Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Erick Doe

Pages: 1 [2] 3 4 5
17
Discussions / Void Expanse
« on: June 29, 2014, 05:29:45 AM »
Has anyone tried this game? If so, what did you think of it?

It is still in alpha, but apparently it is already very playable. It also seems to have multiplayer.



http://voidexpanse.com/

18
Bug Reports & Support / MOVED: Error when streaming
« on: June 20, 2014, 03:11:22 PM »

20
Discussions / Funny Commercial
« on: February 17, 2014, 06:37:28 AM »
Just sharing.  :D


Commercial for an insurance company

21
Modding / Mad Max / Fallout (-ish?)
« on: January 28, 2014, 01:24:19 PM »
Here's some notes from a brainstorm I've been having with myself. Don't get excited yet, but it is something I'd might be willing to explore further

-Bombcrater = sun. Proximity does damage due to radiation
-Water = supplies
-Credits = bottlecaps
-Town locations have town images from Fallout 1?
-Some locations can be *explored* and may have loot. Could be attacked by a nearby spawn that guards it
-Needs many locations to make interesting, station appearances might have to be X on the map? Rings can set theme for X with buildings, rocks, etc. around it.
-Armor = character appearance. Have to buy better ones? Expensive, but better base stats.
-Can recruit help NPCs. Named NPCs.
-Damage FX replaced with gore a la Fantasty Farer mod.
-No boarding = all enemies are *fighters*?
-Fuel = ??? Do we want hyperspace? Everything in one system and slowed down thanks to slow burn speed?
-Cars a la Mad Max?
-Characters are top down. Can buy and use several weapons and *mount* on characters.
-Hullmods are (funny!) traits
-Skills are... skills. Allows to unlock new traits.
-Some traits only available to certain characters - can be done by linking with specific hull ID
-Missions in the campaign? Need help with that!
-Ally with one caravan group makes other hostile
-Many different encounters: trade caravans, mutants, ghouls, animals, raiders.
-Trading? Need help with that!
-Weapons: Ballistic revolvers, rifles etc. Energy = laser and plasma. Missile is grenades and rocketlaunchers. Melee as secondary weapon? Secondary hand = universal slot? Character can wield maximum two weapons at a time?
-Stations are towns and locations of interest. Orbits set to 0. No movement. Same goes for *planet rings* which will be farms, ruins, sandbags, etc.
-Encounter dialog extended? Town options extended?

22
Discussions / If I made... (gauging interest)
« on: January 15, 2014, 05:57:59 AM »
If I made a Starsector related comic series on the forum, would you be interested? The idea is to make it interactive. Meaning that you can vote for one of several actions. For example:

"We have run into an asteroid field. Do we..."

A.) ...order our point-defense gunnery crews to take down incoming asteroids?"

B.) ...order our gun crews to stand down and direct power to our engines so we can get out of the field sooner?"


The story is visually represented in comic-style.

23
Discussions / System Shock 2 Multiplayer Coop
« on: December 31, 2013, 07:46:42 AM »
Is anyone interested in System Shock 2 Coop? It is one of my favourite games and it is 50% off on steam until January 2nd. It is a jewel of a game, one of my personal favourites. It has coop up to 4 players.

I have a TeamSpeak 3 we can use.

24
Modding / Wouldn't it be neat if...
« on: December 10, 2013, 03:09:43 PM »
...there were two seperate types of bounds. One for hull, one for armour.

That way an armour bound can be set around the hull bound, leaving the hull protected until the armour value in a location is completely gone. Why would this be useful? This way we can create weaker and reinforced areas on a ship, instead of having the entire ship be equally protected by a set armour value. See the simple example below:

Grey is the ship.
Green are the hull bounds
Blue are the armour bounds


Armour bounds within hull bounds wouldn't affect anything, since contact damage can't go passed the hull bound.

25

Featuring maritime navy-inspired spaceships



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




-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

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

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


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.


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.


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.


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.


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.


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.


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:
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)


Seven Provinces-class Dreadnought

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

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

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

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

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

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)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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)

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

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

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

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

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

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


Batavian Needler

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

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

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

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

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

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

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

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

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

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

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

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)

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)

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

The D-F90 is a naval launcher calibrated to fire off an impressive number of rockets armed with fragmentation warheads.

D-K90 Vergelder

The D-K90 is a naval launcher calibrated to fire off an impressive number of rockets armed with kinetic warheads.

D-E90 Vergelder

The D-E90 is a naval launcher calibrated to fire off an impressive number of rockets armed with high explosive warheads.


Thunderbolt MRM-series

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]





Fokker aces on patrol

Project Batavia has been created with the help of Trylobot's ship editor.

26
Modding / MOVED: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: October 31, 2013, 02:00:37 PM »
This topic has been moved to [MODS].

http://fractalsoftworks.com/forum/index.php?topic=7329.0

27

Current version: ModdedStarsectorV3
Size: 88.3 MB



This mod compilation features the latest inter-compatible versions of a whole bunch of faction mods

All put together into one easy to download and easy to install package

This will save you the time to check on what mods are compatible with one another

These mods are overall fairly 'vanilla' balanced!

(these are also all Exerelin compatible, just download Exerelin and load up the mods in this pack alongside it)




NOTE TO LINUX USERS: Help me make this Linux compatible! If you get an error because of inconsistantly named files (upper- and lowercase) please post them here so I can address these issues and take it up with the modders.

Instructions:
Spoiler
#1 Download the package here:


#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 mods: (select "Mods..." in the launch window)
-ASP Syndicate 0.36
-Blackrock Driveyards 0.42
-Bushi 1.20
-Hiigaran Descendants 1.0.0
-Junk pirates, Ship and mission mod 1.63
-Kadur Theocracy 1.1.7b
-Lazylib 1.6b
-Neutrino Corporation 1.75
-Shadowyards Heavy Industries Mod v0.4.3
-The Gedune Version 1.3.1
-The Nomads 1.0
-Zorg V17
-Project Valkyrie V1.2B
-Citadel 0.5b

#5 Play the game! Enjoy!

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


List of mods included:
Spoiler
-LazyLib (required for several mods to run)
-Neutrino Corp.
-Zorg
-Kadur Theocracy *Requires LazyLib
-Bushi *Requires LazyLib
-Hiigaran Descendants *Requires LazyLib
-Junk Pirates
-The Gedune *Requires LazyLib
-Shadowyards Heavy Industries *Requires LazyLib
-Blackrock Drive Yards *Requires LazyLib
-The Nomads
-ASP Syndicate
-Project Valkyrie
-Citadel Fleet
[close]


Credits:
Spoiler
Much thanks to the following modders:
FlashFrozen
LazyWizard
Vayra
Gotcha!
mendonca
Hyph_K31
MShadowy
Cycerin
Trylobot
ValkyriaL
Foxer360
[close]


If you have any questions or comments, please post here in this thread or contact me by PM.

28
General Discussion / How I sometimes feel...
« on: October 12, 2013, 08:50:50 PM »
...when modding Starsector.

Cartoon 1: "Java Code"

29
Modding / Vanilla Mod Playlist
« on: October 06, 2013, 05:37:58 AM »
I'm looking to compose a list of mods that work both with vanilla (basic, non-converted) Starsector and other 'faction' mods.

Please post here if you're absolutely sure your mod or the mod you're recommending works nicely alongside the main game and other mods. This should interest those who like playing the base game, but wish to expand upon it with new factions, features and star systems.

Mod List:
-LazyLib (required for several mods to run)
-Neutrino Corp.
-Zorg
-Omnifactory *Requires LazyLib
-Respec Mod
-Kadur Theocracy *Requires LazyLib
-Bushi *Requires LazyLib
-Hiigaran Descendants *Requires LazyLib
-Junk Pirates
-The Gedune *Requires LazyLib
-Shadowyards Heavy Industries *Requires LazyLib
-Blackrock Drive Yards *Requires LazyLib
-The Nomads
-Firestorm Federation

30
Suggestions / Pausing: Freezing Text
« on: October 04, 2013, 04:30:15 AM »
I am a fairly slow reader. Albeit rarely, sometimes there's a lot of text popping up on screen and it vanishes before I am done reading it all. Pausing the game doesn't freeze the text though and it will still vanish.

Is it perhaps a good idea to have text freeze when pausing the game, so one can take their time reading it?

Pages: 1 [2] 3 4 5