Built by: Robot Shark These ships are for a faction that uses a "cookie cutter" design with each ship building on the previous model. From the right to the left the Escort, Shovelhead, & Osanshouo are CPU Tier 1 with the Shovelhead, & Osanshouo able to function as a mobile base. The other 4 are CPU Tier 2. The final 3 in the series feature fly-through hangars. The 7 ships have a V1 and V2 version, the V2's are black with upgraded hull's, CPU, and a shield generator added. The V2's are CPU Tier 1 - 3. Size Class: 1 to 3. Escort Series While the thrusters are visible, I had a nasty habit of putting them behind vents on a lot of these builds. Please let me know if you want me to change this and I will get it done.
I am including a save file with all the ships spawned so you do not have to subscribe to all 14 of them.
If you ever want to bulk share blueprints, an easy way to do it is to just upload the .epb files in a zip file here. I use windows search to search for part of the name, or .epb, to make it easy to pull them all out.
Very nice! But 2 change requests - all vessels need to have the NPC Core (red one) - the vessels should have a few NPCCrew being set (either Alien or Human - does not matter) Quote from info thread: You should use static NPCCrew (Alien or Human) to make ships "lived" You CAN use NPC spawned NPCs . BUT (!!!) the spawn zone MUST be set up to NOT extent beyond the ships hull at any place (eg. you cannot have NPC spawn on the hull or where the player could "bump" into with his ship
Thank you for responding. Replacing the cores is easy enough, but I have never played with the NPC blocks before. No time like the present to learn, I will roll my game back to the release version and get working on it.
Take 2. All cores have been replaced with NPC cores. NPCCrew has been added, to fit my sensibilities I only added as many as I could add beds for (they have to sleep somewhere). All roof landing pads have been removed and deco items added. All elevators to the roof landing pads have been removed A faux HV/SV has been added to the ships with a hangar large enough to handle them. Crops have been added to the ships that have grow pots (Crow T2) The cores in the two small escorts are now visible to the player. All T1 ships that have a space to mount a shield generator now have one. CPU Tier's were adjusted on the ships that had a shield added to them to make them CPU compliant. Upgrade information LCD panels have been removed from the T1 ships that had them. Please review and let me know if other changes need to be made.
Take 3. I never realized before how much it bugged me that the front of the Escorts and Shovelheads did not match the rest of the series. My apologies for the repeat submission, but the front of those vessels matches the others now. Please choose which version you prefer and let me know if there are any other changes you want made. The old front is on the left, the new on the right. This only effects the Shovelhead and the Escort builds.
<sigh> Now with empty pentaxid tanks. Word of warning folks, the NPC core causes the game to leave anything in the pentaxid tank intact when the ship spawns.