space.

[edit]
"A platoon of Batavian marines stands ready to clear this ship's bulkheads. Armed with minimeyers (smaller versions of the C-12 Hazemeyer) and wearing powerful armoured spacesuits equipped with PITs or 'Personal Ion Thrusters', these marines slowly make their way to their targets to disable or destroy them. Such a venture into the void of space often proves more hazardous than piloting a Fokker strikecraft. As such, these marines are heralded as true heroes among their crews."
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on August 06, 2014, 07:15:01 AM
Well, those Marines will certainly promote the strategy of "facehugging" to get maximum efficiency out of them. :) Very interesting ship system, certainly unique considering the lore behind it.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 06, 2014, 07:51:25 AM
Well, those Marines will certainly promote the strategy of "facehugging" to get maximum efficiency out of them. :) Very interesting ship system, certainly unique considering the lore behind it.

Interestingly enough, the ships that have this system currently, are the ones that benefit most from keeping distance. The Aukes and the Tromp Mk2.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on August 06, 2014, 08:19:11 AM
The way I see how to use it, since the Marines are rather slow, they need to be incredibly close in order for them to start shooting their minimayers and EMP grenades ASAP.  So I'd think to facehug a ship that I want dead, let my Marines deal with the ship systems, and then throw everything I've got at the disabled ship.  And since they move slowly and don't fire on missiles and fighters, I don't really see much use of them as escorts.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 07, 2014, 04:02:21 AM
The Gadila Mk2 has one flight deck. The Tromp Mk2 now has two flight decks and the Karel Doorman three (you can already check out the Gadila Mk2 on the OP; I've just updated it to reflect the coming content). Flight decks are now also animated. Did I also mention that bridge lights now also blink?
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 07, 2014, 06:28:13 AM
Just tested and V9 works with UsS. You can join the faction, buy ships and equipment. But there are no blueprints, of course.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on August 07, 2014, 07:24:11 AM
Damn, this is getting me really excited. :D The blinking bridge lights in particular will add some eye candy. :)

By the way, nice new portraits!  And I see you've made new ship cards as well.  And when did the Batavian Needler get added in?
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: ValkyriaL on August 07, 2014, 08:35:52 AM
Now...all we need... is a batavian version... of this...

Large image.
Spoiler
(http://i.imgur.com/Ul2kvPh.jpg)
[close]
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 08, 2014, 07:00:36 AM
Well, that's basically the Koning battleship, with its 2 large mounts on its bow and stern decks, superstructure in the middle, and numerous smaller guns on the port and starboard sides.
(http://i.imgur.com/JchEqPH.png)

Too lazy to make a GIF.  :D
(http://i.imgur.com/JXpsvtQ.png)
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on August 08, 2014, 04:32:55 PM
Cool. :) I suppose the rotating sensor is new.  More eye candy!
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 09, 2014, 06:49:38 AM
Currently adding a new system (not ship system, but an actual system) for the Batavians. I have a version ready that has most of the new content, except for the new system. If you'd like to try it out and maybe send me some feedback just shoot me a PM.

The system has a blueish, grey and turquoise theme and it includes a massive shipyard.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 10, 2014, 04:54:58 AM
Batavia Shipyards taking shape:
Spoiler
(http://i.imgur.com/WBKvHxk.png)
[close]
Still a WIP.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on August 10, 2014, 05:29:39 AM
Oh, an asteroid ring....of ships! :D
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Doogie on August 10, 2014, 10:08:40 PM
That's no moon...
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 11, 2014, 05:54:36 AM
That's no moon...

No, no it isn't.  8)


Spoiler
(http://i.imgur.com/7drT98s.png)
[close]
Can you spot the new chainguns?

After tweaking the AI a little, Marines now work exactly how I want them. There's two ship systems, the "Marine Section" for frigates (15 marines total, max of 5 deployed at a time) and the "Marine Platoon" for destroyers (30 marines total, max of 10 deployed at a time). The space marines get REAL close to the ship when deployed (preferably within the ship's shield radius), but roam really far when given the free roam order (3000 distance). They prioritise targetted ships and big ships. Fighters and missiles are usually ignored, unless there is nothing else to fight. So when deployed and ordered to free roam, they'll go out and begin to attack bigger targets on their own. This can be effective, but it is better to keep an eye on them and only tell them to free roam when your target's shields are down, since the marines are very, very frail and pop like popcorn.
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on August 11, 2014, 06:46:58 AM
Oh, some fancy new Energy weapons!  Will it function like the Autopulse Laser, with a magazine that recharges?

As a side note, more related to the lore of Batavia - those Space Marines.  Are the Minimeyers they get the standard boarding weapons / small arms that the Batavian ground force uses, or are they more specially designed for Space Marines in particular to use?
Title: Re: [0.6.2a] Project Batavia V8 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 11, 2014, 07:06:26 AM
No, but I am planning a rapid flak gun that fires several times in quick succession, then needs to recharge.

Minimeyers are specific to the space marines. The boarding crews of the Ruitenschild will have different armament (close range cutting weapons).

Also...

Felt like I could no longer postpone:


Version 9b is out!

(http://i.imgur.com/29Jmjlk.png) (http://www.mediafire.com/download/6fbfd7656sz7zbr/Batavia9b.zip) Project Batavia Version 9b

Version Changes
-5 new hullmods exclusively for Batavian ships; Batavian Ammo Crates, Batavian Bulkheads, Batavian Deck Crews, Batavian Fire Ship, Batavian Rocket Storage
-7 new shipsystems for Batavian ships; Combat Thrusters, Gadila Countermeasure, Fuelmixture, Rapid Fire Doctrine, Marine Section, Marine Platoon, Subcosmic Drive
-3 new energy weapons; C-12 Hazemeyer, C-13 Hazemeyer, Spuwer Chaingun
-3 new rocket launchers (D-X90 Vergelder series - each with a unique warhead type); fragmentation, heavy explosive, kinetic
-Batavian Light Needler variant added
-Aukes Missile Platform (AMP) and Aukes Missile Launcher (AML) built into several ships
-Description and lore updates
-Replaced lots of built in weapons with the new Batavian ones
-Added several new animations; blinking bridge lights, spinning sensors, blinking sensor masts, animated launchbays
-Redone all variants; removed old ones and created new ones for each ship, utilising the new weapons
-Updated the campaign; improved the fleets spawned for Batavia Shipyards, altered Batavia Shipyards, added fleets that travel through Hyperspace and raid Askonia
-Added all new content to spawn in campaign mode
-New ships; Aukes-class Missile Frigate, Gadila Mk2 Converted Tanker (destroyer), G1 Bomberwing
-Removed old portraits and added 6 new ones; more will be added in the future in this improved style
-Added elite coloured Fokker fighterwings to be delivered to the Batavia Corvus Dock in the campaign (red, blue, gold and green wings)


Consider it an intermediate update as I am working hard on V9c. Which will include more hullmods, portraits, weapons, improved existing shipsystems (feel like they are not unique enough yet), boarding frigate and that Batavian starsystem.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Lcu on August 13, 2014, 02:26:34 AM
I haven't checked this mod nor tried it for a month, but the new weapons are excellent!
Great Job  ;D
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Chronosfear on August 13, 2014, 03:55:11 AM
Hi

Mini Bug? :
The aukes does not gain increased ammo for the the Batavia missile hullmods.  Neither  from the vanilla hullmod.  I think that because those are Not classified as missile.

Please exuse errors in the Post.  I've weiten It on My Phone.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 13, 2014, 04:47:07 AM
Hi

Mini Bug? :
The aukes does not gain increased ammo for the the Batavia missile hullmods.  Neither  from the vanilla hullmod.  I think that because those are Not classified as missile.

Please exuse errors in the Post.  I've weiten It on My Phone.

That's correct. It is intended (sort of). See, I had to set the Aukes Missile Platform to System (instead of Missile) else other ships could refit with it in missions. And even when it is not supplied to stations in the campaign, they could be dropped after being defeated. That is also why I increased the amount of missiles the AMP has, since it doesn't benefit from missile ammo hullmods.

Now, I COULD set it to Missile, so that it properly benefits from missile hullmods. But that would mean that the AMP can be equipped in missions, when they really shouldn't be. It is not a very big deal, so I am open to changing it back to Missile instead of System.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 13, 2014, 05:09:15 AM
Thanks for voting! I've reset and changed the poll. What I've learned is that people probably want better gameplay when playing the faction for themselves. The new poll asks what improvements I should prioritise for V9c in order to facilitate better gameplay.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Chronosfear on August 13, 2014, 06:07:55 AM
Hi again .  And thanks for the reply.

I think it should be switched to missile,  cause  there is another issue : The bonus from  skilling  Into missiles is  lost.
reduce the ammo count to about 60% of the current value and switch it to missile. (imho)

And those Marines are faster then i thought they would be. Maybe they should be even slower.  They only wear a spacesuit with microengines. In return make them a bit thougher.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on August 13, 2014, 06:35:24 AM
Hi again .  And thanks for the reply.

I think it should be switched to missile,  cause  there is another issue : The bonus from  skilling  Into missiles is  lost.
reduce the ammo count to about 60% of the current value and switch it to missile. (imho)

And those Marines are faster then i thought they would be. Maybe they should be even slower.  They only wear a spacesuit with microengines. In return make them a bit thougher.

For the Aukes Missile Platform, I will consider it. And yes, ammo count will be decreased significantly when set to Missile. I believe I gave the weapons a 40% increase in ammo though, when setting them to System. So I will likely reduce it by the same number.

The marines are very, very weak. Making them slower but stronger seems detrimental. Though overall I do agree that they are a bit too fast. I will likely reduce their speed a little. But I won't increase their toughness. I might increase their numbers though. A platoon of 30 marines can easily be changed to 40 marines (still 10 launched at a time). If tougher marines are desired, I could create a new hullmod with special armoured marines in powered combat suits. Something like mechs in space.  ;)

(http://img2.wikia.nocookie.net/__cb20110219132400/starcraft/images/2/28/GoliathMerc_SC2_Rend1.JPEG)

I appreciate your comments Chronosfear. Keep 'em coming.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Chronosfear on August 13, 2014, 06:56:28 AM
Increasing the number of Marines is ok, too
but please nothing like that.
They have to be larger and then they wouldn't differ to much from a normal Drone-System.  ;D.

Thanks Eric. Will do.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on August 13, 2014, 07:20:23 AM
Hm...a capital-class Carrier. :D Now THAT would be something interesting.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 13, 2014, 07:23:32 AM
Hm...a capital-class Carrier. :D Now THAT would be something interesting.

It is a planned design, with 4 - 6 flightdecks. Similar to the Karel Doorman, but bigger, more detailed and poorly armed. A type of ship that really needs escorts.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 17, 2014, 03:51:05 AM
(http://i.imgur.com/bDI93Ab.png)

(http://i.imgur.com/wYfUtbk.png)

Current iteration of the Batavia Shipyards flag.

The sphere symbolises the core of their large stations. The crescent the great rings that surround the shipyards.

Spoiler
(http://i.imgur.com/GAF8j0z.png)
[close]
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: JDCollie on August 21, 2014, 01:48:38 PM
(http://i.imgur.com/bDI93Ab.png)

(http://i.imgur.com/wYfUtbk.png)

Current iteration of the Batavia Shipyards flag.

The sphere symbolises the core of their large stations. The crescent the great rings that surround the shipyards.

Spoiler
(http://i.imgur.com/GAF8j0z.png)
[close]

For some reason, that station reminds me of the Terran Torus defense ring in X3: Terran Conflict.

Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 22, 2014, 05:28:28 AM
For some reason, that station reminds me of the Terran Torus defense ring in X3: Terran Conflict.
I've played X3: Terran Conflict, but I don't think I've ever reached earth. Never seen that defense ring. Though the smooth white-ish look does resemble X3's terran ships a little.  :)


List of ships (without their animated parts or weapons)
Spoiler
(http://i.imgur.com/LrtAuMk.png)
[close]

Dreadnought WIP
Spoiler
(http://i.imgur.com/3WvqxVF.png)
[close]
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: ValkyriaL on August 22, 2014, 06:36:10 AM
THE ARMS RACE CONTINUES! MWHAHAHA
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 22, 2014, 06:50:21 AM
THE ARMS RACE CONTINUES! MWHAHAHA

Heheh  ;). Not really though. PB has always been about vanilla balance and the Dreadnought will be on par, if not inferior to the Onslaught and Paragon. The Koning Battleship is only slightly better than the Conquest (a battlecruiser) in AI hands and loses out against the Conquest or Onslaught. The Dreadnought is heavier and more durable, plus it has a supergun on its bow, which translates to being better able of holding its own against an Onslaught or other capitalships. But it also trades in a lot of customisable firepower for flightdecks. And is less effective against smaller targets, meaning it really needs an escort.

Basically: PB Dreadnought = better against capitalships - worse against small ships - able to support fighterwings (flightdecks) - needs escorts to face varied fleets.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on August 22, 2014, 06:57:37 AM
Another Capital Ship?  Hell, in no time Batavia Shipyyards will have more Capitals than Cruisers. :D

Just a note on the ship sprite chart - I never realized some stuff on the ships, like how the Java is wrapped like a sausage (like the Sumatra) and how the De Ruyter has a rather awesome gun deck just behind the (rather small, if I might say so myself) command deck.

And oh, a super gun! :D
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: LB on August 22, 2014, 08:21:13 PM
Perhaps this is intended, but the two battlecruisers make almost brokenly excellent missile ships, since they have so many universal slots of every size. Missiles are pretty much straight-up better than guns in those slots due to the poor coverage angles. They've even got built-in PD so you can really get away with mounting nothing but missiles. Batavian Rocket Storage and Extended Missile Racks also stack, so you can mount high-firerate missiles and really vomit them all over the place. Maybe eventually we'll get a slot type that allows ballistic and energy, but not missiles?

The Aukes Missile System is also pretty worthless due to its apparently very poor range and low fuel, causing the missiles to burn out too early and destroy my own ships from behind. The way they maneuver also looks really wonky, but I can't quite put my finger on it. They look like jetskis fishtailing in water rather than missiles with engines tracing out curves, or something like that. Perhaps that's really how they'd maneuver in space, but it doesn't fit very well.

It would also be great if you changed the descriptions (and added some numbers) to explain what exactly each Batavian hullmod does. The fire ship hullmod is particularly egregious since I can't even begin to guess what exactly it's doing for my offensive capabilities in return for making the ship really fragile.

Posts on page 13 of thread noted, but the tooltips are still inconvenient.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 23, 2014, 04:01:44 AM
Perhaps this is intended, but the two battlecruisers make almost brokenly excellent missile ships, since they have so many universal slots of every size. Missiles are pretty much straight-up better than guns in those slots due to the poor coverage angles. They've even got built-in PD so you can really get away with mounting nothing but missiles. Batavian Rocket Storage and Extended Missile Racks also stack, so you can mount high-firerate missiles and really vomit them all over the place. Maybe eventually we'll get a slot type that allows ballistic and energy, but not missiles?
Originally done to make them highly customisable. But if that makes them too powerful I'll probably change some of the larger main weaponslots and set them to ballistic (while still leaving some universal).

Quote
The Aukes Missile System is also pretty worthless due to its apparently very poor range and low fuel, causing the missiles to burn out too early and destroy my own ships from behind. The way they maneuver also looks really wonky, but I can't quite put my finger on it. They look like jetskis fishtailing in water rather than missiles with engines tracing out curves, or something like that. Perhaps that's really how they'd maneuver in space, but it doesn't fit very well.
Hm. This hasn't been my experience. The AI tends to spam missiles at fairly long ranges and they do often hit. Are you experiencing trouble when they fire at just smaller ships or all ships? I could increase the range and propulsion of the missiles, but I'd like to run a few tests first.

Quote
It would also be great if you changed the descriptions (and added some numbers) to explain what exactly each Batavian hullmod does. The fire ship hullmod is particularly egregious since I can't even begin to guess what exactly it's doing for my offensive capabilities in return for making the ship really fragile.

Posts on page 13 of thread noted, but the tooltips are still inconvenient.
Gotcha! I was meaning to add numbers to the hullmods.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on August 24, 2014, 04:53:52 PM
So, what's that uber-cannon strapped to the front of the new Dreadnought going to be? :D Something like a upgunned Thermal Pulse Cannon?

By the way, the Dreadnought also seems to have a lot more broadside-focused firepower than the other 2 Capital sized ships so far, which have more centralized turrets to reach the sides.  Obviously this is just the outline of the new Dreadnought, but it seems like that so far.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 25, 2014, 05:44:16 AM
So, what's that uber-cannon strapped to the front of the new Dreadnought going to be? :D Something like a upgunned Thermal Pulse Cannon?

By the way, the Dreadnought also seems to have a lot more broadside-focused firepower than the other 2 Capital sized ships so far, which have more centralized turrets to reach the sides.  Obviously this is just the outline of the new Dreadnought, but it seems like that so far.

Got a lot of votes for a dreadnought. So here's a very early WIP of the Batavian dreadnought:
Spoiler
(http://i.imgur.com/3WvqxVF.png)
[close]
She is slightly longer than the Conquest, but also slightly slimmer. It will have 3 small missile slots, 3 large universal, 6 small universal and 6 built in C12 Hazemeyers.

On its front deck where the red dot is located, it will have a massive built in superweapon. Imagine the Maarschalk, but then larger and with only one or two massive barrels, for a huge slow-firing explosive shell (or a space-nuke, I haven't really decided yet).

It also has two flight decks on its nose, which will be animated. As a ship system I will either give it some sort of super shield, or a space marine company of 60 (30 more than the Tromp Mk2's marine platoon).

Furthermore, the "superweapon" has a much smaller arc than most main deck guns in PB. Meaning it is mostly a forward facing gun. And it turns very, very slowly. While two large mounts may be facing port and starboard, it is actually worse at broadside combat than the Eendracht or Koning. Because the Koning's main guns can turn to give a good 2x or 4x large weapon broadside. And the Eendracht can give a 2x large and 2x medium broadside + rapid fire.

So all in all the new dreadnought is a much more sluggish ship. Heavier, more durable, but lacking in versatility and broadside firepower. Then again, its main superweapon gives it an edge when used properly. When I say superweapon, I don't mean an overpowered supergun that in turn makes this ship OP. Since the weapon is built into the ship and limited to a small forward-facing arc and slow rate of fire + slow rate of turning, it is quite limited. Especially since it is mounted on a ship that also turns very slowly. I suppose it can be compared to the use of the thermal pulse gun on the Onslaught.

Currently, I am considering making this a non-system weapon. Meaning that other ships could mount it. However, I will increase its OP points to such a number that it becomes uninteresting to actually mount this gun. Unless you really want to sacrifise massive OP on a slow turning superweapon.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on August 25, 2014, 08:06:15 AM
Eh, more High-Explosive weaponry. :/ Seems as if the Batavia really, REALLY like their HE weapons.  I'd personally like something different, Energy or Kinetic even.  Batavia still lacks a lot of weapons in Kinetic - I think the only one that's Kinetic are the Donderbus series and the Batavian Needler and one of the Vergelder missiles - nothing medium or large.

As for the gun regardless of the damage type, I have a rather novel idea, although it does hinge on the fact that the "charges" aren't increased by the Extended Magazines.  If this has 2 barrels, it has 2 charges.  "Charges" will reload after a certain time period, after maybe 15 seconds (as it takes a fairly long time, even with automation, to reload that massive shell).  The fact that you're waiting that long might give a nice reason for huge damage output.

By the way, I found out why the Aukes Missile Platforms/Launchers are underperforming compared to the Vergelder missiles - all of them have a missile flight time of 5 seconds (e.g. the engines are active for 5 seconds), so in-game all the missiles fly for the same distance before losing engine power.  The Aukes Missile Platforms/Launchers should get 10 or 15 seconds of flight time.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: LB on August 29, 2014, 04:43:58 PM
Yeah, I went back and played some more, and the primary issue with Aukes missiles is that incredibly short fuel timer. They'll fire at decently long range, but the missiles will burn out and be considered hostile even within range of PD from your own line of ships, to say nothing of becoming mobile hazards for your own ships.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on August 29, 2014, 06:26:46 PM
Yeah, I went back and played some more, and the primary issue with Aukes missiles is that incredibly short fuel timer. They'll fire at decently long range, but the missiles will burn out and be considered hostile even within range of PD from your own line of ships, to say nothing of becoming mobile hazards for your own ships.

Will be fixed!
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: ValkyriaL on August 30, 2014, 12:15:53 AM
Id like to see some more stages added to your recoil animations, they look really odd when they move at several pixels at a time, can you make them more flowing? :)
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 03, 2014, 05:39:37 AM
Id like to see some more stages added to your recoil animations, they look really odd when they move at several pixels at a time, can you make them more flowing? :)

You are right. Many animations are a little too clunky. More stages will be added to existing guns that need them. Mainly the higher tier Hailstorms.

Speaking of which. The new weapon has 10 frames and its animation is super smooth and detailed. I should've just put as much work into the previous guns.


(http://i.imgur.com/gmJp0xl.png)
L-01 Draak Battery
Large Ballistic
High Explosive
26 OP
3600 credits

The L-01 Draak Battery is a huge deckgun and the pinnacle of explosive firepower in the sector. The Draak or "Dragon" supergun is a single massive barrel build into an advanced Maarschalk turret base. Unique Batavian technology is used in propelling large explosive shells at incredible speeds, involving rifled barrels and some sort of flux combustion. The details on this new technology are sketchy and have not yet been reverse engineered by anyone outside of the Batavia Shipyards. In effect, the Draak fires off a single shell at slow interfalls, that can do massive hull damage upon impact, but remains relatively inneffective against shields. The Draak's long barrel ensures high escape-velocity and superior range and accuracy; though accuracy does degrade during prolonged barrages.

The "The Seven Provinces" Dreadnought will have a built-in super version of this gun. It is set to system, so it can't be used by any other ship.

Its animation involves a smooth barrel retraction, the greebles in the lower part of the gun move back as the barrel moves back. Bright blue fumes and sparks excape the two slight indentations on the sides of the barrel and the little circular hatch or "screw" on the top of the gun rotates while firing. Oh, and some lights run down the sides of the gun.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Debido on September 03, 2014, 06:06:13 AM
Jeepers, is that actual size? That looks bigger than most frigates?
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: ValkyriaL on September 03, 2014, 06:18:18 AM
Heh...there are larger guns than that out there...some examples...

Spoiler
(http://i.imgur.com/ygQtIYj.png)
"Ether" Exp-Hypermatter Accelerator.

(http://i.imgur.com/guY1NZx.png)
I-Fed Nucleon Particle Drill.

(http://i.imgur.com/nSznqRs.png)
Citadel "Zeus" Micro-Singularity Cannon.
[close]
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Debido on September 03, 2014, 06:28:10 AM
Unbelievable. I know there is a bit of a ships size war going on, but that I-Fed weapon just looks completely unjustifiably brokenly overpowered, forgetting glassing a planets surface. That thing would go through the planet and take out the nearest star.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 03, 2014, 06:34:28 AM
Jeepers, is that actual size? That looks bigger than most frigates?

Not as bad as you think. Here's the same gun surrounded by large vanilla weapons.

(http://i.imgur.com/yf5kLSQ.png)

This is also the largest PB weapon.


Few more changes coming up:
-3x longer flight time for Aukes Missile Platform's missiles
-Flight time remains the same for the AML's fired by the Fokker G1
-More frames for several weapon animations for a smoother effect
-New decorative and animated props
-De Seven Provinces-class Dreadnought will be added
-Draak Battery's will be added
-Possibly altered colours - The pure light grey and dark grey will both be exchanged for something else (not sure yet, I'll experiment with some colours to see if I like them)
-Hullmods will get more accurate descriptions
-More fleet variation in campaign
-Some universal slots will be turned into ballistic only.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on September 07, 2014, 02:35:09 PM
On a more lore-related note, do these Batavia ships have things like "retractable" weapons mounts?  It seems like some of weapons mounts, especially the ones on the Karel Doorman, are platforms that can be pulled back into the ship when they're not in use.  Seems like it might have a use when you don't want space debris from hitting your weapons and damaging them.  Might they have any other uses?

Just wanted to ask that, it's something I haven't seen on any other ship either in vanilla or in any mod.

Also, according to the name of the new Dreadnought, I assume that there are 7 different stations scattered across the sector?  Maybe? :3
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 09, 2014, 08:31:36 AM
Making progress on the Dreadnought:
(http://i.imgur.com/vEDgQXG.png)
More detail and basic shading will be added, before it is further treated to smudges, superior shading and lighting. Of course, these sprites lack the animations that will be added ingame. In particular this ship will receive a large sensormast array on the front.

Compared in size to the Onslaught:
(http://i.imgur.com/1vqkTlC.png) (http://i.imgur.com/erGyChw.png)
The dreadnought is slightly thinner and slightly taller, but roughly the same size. I did not want to turn it into a rediculously large super capitalship. That does not fit the PB style.

It is inspired by the more sluggish and heavily armoured battleships or "dreadnoughts" from before the WW2 period. It is also much slower and less well armed than the Batavian battleship. Especially compared to the more "modern" feeling Batavian battlecruiser. Immobile as it is. the dreadnought relies more heavily on escorts, has to use its clumsy main gun to be of any real effect in battle, and can support fightercraft thanks to its frontal launchbay. All in all a powerful but high maintenance ship (both in resource and logistics costs and management in battle).
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on September 09, 2014, 03:44:25 PM
I saw the post on the Sprite thread, it looks good. :)

This Dreadnought really lacks any sort of mounts, there's 13 total, minus and built-in things like the Donderbusses.  That's absolutely nothing, that built-in version of the Draak had better be OP. :D
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 09, 2014, 06:36:54 PM
I saw the post on the Sprite thread, it looks good. :)

This Dreadnought really lacks any sort of mounts, there's 13 total, minus and built-in things like the Donderbusses.  That's absolutely nothing, that built-in version of the Draak had better be OP. :D

It is strong, but the dreadnought relies heavily on escorts. Its PD is especially lacking. Coupled with movement like a lead brick doesn't help either.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: MesoTroniK on September 09, 2014, 06:57:06 PM
Compared in size to the Onslaught:

That is a Conquest ;)
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 09, 2014, 07:55:19 PM
That's what I meant.  :D
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 11, 2014, 05:01:35 AM
Expanding Batavian lore (a WIP). If you can guess what all this is based on, you win a special prize! (hint: the House heraldry should give it away)

|||History:
Spoiler
(http://i.imgur.com/ihlaZjp.png)
Batavia Shipyards
"Each part of the Batavian coat of arms represents one of seven Houses." -Unnamed Post Collapse Scholar on the History of Batavia Shipyards

Brief History
The Batavia Shipyards (often referred to as just "Batavians" in the common tongue) are an independent organisation, similar to the Hansaetic League of the ancient Domain. Their focus lies in the acquisition of wealth through trade and the production of resources otherwise unavailable. The Batavia Shipyards originated as a diplomatic and mercantile pact between several merchant groups, each with their own little fleet of vessels, a wealth in credits and access to one or more privately owned docks or bases. By cycle 73 they were known as the "Consortium of Seven United Houses" (or CoSUH). From there on the organisation grew and cooperation between the separate mercantile entities became ever closer - until they fully merged in cycle 155 - and turned their privately owned docks into massive space stations. These imposing feats of engineering are known in our current cycle as "Shipyards".

Extended History
The Houseraad
The cycle is 72 post Collapse. Several small merchant factions vying for control of trade along the spacelanes in the Corvus and the Askonia systems meet to discuss embargoes and treaties at the Houseraad; a great meeting held once per new cycle. Each of these small factions shared a common ancestry, reaching far back to the days of the ancient Domain. They are House Brant, House Friel, House Grel, House Hol, House Lim, House Uter and House Zel - each in control of their own resources; including wealth, bases and ships. While normally at each other's troats in ruthless competition, this Houseraad was different. Petty politics and scheming had been put aside to discuss a common threat - possibly even a common cause.
With the scarcity of resources, piracy had become worse, and trade suffered. The houses sought to unite under a single banner to improve their chances of survival, while still maintaining a large deal of independence. Thus, with the coming of cycle 73 the Consortium of Seven United Houses was formed during the Houseraad of that cycle. Efforts were made to pool their resources and wealth to construct massive spacestations known as Shipyards - great hubs of trade and construction, where CoSUH merchants could safely ply their mercantile dreams. Where the united houses could dominate and outcompete other mercantile factions. Where they could construct new vessels serving their specific needs, and to improve and expand their merchant fleets.

Spoiler
(http://i.imgur.com/YgU79Vi.png)
Consortium of Seven United Houses
"Throughout history, especially since the Collapse, the names and knowledge of ancestral heritage had been bastardised and turned ever more obscure. These peoples used what knowledge they had of their history and ancestry to difine themselves, giving shape to their respective houses." -Unnamed Post Collapse Scholar on the History of Batavia Shipyards

(http://i.imgur.com/YTkQ7rO.png)
House Brant
A great family that had arrived in Corvus over 200 cycles ago. House Brant formed after these settlers had founded the Brant Group, a small outfit geared to moving essential wares throughout the system. Slowly, their unarmed freighters turned into armed cargo vessels. As their wealth grew, so did their ordnance and the number of military grade escort ships that graced their convoys. House Brant was one of the houses that drafted the CoSUH plans for the 73th Houseraad. Which eventually gave shape to the Batavia Shipyards.

(http://i.imgur.com/7bqQCeg.png)
House Friel
Born from the ashes of the Friel-task Traders (Or FTT), House Friel became one of the more influential merchant groups in the Askonia system. Their ancestors arrived in Corvus 37 cycles before the Collapse. Then moved on to settle the Askonia system. The Friel-task Traders did well before the Houseraad of the 71st cycle. However, during that cycle things changed for the worse. The Friel were targetted by pirate elements that raided their convoys and sacked their facilities. They pleaded for help at the 73th Houseraad. Their desperate situation at the hands of the pirates served as a warning to the other houses and indirectly gave shape to the forming of the CoSUH.

(http://i.imgur.com/xlS4iEC.png)
House Grel
Powerful, wealthy and extremely greedy. The Grel did not do business easily. They shunned most outsiders, which is odd for a group that focusses mainly on trade. The Grel, however, only traded with exclusive clientele. Deals were rare, but also extremely profitable. Most Grel deals went through the other houses of the CoSUH. After they were absorbed into Batavia Shipyards, the Grel focussed on designing only the most expensive and delicate products. Their initial wealth contributed greatly to the rise of the Batavians. It is said that they made up at least 50% of the CoSUH's networth. Less well known are their origins. The Grel seemingly started out as innersystem pawnbrokers in the Corvus system, descendants of a once noble family.

(http://i.imgur.com/2viBRDQ.png)
House Hol
Records on the Hol are scarce. They made a name for themselves shortly after the Collapse as mercenaries and bounty hunters. What really made them stand out was their strict doctrine. While aimed at the acquisition of wealth, it forbode them from taking on unethical assignments. Soon the Hollist Space Militia (HSM) became known as knights in shining armour. Unusual, since records show us that they have a common ancestry with many of the more mercantile and ruthless houses that eventually made up the CoSUH and the Batavia Shipyards. The HSM were one of the foremost supporters of the CoSUH, demanding that the other houses would stand with House Friel. Even in our current cycle the descendents of the Hollists still make up the bulk of the Batavian spacemarines and military forces.

(http://i.imgur.com/wHXZcoC.png)
House Lim
The colonists that would later make up House Lim arrived shortly after the Brant family, mere years before the Collapse. They settled in the same system as the Brants did, but soon found that they could not compete with the Brant Group's merchant fleets. Outcompeted, instead they decided to settle in the Askonia system and founded Lightspeed Lim Inc. (LLI). The LLI was often at odds with the Friel-task Traders, but also found itself signing many treaties with them. Many deals were made between the two groups, for better or for worse. However, the Lim alone could not stop the pirate elements from ravaging the Friel assets. When the Houseraad of cycle 73 came about, the Lim proposed unity and cooperation between the houses. Perhaps out of compassion for the Friel. But more likely out of self interest, not wanting to share a fate similar to that of House Friel's.

(http://i.imgur.com/hBCQO98.png)
House Uter
There is but one word to describe House Uter's history: Shipwrights. House Uter was given shape by the Uter shipbuilding family that settled in Corvus. While working with scarce few blueprints, the Uters managed to deal almost exclusively with the pre-CoSUH merchant houses. When the 73rd Houseraad arrived, House Uter saw its chance to really cash-in on shipbuilding within this union. As such they were eager to support the plans for a union between the seven mercantile houses.

(http://i.imgur.com/ytcR5XP.png)
House Zel
The Zel family arrived in the sector simultaneously with the Hol. The two share a common lineage. The Zel founded Zellic Enterprises during the early days before the Collapse. Zellic Enterprises endured up until the forming of the CoSUH. Not much else is known about this group. It is said that they mainly dealt in contrabant and served as a middleman in the loot acquired from the Hollist Space Militia's raids. House Zel remained under the radar and was also the poorest house in the CoSUH, following the ruined Friel, hardly making up 3% of the CoSUH's networth. This almost caused them to be expelled from the union by the Grel. Lacking business savvy, most trade went directly to the Grel; who made a greater profit on looted, salvaged and contrabant ware than House Zel could ever hope to acquire. This was the sole reason for the Grel to withdraw their initial call for Zel exclusion.

-----
[close]


The Shipyards
By cycle 154 the first Shipyard in the Corvus system was completed. It was then decided in the Houseraad of 155 to fully merge all aspects of their respective houses under a new name: Batavia Shipyards.
With their new superstation complete, production grew exponentially and so did their fleets. Not only armed freighters cleared the docks, but so did ever larger military ships, including huge battleships and carriers. Batavia Shipyards quickly became a mercantile juggernaught with a navy strong enough to back its more monetary ambitions.
[close]
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on September 11, 2014, 11:57:10 AM
First guess (and I'm pretty sure it's it) is Game of Thrones.  At least, with a different past where the houses actually united and aren't trying to backstab eachother. :D

If not, then it has to be related to the Netherlands, mayhaps William of Orange.

I seem to like House Uter quite a bit - shipwrights.  Just the kind of think I might enjoy doing, actually.  Building stuff!
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 12, 2014, 08:32:36 AM
First guess (and I'm pretty sure it's it) is Game of Thrones.  At least, with a different past where the houses actually united and aren't trying to backstab eachother. :D

If not, then it has to be related to the Netherlands, mayhaps William of Orange.

I seem to like House Uter quite a bit - shipwrights.  Just the kind of think I might enjoy doing, actually.  Building stuff!

 :D You're not far off. No it isn't Game of Thrones. I haven't actually watched GoT yet. The faction's history is roughly based on the Republic of Seven United Provinces (precursor to the Netherlands). Hence they were called the Consortium of Seven United Houses. All ship names are also based on Dutch WW2 and pre-WW2 era ships. Each house's name coresponds to an actual province. As does the heraldry, as you can see below:

It is also somewhat inspired by Frank Herbert's Dune, and the houses of the Landsraad.

Spoiler
(http://i.imgur.com/YTkQ7rO.png)
House Brant = Brabant: http://en.wikipedia.org/wiki/North_Brabant
(http://upload.wikimedia.org/wikipedia/commons/thumb/a/a2/North_Brabant-Flag.svg/100px-North_Brabant-Flag.svg.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/0/05/Noord-Brabant_wapen.svg/100px-Noord-Brabant_wapen.svg.png)


(http://i.imgur.com/7bqQCeg.png)
House Friel = Friesland: http://en.wikipedia.org/wiki/Friesland
(http://upload.wikimedia.org/wikipedia/commons/thumb/c/ca/Frisian_flag.svg/100px-Frisian_flag.svg.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/1/15/Friesland_wapen.svg/100px-Friesland_wapen.svg.png)


(http://i.imgur.com/xlS4iEC.png)
House Grel = Gelderland: http://en.wikipedia.org/wiki/Gelderland
(http://upload.wikimedia.org/wikipedia/commons/thumb/c/c7/Gelderland-Flag.svg/100px-Gelderland-Flag.svg.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/0/08/Gelderland_wapen.svg/100px-Gelderland_wapen.svg.png)


(http://i.imgur.com/2viBRDQ.png)
House Hol = Holland: http://en.wikipedia.org/wiki/North_Holland
(http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Flag_North-Holland%2C_Netherlands.svg/135px-Flag_North-Holland%2C_Netherlands.svg.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/c/c2/Wapen_van_Noord-Holland.svg/65px-Wapen_van_Noord-Holland.svg.png)


(http://i.imgur.com/wHXZcoC.png)
House Lim = Limburg: http://en.wikipedia.org/wiki/Limburg_%28Netherlands%29
(http://upload.wikimedia.org/wikipedia/commons/thumb/5/53/NL-LimburgVlag.svg/135px-NL-LimburgVlag.svg.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/2/28/Limburg-nl-wapen.svg/55px-Limburg-nl-wapen.svg.png)


(http://i.imgur.com/hBCQO98.png)
House Uter = Utrecht: http://en.wikipedia.org/wiki/Utrecht_%28province%29
(http://upload.wikimedia.org/wikipedia/commons/thumb/4/4b/Utrecht_%28province%29-Flag.svg/125px-Utrecht_%28province%29-Flag.svg.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/0/02/Utrecht_provincie_wapen.svg/125px-Utrecht_provincie_wapen.svg.png)


(http://i.imgur.com/ytcR5XP.png)
House Zel = Zeeland: http://en.wikipedia.org/wiki/Zeeland
(http://upload.wikimedia.org/wikipedia/commons/thumb/5/54/Flag_of_Zeeland.svg/100px-Flag_of_Zeeland.svg.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/b/ba/Zeeland_wapen.svg/100px-Zeeland_wapen.svg.png)
[close]


As a prize you get a Seven Provinces dreadnought with a House Uter paintscheme. ;)

I aim to give each house a bigger impact on the actual faction. Like house specific fleets, ships and stations. Anyway, that's still a ways of.  :)
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on September 12, 2014, 02:39:06 PM
Oh, nice, an Uter Seven Provinces. :)

I personally find House Grel to have the most cool-looking banner.  Although I suppose that's fitting for an uber-greedy house. :D

Having some House-based fleets or the such would be really nice.  Like with the next update, House Grel fleets might do more cargo checks than other factions.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 16, 2014, 05:23:54 AM
Having house specific fleets is my goal. Still, that's a little ways off.

Dreadnought close-up achieved by spectating and zooming in on fighters
Spoiler
(http://i.imgur.com/dYFgnJ7.png)
[close]
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 21, 2014, 06:44:23 AM
Added 3 new missile weapons, replacing the built-in Sabots, Harpoons and Pilums on Batavian ships.

They are the small 1 missile Thunderbolt MRM (Single), the small 4 missile Thunderbolt MRM and the medium Advanced Thunderbolt MRM with 8 missiles.

Thunderbolts are basically MRMs with superior range (3500 range / 2500 range) over the Harpoon, but with a less heavy payload (600 dmg / 700 dmg). The basic MRM and the advanced one also have more ammo over Harpoons. The Thunderbolt missiles are also more heavily armoured but less maneuverable than Harpoon missiles.

In short:
-Longer range
-More ammo
-More hitpoints
-less damage
-less turning and acceleration
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on September 21, 2014, 08:39:25 AM
Oh, more missiles! :D

By the way, you think the Vergelder missiles could have some special effects to them once the next Starsector update hits?  Specifically, making the fragmentation and kinetic versions a tad different.  What about giving the frag version a proximity fuse, and making the kinetic version like a mini SABOT missile, where once it gets within a certain distance, it fires off a small projectile (hence why waiting for the next SS update would help)?
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Piemanlives on September 21, 2014, 08:46:41 PM
Hey Eric, for house fleets have you considered patterns? Like warhammer 40k, where there are various different "patterns" of las gun based on which planet or whatever produces them. For instance perhaps House Uter could produce the standard Batavia warships, and considering they are the shipwrights they could possibly have possibly more efficient or better armored vessel variants.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: MesoTroniK on September 21, 2014, 08:50:56 PM
Oh, more missiles! :D

By the way, you think the Vergelder missiles could have some special effects to them once the next Starsector update hits?  Specifically, making the fragmentation and kinetic versions a tad different.  What about giving the frag version a proximity fuse, and making the kinetic version like a mini SABOT missile, where once it gets within a certain distance, it fires off a small projectile (hence why waiting for the next SS update would help)?

This can all be done now, but would require scripting the missiles heavily rather than vanilla supporting it natively in .65... But custom missile AI have the advantage of being significantly more optimized, but it really does not matter that much unless you are firing a bunch of them.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 29, 2014, 03:54:53 AM
Oh, more missiles! :D

By the way, you think the Vergelder missiles could have some special effects to them once the next Starsector update hits?  Specifically, making the fragmentation and kinetic versions a tad different.  What about giving the frag version a proximity fuse, and making the kinetic version like a mini SABOT missile, where once it gets within a certain distance, it fires off a small projectile (hence why waiting for the next SS update would help)?
I think I'll keep the Vergelders as is. But I will be added more varied missiles with different effects and such.

Hey Eric, for house fleets have you considered patterns? Like warhammer 40k, where there are various different "patterns" of las gun based on which planet or whatever produces them. For instance perhaps House Uter could produce the standard Batavia warships, and considering they are the shipwrights they could possibly have possibly more efficient or better armored vessel variants.
Yes, I am considering adding patterns and symbols to the ships, depending on what house produced them. But I'm going to wait for the next update before working on that.

Oh, more missiles! :D

By the way, you think the Vergelder missiles could have some special effects to them once the next Starsector update hits?  Specifically, making the fragmentation and kinetic versions a tad different.  What about giving the frag version a proximity fuse, and making the kinetic version like a mini SABOT missile, where once it gets within a certain distance, it fires off a small projectile (hence why waiting for the next SS update would help)?

This can all be done now, but would require scripting the missiles heavily rather than vanilla supporting it natively in .65... But custom missile AI have the advantage of being significantly more optimized, but it really does not matter that much unless you are firing a bunch of them.
I'm not going to delve too deep into custom scripting. PB doesn't even need Lazylib.  :)

Let's see, what have I been doing in the meantime... I've finished the three Thunderbolt MRM variants. Added a BIG torpedo. Added 1 - 3 new frames for a bunch of weapons, making their animations look smooth. Turned some universal slots into ballistic, to avoid being able to turn every ship into a missile boat. Tweaked all existing missile weapons, the Aukes has a longer flight time, is slower and more hitpoints. Added some new animated parts to ships. I've still got to update the hullmod descriptions and will be adding new ones. Still need to finish the 3 new portraits. Update the campaign to feature more varied fleets.

I should keep a changelog.  ::)
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on September 29, 2014, 06:09:51 AM
IMPORTANT

Zaphide has updated Exerelin to use V9b. I have removed the old download link to V7c.
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on October 03, 2014, 05:26:01 AM
I have V10 ready to go, but I'd just like to add a few more weapons and hullmods before I release it. Possibly even a new portrait. Here's the changelog so far:

Version Changes
New Stuff:
-New ship system for Zwaardvis Subcosmic Cruiser: Torpedo Loader
-New hullmod: Batavian Heat Resistance (heat resistant alloys allow engines to go slightly faster)
-New weapon: Draak L-01 (large ballistic and high-explosive weapon)
-New weapon: Draak L-02 (stronger and built-in version of the L-01)
-New weapon: Thunderbolt MRM: (a small 4 missile mid-to-long range launcher)
-New weapon: Thunderbolt MRM (single): (a small 1 missile mid-to-long range launcher)
-New weapon: Advanced Thunderbolt MRM: (a medium 8 missile mid-to-long range launcher)
-New ship: Seven Provinces-class Dreadnought: (a huge capitalship with a built-in Draak L-02 and a flightdeck)
-20 new shipnames added
-New content added to campaign (weapons, ships), including a new dreadnought fleet
-Two new missions: Random vs Batavians and Batavians vs Random (randomly generated fleets)
-Added a new animated part for Batavian ships

Changes:
-Reduced speed for combat thrusters
-Added variation in explosion radii for Batavian weapons
-Added multiple frames to a bunch of Batavian weapons, making their animations look smooth instead of choppy
-Tweaks to Vergelder and Aukes projectiles, including longer flight time for the Aukes missiles
-Updated and improved existing hullmod descriptions to more accurately display what they actually do
-Turned several universal weapon slots to ballistic only, to avoid ships from becoming overpowered missile boats
-Fixed spelling errors in various descriptions
-Several more small balancing tweaks that I forgot about


[update]
Currently waiting for Zaphide to update Exerelin, before uploading V10
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on October 03, 2014, 08:21:27 PM
And Zaphide has updated Exerelin, can't wait to get back in with Batavia. :)
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on October 04, 2014, 04:55:57 AM
And Zaphide has updated Exerelin, can't wait to get back in with Batavia. :)

V10 will be up an hour or so from now. Maybe two.  :D
Title: Re: [0.6.2a] Project Batavia V9b - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on October 04, 2014, 05:12:01 AM
Here she is:

(http://i.imgur.com/7cRwnLA.png) (http://www.mediafire.com/download/na5el2hir4f3djk/Batavia10.zip)
click on the image to download

Changelog:
Spoiler
Version Changes
New Stuff:
-3 new portraits
-New ship system for Zwaardvis Subcosmic Cruiser: Torpedo Loader
-New hullmod: Batavian Heat Resistance (heat resistant alloys allow engines to go slightly faster)
-New weapon: Draak L-01 (large ballistic and high-explosive weapon)
-New weapon: Draak L-02 (stronger and built-in version of the L-01)
-New weapon: Thunderbolt MRM: (a small 4 missile mid-to-long range launcher)
-New weapon: Thunderbolt MRM (single): (a small 1 missile mid-to-long range launcher)
-New weapon: Advanced Thunderbolt MRM: (a medium 8 missile mid-to-long range launcher)
-New ship: Seven Provinces-class Dreadnought: (a huge capitalship with a built-in Draak L-02 and a flightdeck)
-20 new shipnames added
-New content added to campaign (weapons, ships), including a new dreadnought fleet
-Two new missions: Random vs Batavians and Batavians vs Random (randomly generated fleets)
-Added a new animated part for Batavian ships

Changes:
-Reduced speed for combat thrusters
-Added variation in explosion radii for Batavian weapons
-Added multiple frames to a bunch of Batavian weapons, making their animations look smooth instead of choppy
-Tweaks to Vergelder and Aukes projectiles, including longer flight time for the Aukes missiles
-Updated and improved existing hullmod descriptions to more accurately display what they actually do
-Turned several universal weapon slots to ballistic only, to avoid ships from becoming overpowered missile boats
-Fixed spelling errors in various descriptions
-Several more small balancing tweaks that I forgot about
[close]

Please post any feedback you may have. It is quite important to me. Changes like the tweaked missile stats and improved hullmod descriptions were all done following player feedback.

Exerelin was updated to use this latest version!
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on October 05, 2014, 05:19:45 AM
(https://i.imgflip.com/crel5.jpg)

My opinion so far.  Seriously though, if the enemy has just 2 Tromp Mk.IIs or (god forbid) an Aukes frigate, the field is simply flooded with these tiny guys.  Sure, they're easy to kill, but my screen is literally filled so many of these tiny red diamonds that I can't see tell a missile from a marine, and that's lost me my ship on many occasions.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on October 05, 2014, 09:00:34 AM
Hrm. Yes, I can reduce the number of marines a little. But the chaos is intended.  ;)

I will put up an Exerelin and savegame compatible update soon:
-Batavian Fire Resistance made available (I messed up and it isn't available in the campaign atm)
-Portraits edited (fixed eyes being too close together)
-Speed of hullmod and shipsystem upped (forgot to update this in V10)
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on October 07, 2014, 02:23:08 PM
I feel like the Spuwer Chaingun has uncharacteristically low turn speed compared to the other Batavian weapons.

Actually, the Spuwer Chaingun doesn't really fit into Batavia at all - it's an energy-based assault weapon with energy damage and a slow turn rate.  No Batavian ships use them in the default loadouts either, if I remember correctly.  Just my opinion, though.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on October 08, 2014, 06:10:08 AM
I feel like the Spuwer Chaingun has uncharacteristically low turn speed compared to the other Batavian weapons.

Actually, the Spuwer Chaingun doesn't really fit into Batavia at all - it's an energy-based assault weapon with energy damage and a slow turn rate.  No Batavian ships use them in the default loadouts either, if I remember correctly.  Just my opinion, though.
The Eendracht and the Gadila have a variant that uses them. Its a little different on purpose. It is an aim-and-spray weapon, meant to be fired when you've already found a target. If it turned faster it would make most PD weapons obsolete. Its sort of like a large Hazemeyer that fires very fast but turns very slow. In fact, it uses the same projectile as the Hazemeyer.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on October 08, 2014, 02:36:17 PM
The Eendracht and the Gadila have a variant that uses them. Its a little different on purpose. It is an aim-and-spray weapon, meant to be fired when you've already found a target. If it turned faster it would make most PD weapons obsolete. Its sort of like a large Hazemeyer that fires very fast but turns very slow. In fact, it uses the same projectile as the Hazemeyer.

I think the massive flux usage of the weapon really lets it down - it's 300 flux/sec for the same amount of DPS.  It seems underwhelming, since it doesn't do extra damage against shields or armor.  If anything, the C-13 Hazemaker has 200-odd DPS with about a third of the OP cost - so much more cost effective (lacks the range, but on ships like the De Ruyter, that matters not with your Combat Thrusters).
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on October 08, 2014, 07:36:26 PM
Alrighty, got some more balance issues, mainly pertaining to fighters.

The Flores Attack Boat is batshit-OP - it has 2 B-37s and 2 Kinetic missile pods - good lord.  They completely outshine every other fighters due to that one aspect.  Sure, the Elite Fockers might have 4 B-37s, but all of the B-37s in the world simply can't stand up to the barrage of 6 Kinetic missiles that comes from the Flores wing.  I'd suggest you change the wing entirely to take on more of a generalist Heavy Fighter role, light anti-ship with decent anti-fighter.  Perhaps strap on a Hailstorm Mark 2 with a single fragmentation missile pod (a nerfed fragmenation missile pod, read on and you'll hear about that one when I talk about the Elite Fokker).

Also, the Evertsen wing could use a buff - it has just a Batavian Needler, B-37, and a kinetic missile pod, and with just 2 per wing, there's no point into getting them over the Flores, as they just have more firepower.  I'd suggest that 2 Kinetic pods per fighter, so they have a purpose over the Flores wing (if the suggestion above is taken) to be better anti-shield fighters, somewhat like the underused Longbow from vanilla.

Finally, the odd mix between the Fokker and the Elite Fokker.  I do understand that the Elite Fokker is supposed to be a straight-up upgrade over the regular Fokker, but it simply doesn't sit well with me.  The regular Fokkers seem fine, like Talons - cheap and disposable.  The Elite Fokkers are a different matter - I think it's because B-37s perform so badly (which is fine, as they're found all over Batavian ships as built-in weapons), and having 2 extra ones isn't going to help very much.  Perhaps instead of 2 additional B-37s, the Elite Fokkers get a fragmentation missile pod added to them (nerfed, if possible, to fire just 2 frag missiles per volley).

The Bombers are pretty ok - the Soemba and the Fokker G1 both have their place in the world, with the Soemba being the better anti-ship bomber and the Fokker G1 being a (surprisingly) good bomber-hunter. :D Those Aukes torpedoes, if you want to prevent that, might want to be classed as Strike weapons and then add a bit more omph to them to bring them more in line with the pair of bomb bays the Soemba has.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: Erick Doe on October 10, 2014, 07:41:49 AM
I will look into the fighter stats and see what needs fixing. It is true that their respective roles got blurred with the introduction of new PB weapons, replacing vanilla weapons. Thanks for the feedback on the fighters.  :)
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible! NEW!
Post by: CrashToDesktop on October 10, 2014, 12:59:23 PM
Also, I think you have to shorten the time after death for those pretty much all the Batavian missiles aside from the Thunderbolt - in the game, it's pretty common to lose half your health due to no seeing tiny, engine-dead missiles slamming into your side that came from a completely different part of the battle.

And I seem to be the only person here commenting on this mod. :-\
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Chronosfear on October 16, 2014, 06:35:25 PM
Nope, you are not .
Sadly i haven´t got the time to play atm  :(
But would love to.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on October 17, 2014, 03:31:15 PM
By the way, Erick, nice new portrait at the bottom of the OP.  I think I know what's coming next. :)
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on October 18, 2014, 04:32:27 AM
Someone noticed.  8)

[edit]
By the way, no one has given me any feedback on the dreadnought yet?
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on October 18, 2014, 09:35:06 AM
I've only gotten to using it recently, and even then, not for very long.  I get the impression, though, that it lacks any real amount of concentrated firepower, as you can only point 1 or 2 of the large turrets at a single target at any given time.  It's still slow and maneuverable as a whale without having Combat Thrusters (a godsend) active.  That's about it for now.

EDIT:
I actually just noticed this, but this faction has a ton of carriers.  Probably has more carriers than most other factions in the game.  Once Batavia gets it's final, Capital-class carrier, that will bring it up to 4.  And I like that. :)
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on October 19, 2014, 05:28:00 AM
If you count all the ships with flightdecks, it is already at 4: Gadila Mk2 (1), Tromp Mk2 (2), Karel Doorman (3) and Seven Provinces (1)

 :D
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on October 19, 2014, 05:44:00 PM
Out of curiosity Erick, do you have any ideas on what the Capital-class carrier is going to look like?

Also, this mod has a ton of capital ships.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on November 02, 2014, 05:23:36 PM
Any ETA on an update for the mod to 0.65a?  Well, including the other mods you've got like TuP and maybe the Zorg.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on November 02, 2014, 07:00:01 PM
I'm fairly busy with life right now, so I haven't gotten the chance to look into updating my mods for 0.6.5a yet. Will get to it eventually.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on December 04, 2014, 08:22:34 AM
Picked up working on PB.

Plans for V11:
-Custom hullmod, similar to vanilla monofilement cable
-Shield hullmod
-Tweaked marines: Tromp Mk2 only gets to deploy 5 (like the Aukes) instead of 10. Aukes total number reduced from 15 to 10. Tromp's total number of marines reduced from 30 to 20.
-Flores fighters get 1 less Vergelder rocket launcher
-Evertsen patrolboats get slightly more hull
-Adding PB flag icon to campaign
-Fleet roles for PB faction
-Unique skins will be added to PB ships, corresponding with the different Houses (1 test skin will be done for V11 - more skins will follow in the future)
-The PB shipyard in the Corvus system will be added in a new way - failing that, PB will get its own system
-Batavian Fire Resistance hullmod made available (messed up and wasn't available in campaign in the previous version)
-Speed of hullmod and shipsystem upped (forgot to update this in V10)
-Spuwer energy consumption reduced from 30 to 25
-Unique PB bomb will be added for the Soemba
-More 0.65 campaign stuff
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on December 04, 2014, 01:07:04 PM
I like this stuff. :) Although I don't think any of the vanilla factions will be using any Batavian ships with skins?  Seems like a lot of work - unless reskinning ships is a lot easier than I think.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: CrashToDesktop on January 11, 2015, 08:40:21 AM
Do you plan on updating this mod?  I still love it very much, and I'd like to help in any way I can.
Title: Re: [0.6.2a] Project Batavia V10 - Part of Exerelin! Uomoz's Sector compatible!
Post by: Erick Doe on January 16, 2015, 06:50:54 AM
Eventually yes. But I don't have the time or energy right now to update the campaign. Instead I'll just make some new sprites for that old Firefly mod I've got hanging around. Possibly get some ships working and add some missions.