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Well, there's space combat in this game, so I assume we can get attacked by super badass pirate ships or something, so that's what a super badass flyer is for. In any case, I just wanted you to participate and tell me what kind of flyer I should build.
And no cheating!! :godimsomadtheyremovedthissmiley:
Seldon? More like the Void Dragon, you mean Also, the monk's portrait is cool.
I would like to post a suggestion for a ship but I'm lazy terrible with maths, so I'll leave it to someone else.
Bee has > £24000, and our party account has another £20000. The other party members have some negligible sums. Meaning we can blithely spend up to £30000-35000 on a flyer, I believe, and still have lots of moneys to later spend on other thingies and stuffies.
Been poring over the options and numbers. The weight in particular bothers me.
The different hull sizes have their own weight category, but one would assume the lift would negate said weight when calculating speed, and as such, I guess the hull size tells us what the maximum weight allowance is in the two categories?
If yes, then Hull size I lets us add up to 100 tons of equipment and armor, whereas Hull size II doubles this amount.
Similarly, in your quotes, armor weighs 10 times the hull size in tons. Hull size 1 means 10 tons per level, hull size 2 equals 20 tons per level. Then again, looking at your sample ship, you pay £1000 for level 1 armor on a size I hull, suggesting that either armor is 10 times heavier than first postulated, or 10 times more expensive.
I choose to believe the latter.
Working on these assumption, here is my proposed design:
Code:
Hull size: 2
Lift: hydrogen
cost £10000
weight limit 200 ton
Propeller type: Edison
power level 5
speed 3,9
cost £5000
weight 0?
Boiler power level 5
cost £2500
weight 10 ton
Engine size 5
cost £10000
weight 0?
Armor value1
cost £2000
weight 20 ton
Armament
Top gun: 3-P Hotchkiss rotating cannon
Bottom gun: 40-P rifled breech loader
cost £1180
weight approximately 1.8 ton
Total cost: £30680
Total weight 31,8 ton
Note that this operates on assumptions as I don't have the game myself, but I'd get the largest hull and make it a maneouverable craft, trying to get on top of the enemy and pepper them with 40 pound cannon-balls.
I could be wrong in my assumptions as for weight, but in the example you provide about speed, it talks about a 14 ton craft, which is impossible if the hull's weight is also to be considered. And if 1 level of armour should weigh the same as the hull itself, that would also be ridiculous. Unless you can purchase excess lift to counter that weight?
Anyways, hope we'll soon get to see some ether-flyer combat!
joined this forum just becaus of finding this, been playing Space 1889 all day whilst off sick, just got off earth and loving it! even got used to the interface!!
In which we fly, fly, fly, fuckin' fly (argh when will this end?), pew pew, and learn of crooked German plans!
First we must visit a bank to transfer some funds from the party pool to Miss Bee so that she could afford the flyer Azira designed.
Luckily for us there's a bank not far from Angkor and the ether port.
We pick Withdraw, 'cause that's the option to access our party account, and then choose Miss Bee as recipient.
In pennies!? You've gotta be kiddin' me. Ah well, whatever.
Bee now has > £43000. Should suffice for the flyer.
Dat flyer!
We save the game, just in case, and choose the Use flyer option from the ether port menu.
Fancy loading screen!
And this is the planet take-off/landing screen. The port is below, another ether flyer is here too. We could attack it, theoretically, but it's too fast and huge for us, so I'd rather not.
Reaching the top of the screen = leave the planet's orbit.
Reaching the left/right edge of the screen = nothing; we can side-scroll our way around the planet, theoretically.
And off into the space we go.
Oooh, shiny.
Course lets us plot our course. But first we should select Pariah Zeal as party leader, 'cause he's the one who can pilot and has the space atlas and navigation instruments in his inventory.
COURSE. When this icon is selected, your current party leader will attempt to plot a course horn your position in space to the planet you specify. The party leader will give a list of the constellations that should be followed to get the planet in the quickest way possible. Navigation instruments, Conklin's Atlas and a fairly strong grasp of Science will make the course more accurate. Remember: If your party leader has none of the above skills and or items, you’re more than likely going on a wild goose chase through the ether. Note: see the pictures of the constellations in the Appendix to help you navigate between worlds.
And here's the list of constellations we should follow, just as promised in the manual.
Following constellations is a pain in the butt. The pictures of the constellations are given in the appendix, true...
...but good luck discerning those among those god-damned samey-looking stars.
Good gosh this game is a mess. I've no idea just where I'm heading. Not at all.
Oooh swell I've reached the end of the Inner Solar System (= the space we can explore).
This doesn't look like Mars...
...but we land just in case.
Venus.
Back into space.
Fuck this shit.
Whoa, the lucky ol' Sun. No landing there.
Hmm...
Yeah yeah I know, Mercury.
Oh wow just one constellation left till we reach Mars; splendid.
I can't fucking believe this.
Going down down draggin' me down
Time to read the f-ing Space 1889 manual.
Mars
The planet next outward from the Earth is Mars. For centuries the dark red mystery of Mars has excited the imagination of humanity; so it was little wonder Edison chose the red planet as the destination of the first interplanetary ether flyer expedition. Accompanied by Jack Armstrong, an intrepid Scottish explorer and soldier-of-fortune, Edison set out on January 6, 1870 and arrived on Mars on March 9. The landing was rough and tore open the hydrogen balloon used to lift the ether flyer into the atmosphere. The two explorers would have been stranded on Mars forever were it not for the fact that the planet was inhabited.
Edison and Armstrong landed just outside the city now known as Syrtis Major, and were taken prisoner by the local Martian ruler. Armstrong quickly learned the Syrtan language, however, and Edison impressed the Martian ruler with his tremendous technical knowledge. The pair were soon released, and Edison was provided with the materials necessary to repair his balloon and generate the hydrogen needed to fill it. Within months, the repaired ether flyer was ready to carry Edison, Armstrong and a curious Martian back to Earth. The triumphant trio landed outside of Cincinnati, Ohio, on August 7,1870.
The Earth was electrified. Edison and Armstrong received fame and fortune. Within a year, dozens of companies were manufacturing Edison Flyers, and vessels of several nationalities were soon making regular voyages to Mars, with rapid and dramatic changes for both worlds. Martian liftwood met the Industrial Revolution, and neither planet would ever be the same again.
The terrain of Mars is as diverse as that of Earth. In broad terms, the world is divided into the ancient seabeds, the vast deserts, the craggy mountain ranges and the polar icecaps. The most salient feature of the red planet, however, is the fact that it never rains. The free water of its ancient seas vanished long ago and is now frozen in the glacial wastes of the polar icecaps or chemically locked into the rust-red deserts. Without free water, there is no evaporation cycle to feed clouds, and therefore no rain. Mars has a diameter of 4200 miles and a surface area of 55.4 million square miles. It has only 25 percent of the surface area of Earth, but its dry land area is roughly equivalent Earth’s. The Martian atmosphere is breathable and very similar to Earth’s. Its most distinguishing feature is its lack of humidity, which reflects the overall dryness of the entire planet. Ancient civilizations dug vast networks of canals to carry the little water that could be found to drying, dying fields and cities. But today, even after Herculean efforts, Mars is a dying planet. When Martian civilization arose some 35,000 years ago, a temporary climatic spasm had melted large parts of the icecaps and flooded ancient, long-dry seabeds. On the shores of those newly-refilled seas the great civilizations rose and flourished. Ten thousand years later, as the climate again shifted and the seas started to recede, the Martian civilizations struggled to reverse the flow of water. When that failed, they dedicated their energies to building the canals that would carry the melted icecap waters to all parts of their world. Those canals today mark the surface of Mars.
The Canal Martians are the most civilized and most highly advanced technologically. It is they who manufacture gunpowder, cast guns (when they can get the metal), and build the largest and most advanced cloudships. Despite this, however, the Canal Martians possess a stagnant culture and have not made a single major scientific discovery in centuries.
Hill Martians are more primitive than Canal Martians, both in appearance and in technological advancement. They are still capable of relatively sophisticated creations in many different kinds of wood, though they lack the practical and artistic metal-working skills of the Canal Martians.
High Martians are a brutish lot, both physically and technologically. Although they can work metal, they prefer to obtain manufactured goods by trade or brigandage, or as tribute. As masters of the high places where liftwood grows, they have a monopoly on the most important item of trade on the planet.
Since Edison and Armstrong’s historic landing in 1870, the British have established settlements on Mars and exploited many of the natural riches of the planet including liftwood, minerals and metals, and Bhutan spice, a flavorful and mildly narcotic product. Likewise, the Belgians, Germans, French and Japanese all have colonies on the red planet.
The animal life of Mars is diverse as well. Some of the more famous animals include the cunning and fierce Steppe Tiger, Flying Skrill, and the Legendary Fauna, an incredible large, flying dragon.
On Mars, we rescued a prisoner called Zoho, and he told us the only way to gain entrance to the German HQ is by playing dress-up, i.e., the traditional German way. But first we must find a few German uniforms. Those can only be found in Venusstadt, which is, surprisingly enough, the capital of Venus.
Which means, to Venus we must fly! (I hate interplanetary fetch quests...)
So we go back to the Mars ether port and board our trusty ether flyer.
And then we plot a course to Venus.
I still haven't really learned to navigate those god-damned constellations, so I just wander aimlessly until...
Hell yeah, we've arrived.
Time to shoot some Germans!
Oh... what the fuck.
Our weapons have corroded. Turns out we can't rely on fire arms on Venus since they corrode almost momentarily. doesn't even begin to describe it... Anyway, our first objective: get some weapons we can use here.
Oh how disappointed we're soon going to be.
Along the way, we get acquainted with the local fauna. Sup, Rexxie.
"All I can see is a dead body." Pariah sure isn't easily impressed.
Skulls all around. Those Lizardmen must be a rough bunch.
What, I didn't tell you anything about Lizardmen? Or about Venus for that matter? My bad. Here we go.
VENUS
The second planet horn the sun in our solar system is Venus. Beneath its constant shroud of clouds, Venus is a swamp world drenched with nearly continuous rainfall and withering heat. Venus is almost completely covered with water, but the average depth is less than ten feet. The swamp planet is now in the Mesozoic Age of dinosaurs, and the vast areas are the domain of lumbering reptiles including Tyrannosaurus Rex, and the flying pterodactyls.
The Lizard-Men of Venus are upright bipeds, although when speed is desired, they will often slither on their bellies. Most Lizard-Men live in an appallingly primitive state, wandering the lowlands in nomadic, small family and clan groups. Some Lizard-Men, however, have begun to ascend the path to civilization, though they are still savage primitives in most respects.
During the initial journeys to Venus, it was discovered that the peculiar nature of the Venusian magnetic field interacts with the ether in an unknown fashion, causing radically accelerated liftwood decay, a fact which stranded the first three expeditions to the planet.
Germany has dominated the exploration and exploitation of Venus, although Russian, Italian, British and American settlements are also present. Although not as heavily colonized as Mars, Venus presents almost equal economic potential with an abundance of raw materials needed to produce drugs, dyes, and other chemical products. Visitors to Venus will find a number of interesting and amusing aspects to the world. Clothing (leather goods in particular) will grow a thin coating of green slime unless sprayed with carbolic acid every day or so. Though rubberized clothing is resistant to the climate, it is also quite heavy and hot, while most conventional clothing soon becomes rotten and reduced to rags. Iron and steel which are not properly cared for will soon turn to useless lumps of rust. Wood must be treated with creosote, carbolic acid, or some other chemical preservative or it will rot within weeks.
Weapons are essential. Travelers in the lowlands must be prepared to defend themselves from the attacks of giant dinosaurs and hostile Lizard-Men.
So yeah, those skulls are probably supposed to indicate just that: not all Lizard-Men are friendly.
Piles of steaming poo? Nope, campfires.
Scary thing(ie)s abound on Venus.
But where's a damn town? Any town?
Finally.
Ganis Mountains? Okay, whatever, why not.
Sup, lizard-man.
Nice weather we're heaving, aren't we?
(We aren't. All my best weapons are gone. )
Random lizard-men dwelling places.
There seem to be two lizard clans around here: Aphrodite...
...and Ishtar. I knew Greeks and Egyptians got all their knowledge from lizard-men!
Hello there, bartender.
Russians and Italians, eh?
The constable tells us the same thing, basically.
I haven't been able to discover any Russians here, though, and only one Italian:
"If yousu can g'entet m'ente a min'enteral d'entet'entectousr, I will shar'ente my 'entengin'ente'entering 'entexp'entertis'ente with yousu."
Guglielmo Marconi. Annoying "accent"-shtick aside, he wants us to fetch a mineral detector for him in exchange for a boost in our Engineering skill. Well, maybe... someday. Travelling around is a pain in the ass in this game, so I sure as hell won't be going out of my way to do all these stupid side quests.
Ah, a weapon shop!
Now that's a miserable supply of weapons... Okay, we buy some bows, knives, and swords. (Why don't knives and sword corrode, though? Ah, whatever.)
A German we meet inside one of the local buildings, Herr Carl Hoffman, wants us to acquire some amulet for him. The pay is good, so duly noted.
Alright, it looks like we're done here. As you remember, our goal is to find Venusstadt.
We discover a harbour to the west of Ganis Mountains, and buy a zeppelin there. Hopefully it will help us get to the capital of Venus.
Is this it? We return the flying transport to the nearby port and enter the town.
Venusstadt.
Inside one the buildings, we stumble on Phineas T. Barnum.
He offers to teach us Theatrics in exchange for a set of lockpicks. Miss Bee obliges.
Phineas T Barnum gives you enough knowledge to increase your theatrics.
I'm pretty sure Theatrics is a totally worthless skill, but whatever.
Miss Bee's Theatrics skill equals 3 now. Enough to fool any German that comes our way.
A nasty surprise awaits us inside the Governor's Mansion.
We aren't welcome here. But that isn't the surprise I meant. After all, who cares if we're welcome or not? True adventurers just go anywhere they want and take what they please.
The governor not being friendly isn't a big surprise either.
After all, who would willingly part with Shakespeare?
No, the problem can't be pictured on any screenshot. And that problem is: I just can't get neither melee weapons nor bows to work. They just don't work, dammit. Stripped of their fire arms, our characters just stand there motionless, not being able to attack the foe, whereas the foe, of course, attacks us no probs. Why? I cannot say. It's just the way it is.
It looks like we won't be able to defeat the governor and steal his Works of Shakespeare. And more importantly, we're going to be defenseless against the German forces. This is going to be problematic...
But anyway, back on track.
[
The local bartender can't stand the governor, too, but we can't do anything about it.
In a cave to the west, we grab some Bogweed. If memory serves me right, someone back on Earth wanted us to fetch some for him.
The description doesn't sound too appealing, but apparently the weed must have its uses.
And here we are: the German quarters in Venusstadt.
The guards aren't exactly friendly, and they keep shooting at us, but... we can't fight back. The only way for us to succeed here, is rely on Pariah's healing skills and just run through all the rooms as quickly and possible, away from the German guards.
Away!
In one of the rooms, we encounter a friendly Lizard-Man.
Damn sleazy lizard. We have to bribe him, and he won't accept less than £50.
He tells us to find Simon O'Rourke. We do indeed find him in another room.
Everyone seems to be equally corrupt around here. Simon too wants a bribe, and we part with another £50.
Well, at least the information is good. New goal: speak or deal with Colonel Oberst Hans Kurt in Thetis Mountains. Or both.
But first we've gotta find what we've come here for: the uniforms.
And here it is, a whole roomful of them.
Everyone takes two. Because why not?
Just splendid.
We run out of the building as fast as we can, then out of Venusstadt, and begin searching for Thetis Mountains.
Terrific.
Fort Bismarck you say? Just what we're looking for.
One scary space Nazi.
Oh my, he won't just let us in. This is an outrage!
And the door is locked. Good thing we've got those German uniforms, eh?
Now here's another trick that makes no sense and is annoying as hell. In order to fool the guard, you must equip each and every German uniform you're carrying. In our case, every party members equips two. Just imagine that.
(Wasn't funny for me, 'cause I almost rage-quit when equipping a uniform didn't work. This game is doin' nothin' but tryin' my patience, grr.)
Deep inside the fort, we discover Hans Kurt.
And a battle kicks in.
This isn't funny. I thought this would be the point I'd abandon the game and the LP. Not one of the characters could hit Kurt, at all.
...
And then it hit me. The fire arms only corrode after being used for some time -- a couple of turns, or something like that, since time is kind of slowed down when in combat. And we're thankfully still carrying a few non-corroded ones (thank God we took several spare ones with us). So what if we equip them mid-combat, perhaps we would have enough time to use them to kill Kurt then -- before they corrode?
Yeah, I'm an inventive bee.
Mission accomplished! I even had the time to disequip the fire arms and save them for teh future.
Which means I can go on with the LP. (For better or for worse...)
Off Hans Kurt's body, we grab a multi barrel pistol...
(why didn't it corrode for Kurt!? )
...as well as the German HQ pass we've been seeking.
Time to leave for the ether port and fly back to Mars!
Gosh this game is tiresome to be struggling with. Should've called this update "blood, sweat & tears". Stay tuned, I guess.
All right, so we have a German Headquarters pass now. However, before heading to Mars in order to get down to the infiltration business, let us return to the governor's mansion in Venusstadt and, now that we know the awful way fights on Venus work (note: see previous update), try getting our greedy hands on those Works of Shakespeare. Over the governor's dead body, of course. After all, it's Shakespeare we're talking about.
And here we are. Gosh, all buildings look the same in this game.
Surprise butt-shot! Bet you didn't see that coming, gov'nor.
(Naturally, just like in the last battle we fought on Venus, we only equip the fire arms for the duration of the battle lest they get corroded. The most bullshit mechanic ever? You decide.)
Bam bam pew pew nothing but a heap of entrails left. Well, almost nothing: there's also some loot. Hopefully the Shakespeare is intact.
Bah, no wonder the governor could barely scratch us, what with a weapon like that.
And there they are, the precious darlings.
Totally worth a corpse or two.
We exit Venusstadt, rent a zeppelin, and fly for the ether port.
You can probably imagine how glad I am to leave all that corrosion bullshit behind. I just hope we won't have to set our feet on Venus ever again!
Next destination: Mars. The planet that the Germans claim their own. Bah.
:headdesk:
I'll spare you another account of the frustrations of space navigation in Space 1889. You probably already know they're huge, and I'm feeling merciful today. Suffice it to say, the moment I find out the name and address of the person responsible for the follow-the-constellations gimmick, I'm calling Vilnius.
First let's buy new, real weapons in the city of Ausonia as well as sell the useless ones we were forced to buy on Venus.
There you are, my sweet sweet weapon shop!
WARNING! STUPID GLITCH AHEAD!
I ain't fooling you: this is arguably the most stupid glitch I've ever seen. Selling a Venusian dagger brings Miss Bee... hold you breath... more than £1,100,000! No, I'm not making that up. And that's not all of it.
Selling the Bow and Arrow brings her ~£1,100,000 more! Venusian makeshift weapons sure are in great demand on Mars.
We sell the Single Barrel next, and it only lands us the normal amount of money. So you can probably consider that glitch the game's interplanetary trade feature.
Naturally, that doesn't only happen to Bee. Whoever of our party members has a primitive Venusian weapon, makes an ungodly profit. Well, I can live with that, I guess.
Next we buy everyone (except Bee, who already has a 12-gauge Lever Action Shotgun) proper weapons: a Maxim for Miss Faith, a 12-gauge Scattergun for Pariah Zeal, and a 12-gauge Lever Action Shotgun for Earl Kazgar. We buy the ammo too, naturally.
Earl Kazgar has only 3 packs of dynamite left, so we buy three more for him, just in case we'd need to tear down some German walls later, haha.
Now that we're well-equipped, let's leave Ausonia and wander about the Martian landscape in search of Syrtus Major, the town where the German HQ is located. You haven't forgot we must infiltrate that, have you?
Doesn't take us long to find it, thankfully.
Now let's see what this shithole has in store for us.
Syrtus Major is stock full of Hill Martians.
These guys are... taciturn, to say the least.
Turns our there's an establishment in Syrtus Major called Skrill Arena.
At least that's what the Hill Martian above tells us.
He also tells us we can't enter it without a special kind of pass, so screw this. I never liked the arena feature in any other RPG I've played, and I very much doubt I'm going to like it in this, let's face it, half-assed product.
If there's a bar, there's a bartender.
And if there's a bartender, there are rumours. Unfortunately, the bartender only echoes my own suspicions about the Skrill Arena. And here I hoped he'd let us in on some dirty German laundry or something.
We also encounter a merchant, who has another generic fetch quest for us.
Bethesda's Radiant Story (tm) must have been copied from Space 1889.
To reach the German HQ, we must cross the huge yellow sand sea to the west. And that's what the sand port is for.
So we rent a sand boat.
Some fancy boat design there.
Hey ho, we've arrived.
Let's brave the German depths, then!
Two guards meet us in here.
They say we can only enter if we're German guards. Well, that's what those uniforms we have equipped are for.
The uniforms let us infiltrate the HQ easily. Baron von Gruber is on the third floor, however, so we must find the stairs first.
We meet some relatively talkative guards on our way.
They're all so friendly.
Suspiciously friendly. I mean, how do those bastards know we're explorers and not German guards? Aren't we supposed to be, like, disguised as those!?
I'm... not sure I like where this is heading. Or maybe the Germans are just a friendly bunch at heart? Maybe the rumours are false!???
Finally, we make it to level three. The door is locked, but we have the pass!
We use it, and voila, we are inside Baron von Gruber's private chambers.
The pleasantries continue here as well. Hmm.
Ooh yeah, judging by his looks, this must be the man.
tl;dr It's a trap. The baron and his men saw through our disguise right away. However, in the manner of all true villains, he gives a villainous speech that provides a clue regarding what we must do next. Namely, we must find that King Hattabranx fellow to learn the location of the Martian ship where Thomas Edison is being held hostage.
Easy peasy, of course, but first we have a minor nuisance to deal with.
The fight is complicated by the fact Baron von Gruber has a bodyguard as well as some heavy firepower.
Takes me two reloads, but eventually we emerge victorious. Let's now see what we can grab off the Germans' bodies.
A heavy revolver and a Gatling gun. No wonder the fight wasn't exactly a cakewalk.
And this looks like something plot-relevant. We better hold on to it.
Naturally, as befits a trap, all the German guards that were so nice to us on our way here are now hostile and trying to blow our brains out.
Damn backstabbers.
Anyway, let's go get those Martians. Foolish enough to ally with the Germans, they shouldn't be much of a problem. Right?
Lol with that insane glitch. You could exploit that to buy a ridiculously powerful ship, but why bother?? Anyways, continue with your hard work, miss Bee!!