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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a][WIP] San Batavia Republic 0.3  (Read 48851 times)

Killer of Fate

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Re: [0.97a][WIP] San Batavia Republic 0.3
« Reply #75 on: January 03, 2025, 09:37:04 AM »

the design of ships and fighters invokes a feeling like their technology was developed for fighting inside thick atmosphere and strong gravitational pull due to the fact that it utilises upwards logic. For example if it comes to carriers, their parked planes could just... Fly away... Like if a ship was hit by a missile then all the objects on the landing panel would be thrown upwards and float away... So I guess they have to use something like magnetism or cables to keep crap from being lost. And if it comes to planes having wings. This is something generally none of the spaceships in Starsector have...

This is somewhat interesting. I suppose you could write that into the lore if you feel like it. Them having some sort of a massive conflict with a faction or themselves that occurred mostly on a temperate gas giant or a water giant. Thus causing them to develop this way.


edit: mb. I didn't see this was a 2 year old mod. I assume its development has been finalised
« Last Edit: January 03, 2025, 09:53:34 AM by Killer of Fate »
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Demulidor12

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Re: [0.97a][WIP] San Batavia Republic 0.3
« Reply #76 on: January 04, 2025, 06:06:16 AM »

the "Kinetic" folder in "San Batavia Republic/graphics/weapons/sbr_deshelde" must be renamed to kinetic to avoid crash on linux
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TheShear

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Re: [0.97a][WIP] San Batavia Republic 0.3
« Reply #77 on: January 04, 2025, 03:44:36 PM »

the design of ships and fighters invokes a feeling like their technology was developed for fighting inside thick atmosphere and strong gravitational pull due to the fact that it utilises upwards logic. For example if it comes to carriers, their parked planes could just... Fly away... Like if a ship was hit by a missile then all the objects on the landing panel would be thrown upwards and float away... So I guess they have to use something like magnetism or cables to keep crap from being lost. And if it comes to planes having wings. This is something generally none of the spaceships in Starsector have...

This is somewhat interesting. I suppose you could write that into the lore if you feel like it. Them having some sort of a massive conflict with a faction or themselves that occurred mostly on a temperate gas giant or a water giant. Thus causing them to develop this way.


edit: mb. I didn't see this was a 2 year old mod. I assume its development has been finalised
Doesn't look like it. It just got an update a few days ago. Also the lack of Version Checker made me overlook updating this mod for ages ... I am still on 0.1.2 and now we have 0.3. The curse of using 175 Mods.
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PuddingDeity

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Re: [0.97a][WIP] San Batavia Republic 0.3
« Reply #78 on: January 12, 2025, 07:41:17 AM »

The Vrijheid (Late) currently costs less than half what the Vrijheid (Early) does to purchase one without D-mods. I don't really have any experience with what the values in the ship data file mean, but I'd assume a ship's purchase price is determined by the "base value" stat, with the late variant of the Vrijheid only having a base value of 1,175 to the early variant's 9,000. Probably a typo and it was meant to be 11,750 I'd guess?

Loving the mod, though, its been one of my favorites to use lately.
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