Today I finished up the update for my scenario for phase 5 of experimental! That was a lot of work and hopefully nothing is too broken. Now I will spend the rest of the experimental phase just making sure it's completely ready for A12's launch.
Got a flash of inspiration about a new ship design, so I jumped in the creative and instead of texturing the landing POD for the finished CV (a T2 flea of a CV, with T2 shiled, decent cargo and surface made out of turrets), I started a new build trying to create a ship that would feel like it belongs to the same family as Vídarr. Managed to come up with an intresting design for the front, using a similar shape the Vídarr has, so I'll see how the rest will come together. Still not decided if it would be a ship for my personal use, or if I try to make it into a patrol vessel for a faction I consider making and offering to @ravien_ff for his scenario...
Because depending on the purpose, I will have a completely different approach to it's internal structure and the external one too tbh. I really don't want to make two versions of it, I will probably sink a lot of time into it anyway. But given the fact I already have my end game designs ready for the next playthrough and the CV will most likely be too big for a starter one, I will probably try to make ot into the patrol vessel.
Today I fired up creative mode to build a "cool" idea I had for a CV. After about 8 hours and 15 redesigns I realized I really hated it, and used the "destroy" command to clean up my mess. So it was pretty standard day for me in Creative Empyrion
Today was very busy with business in real life. That evening I took a beer and returned to the game that captured my imagination and suddenly I realized what the new ship should be like. On the screen, as always, my creative mode is in orbit of the planet’s temperate ... just to maintain the creative mode, I always set myself several other ships, the spirit, the idea of other ships feed the imagination. The best creation of Vermillion is MS Titan, by the way it was the first large ship that we built with friends when we started playing in the EGS. And my humble creation in the form of the USS Abaddon. Having looked, adding them to the location next to the existing base, I immediately realized that it would be next, something like this works for me. And now I am writing, as always, a daily report, in order to spoil you a little future ship =)
Leveled my character to 20 by running through the story line. Currently on the moon giving the Zirax a bloody nose and learning that my little Intrepid III fighter has flaws ... deadly flaws ... LOL. Time for a re-desgin ... So I took a break and decided to try my hand at building a POI ... Does anyone remember the Whale Probe from Star Trek IV?? Several levels bottom to top with increasing difficulty on each. Not sure if it will ever get used, but will be fun to design
Released Reforged Galaxy A12 Experimental test version yesterday and have been making changes since then. In the process I found something that should damn well be in use in the game as ground-based drones. On the other hand... I might be able to turn this into a power armor suit for the player. If only the player and armor model wasn't hardcoded. Either way, these guys will be in the next version as the leader of the mechanoid patrols instead of a laser zirax. If the base attacks ever end up not broken, i'll be including these guys as a ground force that runs to the base on foot instead of being dropped off by troop transports. The devs need to replace those completely out-of-place armored golems in zirax POIs with these Assault Mechs.
Meсh, vaguely like Bushwaker =) Or the compound of Raven and Bushwaker. As power armor it will probably be generally good.
Here's a slightly better view. They're a considerably larger and cooler-looking version of the combat mechanoid. I wonder if I can configure them to fire rockets and gatlings together? Probably not. There's nothing that can use two different weapons at once to use as a template. Not even a melee + ranged creature. Also, since the player model can't be changed by a device (e.g. armor locker) and armor models are hardcoded it won't work as an equippable power armor for players. Though for a standalone scenario only piloting a mechsuit... that is possible, at least in theory.
Yeah, I always thought it was odd that I can fly a ship in space and jump from system to system but my computer couldn't handle firing more than one type of weapon at a time. And yeah, I know the answer is that SVs and CVs manually aimed weapons would then become obscenely over powered, or they'd have to nerf them all to the ground to make sure you couldn't one shot everything. Just thought it was amusing
Started in a new progression CV (mid game). Will probably aim for T10-12 or so. I wanted something a little less boxy, but still practical and functional. Not started any texturing or detail (just a few testers here and there). Hull not even final either as there are a few bits in the shape that aint there yet and I want to shape the roof into a landing area, but it flies well and everything I wanted in it is in. Still need to find a home for the cargo controllers (up to 2x 240k + 40k ammo) Inside (hangar through to bridge): View attachment 76291 8 vessels crammed in split level hangar: 1 small fighters, 1 medium fighter, 1 medium tank, 3 miners, 2 salvager and 1 cargo transport. I really wish we had a full set of 1:4 slopes rather then just 1:1 and 1:2.
Working through the storyline today. Also, as a challenge to myself I made all of the turrets on one of my small CV's retractable. Sadly, unless the hitboxes on retractable turrets has changed, it no longer fits the challenge I built it for.