What did you do in Empyrion today?

Discussion in 'General Discussion' started by Slam Jones, Oct 17, 2015.

  1. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    I feel like I aced the Game Master Duties half decent for someone newish at it, aside from that time I tried to give ya the Ride in my Taxi to the PvP Sector & then realized I arrived to ya without the damn Taxi... which was a bit embarrassing... Ah who am I kidding? I didn't Ace it at all. :oops:

    On the bright side, I feel like I DID Ace the Ammoing & Resourcing ya up like a bawss. I had ya swimming in the stuff effortlessly & made your Ammoing my stuff up look like a very lazy job! :p Then I embarrassed my stupid ass again when it turned out I had Ammo'd ya to hell & back for your CV Pulse Lasers with the wrong Ammo... :oops:

    My Violent Taxi's no Combat Vessel, that's for sure. She highlights why 'slow' is good enough but 'snail' is not. As a Violent Support, she gets the job done & I feel I can Taxi peeps through a Battlefield pretty ok, but she's definitely no Warrior Ship, that's for sure. Her Job is to safeguard Passengers, not Front Line. I'm proud of how much beating she can take & she can dish it ok vs slow foes, though i'm a bit disappointed at the Plasma Cannons's damage performance vs POI Turrets. On the other hand if a Enemy Ship is dead in the water, Plasma Cannons make for fun Dead Ship Demolitioners, as Slam's dead CV as a Test Subject proved. :p

    Not at this time, but i'm hoping I can rectify that someday if Custom Symbols ever get Implemented. :)

    I'm not satisfied with the Default ones cause it seems like every last one of those Faces are for representing the Alien Factions & i'm not a Representative of those Alien Factions so it'd feel wrong & 'false advertising' to wear their 'Faction' on my stuff. I also hope someday Custom Emblems enable MP peeps like Slam & I to have 'Faction Emblems' for our 3 Main Factions. :)

    2 Closed Passenger Seats... I wish I had managed more, but it ended up short on space & under RCS'd as a result even as is. Maybe in the future I can find a way to build a better Taxi. :)

    It's Armament is 5 Rail Guns & 5 Plasma Cannons, which makes this my first serious Plasma Cannon using SV. (I consider the Flying Fist line of Ships 'Showcase Ships'.) By my standards, I do indeed count it 'lightly armed'. :p

    With that said, this Tactical Experiment with this Gun Mounting Formation, I like, so I may well try to do it more in an improved manner in the future. (Though dunno if i'll do a full 5 Plasma Cannons in the future... for its Dead Ship Demolition, 1 may be enough... or 3 tops.) I'm also surprised at how well Cockpit 9 fared for me in actual use with my FoV at 90... though the Cockpit doesn't cut it for me in View Amount at FoV 60 aka default FoV Setting.

    Now that I think about it I forgot to ask Slam what he thought of the Taxi in terms of its Shape & Aesthetics...
     
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    Last edited: Sep 22, 2016
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  2. Frigidman

    Frigidman Rear Admiral

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    I changed out some of the old decor for some of the new ones in my large CV The Consequence. But I've not got it wrapped up and updated on the workshop yet. Need to also adjust some textures, now that some have become more metallic in nature than others, so I wanna take advantage of the cool looks in engineering.
     
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  3. Slam Jones

    Slam Jones Rear Admiral

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    Heh, it all takes some getting used to :p If ya really wanted to Ace the Ammo portion of it, you coulda loaded it all directly into my ammo boxes. But that's up to you really :p

    I was a little miffed that the first SV you spawned for me was literally the smallest one I've ever made :p But at least I learned it can do a bit of ramming damage at the expense of it's own blocks.

    And idk if I'm the right person to ask about the shape and aesthetics for your ships :p You build to a much different style than I do, so I can't really give too accurate an opinion in that regard :)


    Edit: Also, to stick to the thread topic, I also spent a little time working on my upcoming Ogre-class Cruiser, which will be a very, very heavy Cruiser capable of carrying a fleet or two of SVs, as well as sporting several layers of Combat Armor (or more) around the entirety of the shell. It will be more of a lumbering giant than a spry fighter, but it should serve its purpose well.
     
    #1603
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  4. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    I meant no offense doin that, I was just curious to see it in person & that seemed a good opportunity. :)

    My latest going ons in Empyrion... is sadly Classified RvB stuff. I'm also awaiting my next Inspiration &/or idea for my next Creation. Every time I try to make something without an Idea/Inspiration it comes out crap at worst & flunk at best.
     
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  5. Automated

    Automated Lieutenant

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    I got up 2 hours before I had to be at work to do a little mining. I'm relatively new to playing Empyrion. I'm just starting out building my SP base. I was able to unlock the Tier 2 drill (which is pretty beast mode btw), and unlocked some tech tree weapons and SV components to start building my first SV.
     
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  6. Siege Inc.

    Siege Inc. Rear Admiral

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    I finished laying out the interior of my CV. I tried to stay true to the deckplan for the XS Corellian Freighter as much as possible. I learned a few things while building it and I'm thinking about redoing it.

    Edit: Screw it. Tore out the interior in the main hull area and I'm redoing it.

    Working on the engine room. It's cramped and dirty looking with lots of rough edges and piping.
    [​IMG]

    [​IMG]
     
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  7. SoCalExile

    SoCalExile Captain

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  8. Robot Shark

    Robot Shark Rear Admiral

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    Took out the core in a drone base, and learned the hard way that it still pumps out drones if the central tower is intact.
     
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  9. Siege Inc.

    Siege Inc. Rear Admiral

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    Tore up the engine room again. Patched some vulnerable areas in the armor which necessitated moving some of the thrusters around which meant rejiggering the engine room. "Lost" some space in the rear quarter sections and the side cargo bay but gained a bit in the engine room leaving more room for expansion later if the ship ends up needing more generators so that was nice. I have the back third of the cargo bay stuffed with large thrusters. Got a few more crammed into the back of the ship around the periphery of the engine room plus a couple crammed into the front hull sections on either side of the bridge. It's kind of ridiculous but it means I don't have to find room on the outside of the ship.

    Figured out what I'm going to do with the corridors too.
     
    #1609
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  10. Scoob

    Scoob Rear Admiral

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    Rather a mundane day for me thus far, I took my newly extended CV to Akua's Moon and dismantled a chunk of a certain all Combat Steel wreck that someone carelessly left laying around. I have several thousand Hardened Steel Plates now, nice.

    As this is my first post in this thread, I'll mention what I did the past couple of days too...

    I took a slightly different path this game start. Firstly, I'm on my own LAN server, so I set up a custom, super-hard version of Akua to start on - extra drones at POIs, more patrolling drones, drop ship response enabled for all POI's etc. Was total chaos early-game, with ten or so drones and two drop ships trapping me in the Mid part of the Titan wreck. I'd taken out a couple of drones with the starting pistol, but more had come in and the drop ships had both delivered troops - normal soldiers, those bat things and Overseers! I had little choice but to take cover in the Titan wreck, while I took pot-shots at the numerous foes outside. I actually ran out of ammo, but thanks to my personal Drone, I managed to retrieve some from one the enemy Drones I'd taken down. Phew. It was a long hard fight to repulse the enemy, but hit, run and hide tactics paid off.

    After I'd established a basic base within the mid part of the Titan wreck, excavating it, getting the hidden goodies, expanding, mining, farming - all the usual early-game activities basically - I decided to go straight for a CV build, rather than my more usual SV. Now, thus far I've been one for building huge mobile bases, but this time I was very much building a "lite" CV. So, made out of normal Steel - certainly not a battle ship - fitted with a couple of Large Constructors, storage, fridges for the things grown at my main base, this ships role was going to be to help me secure the resources I needed in the future.

    I fitted a couple of basic Cannon Turrets on my CV, enough to see off the odd inquisitive Drone. I also fitted a couple of Sentry Turrets protecting the ships single entrance - I'd been having a distinct predator problem in this game so far, and the Sentry turrets if not eliminating the threat every time, at least alerted me it it with their firing.

    So, my small and basic CV enabled me to be fairly well protected on my field trips - including those into space and to the moon. Being small and light, I had several dances with Space Drones on my trips and came away the victor, gaining some much needed loot in the process.

    With Sathium mined from the asteroids, Neodymium from the moon and certain high-tech items from Space Drones, I returned to my base on Akua fairly well stocked with resources for this stage in the game.

    As mentioned I'd set up my initial base in the Mid-part of the Titan wreck. I'd secured it, patched up holes and even set up a 27 plot farm there so I was fairly self-sufficient. I'd even build a "balcony" extended out of one side, which is where my little CV was first created. However, this balcony wasn't flat, due to the tilted nature of the Titan wrecks. I needed to build myself a proper, flat landing pad area for my CV expansion plans. So, I set up a small base nearby, just a small fuel tank, and small generator, but with plans for a LOT of flat concrete area.

    Now, I'm not sure if everyone is aware, but setting up your first base in an existing structure by placing a Core means that the games base attacks are NOT triggered. Sure, I still got attacks from the drones arriving to replace those I'd destroyed at this particular POI, but they were a nuisance nothing more - the Bases single Cannon turret took care of them just fine. However, remember I mentioned I'd created a slightly tweaked, harder version of Akua? Well, placing my new base reminded me of that is a rather brutal fashion!

    Moments after placing the new base starter block I got the "Drones are coming to attack your base" message - I'd not even added a fuel tank yet, let alone powered it on! As I had ample resources and had researched the Flak Cannon, I decided to place one on the new base, after I'd built it up a bit. So, I constructed an additional floor over the starting room which housed the Fuel Tank and Generator, I placed a large Ammo Box there. I built up another level and on the roof of that I popped the Flak Cannon. I configured the targeting to only attack "Alien" and popped 150 Flak shells in the ammo box. I then proceeded to start laying down the landing pad area.

    Sooner than I expected - the Drone Base was pretty close by it turns out - I hear my Flak Turret start firing and, moments later the Cannon Turret on my original Titan Wreck base joined in, and then those on my CV, still parked on the balcony! I look around - I'd been very distracted building my landing area - to see no less than FIVE drones coming over the hill towards my base. Now, I'm really glad I built that flak turret. While the hill compromised its maximum range - which is why the Cannons opened up soon after - it did tip the balance I feel and none of the drones even got close. Free loot. Nice. So, there I am, running through a forested area, at night, focused on the loot in those five downed drones. I'll not go into details but, I HATE spiders lol.

    I've had many further attacks since, several each game day, and while I've burnt through a lot of ammo, none of the drones have even gotten close - I did have one mad dash moment where I delivered a fresh load of Flak Shells created at my CV to the Flak Turret just in time for an attack...hearing those "clicks" as it tried to fire while I was still heading towards it was a tense moment lol.

    So, after a few game days the attacks finally died down - I need to double check the setting to prevent that - and I completed my large CV landing area. I moved the CV to it's new location, giving myself plenty of room for my expansion plans. My initial CV was basically just a short cylinder, no more than 20 blocks long and about 7 across - just enough for the basics. The engines were on two little pods, one either side, with little wings behind that holding both an upper and lower Cannon Turret - I'd doubled up from the original two turrets. The rear was just one large window, so I had a view when doing any crafting at the Constructor in the back. It was this area I planned to expand.

    I added a basic framework, just over doubling the length of the CV. I also built out further so this new section was double width too. Height I kept the same for the moment. Other than knocking out the rear window, the rest of the CV remained untouched. In this new section I was adding the Warp Core and the Fuel Container, nicely central. I put it in place, surrounded in in Glass so I could walk around it to the rear of the ship either side. Looked good. In the remaining space I added the Gravity Generator and, next to it, another Constructor - useful for Ore processing later.

    Next, I went up to the roof of this new extension to build further. I was going to add a second story to this rear section to hold my farm. While I could take lots of supplies with me, it'd be easier to grow my own. I basically got a nice 27 plot farm set up, giving me Durians, Tomatoes and Pumpkins - all I needed for tinned veg. Nice.

    Due to the extra weight I'd added, while the extended CV still flew, it was a bit sluggish, so I added two more engine pods on the back section - effectively doubling my thrust capacity - worked well.

    My first major excursion in the newly expanded CV took me to Akua's Moon, and that wreck I mentioned at the start of this post. That's where I left things, and where I will return to later.

    So, there you have it, that's what I've been doing the past couple of play sessions.

    Scoob.
     
    #1610
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  11. H.P. Strangelove

    H.P. Strangelove Captain

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    Quite a few folks on steam requested the BP for the truck in the hanger of my last building. A combination of limited time and my inclination toward procrastinating stopped that from happening - but I gave it some touch-ups and finally published it today.

    Steamlink: http://steamcommunity.com/sharedfiles/filedetails/?id=769917500

    G750-Junktech-Rover.jpg
    1a.png 3.png 4.png 13.jpg 12.jpg
     
    #1611
  12. Fractalite

    Fractalite Rear Admiral

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    I applaud you sir! I love that you increased the difficulty settings. Maybe up them a titch more - 7/8 drones per wave makes things even more interesting? If you start another game, the starter planet Omicron has unlimited drone ways set to "Yay" by default, as long as you choose the hardest difficulty setting. On your server you might be able to tinker with that to make it even fiercer.

    There is such a thing as too much, but I like your efforts.
     
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  13. Fractalite

    Fractalite Rear Admiral

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    You have one of the most interesting ships on the workshop, I really enjoyed my tour of it in creative.
     
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  14. Slam Jones

    Slam Jones Rear Admiral

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    Continued work on the Ogre-Class Cruiser, which is turning out to be quite heavy indeed. So far I've got the hull in place (sans a few spots that may get more armor), minimum 3+ deep in Combat Armor, layered all the decks in (8 total), scattered a lot of T2 RCS throughout the armor layers, put in some basic thrusters (all of which were the current largest thruster), and laid out the hallways. Lastly, I started texturing one of the hallways, this time going for a bit different of an interior than one would see in most of my CVs.

    The Ogre, taking from its name, isn't much of a looker, but once armed, it will be very difficult to kill.
    [​IMG]

    The rear engine bay. Behind the thrusters is a 3+ layer thick blast wall, to keep the two areas separate and keep the inside safe.
    [​IMG]

    The only hallway I've put any detailing into. Not 100% sure about the pattern, but it will be something like this when finished.
    [​IMG]

    Currently weighing in at a healthy 366 ktons (this is likely 50 - 70% of the final weight, depending on changes).
    [​IMG]

    The basic thruster set up won't have it going fast, but it is a basis to build on at the very lesat.
    [​IMG]
     
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  15. Siege Inc.

    Siege Inc. Rear Admiral

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    Still working on the interior of my CV. Panel info says it has 86 thrusters. I can only account for 84. Checked it four times. Heck if I know where they are.

    Edit: Apparently they are two normal size thrusters and they're facing down.....somewhere.
    Edit 2: Found them! They were well hidden.
     
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    Last edited: Sep 26, 2016
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  16. Robot Shark

    Robot Shark Rear Admiral

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    Kinda did a goof-around build today as an experiment.
    Built a board, the build a CV around it and encased it in glass.
    Turned into a size class 3 CV that weighs less than 2 Kt.
    Calling it the Glass Box for now, until I can think of something better.
    ... and think of how to make it look more interesting.
     
    #1616
    Last edited: Sep 30, 2016
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  17. Scoob

    Scoob Rear Admiral

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    Heh, thanks. I've just started tinkering with settings. I'd thought the drone waves would be infinite - as I'd set Akua to difficulty 5 - but they did peter out sadly. There is a "reserve" level of drones that I set to a fairly high number, but I don't think that actually took effect. My understanding is that there are many hard limits to the values, but no one is sure what all of them are. Sadly, setting things too high resets the value to default.

    My plan is to edit Omicron to be harder still and attempt to establish a beach head when I go there.

    The problem is, the game makes it very difficult to just try settings, as either a new start is needed, or you have to go to a previously unvisited playfield - hence I'll be tweaking Omicron later and continuing my game. I'm still trying to understand the effects and limits of certain settings, but I've got a few things working as I wanted:

    - Number of drones protecting a location - POI or Resource Node - is limited to three max, pointless setting it higher.
    - Enabling Drop Ship response to an attack on a POI - works nicely & really adds to difficulty early-game.
    - Making drone attacks harder, I seem to have hit a cap of five drones per attack wave. My ideal scenario would be this increases over time, but that does not appear to be an option.
    - Selecting the potential make up of drone groups, seems to work, but need to refine it.

    Things not quite working as I wanted, nor as the settings imply - likely due to me exceeding some hard-coded limit:

    - More than three drones at a location.
    - Reinforcements "reserves" - I set a value of 300 reserve Minigun drones at a Drone Base, but reinforcements to POI's and resource nodes I'd attacked, clearing out the starting drones, stopped coming far short of that number.
    - Infinite drone waves. Despite modelling the settings for this on Masperon - the only planet where I've ever had infinite waves by default (Hard Difficulty) - attacks have stopped on Akua now. Possibly I have a setting wrong.

    Anyway, to be on-topic, what I'll be doing today is reviewing the various playfield settings once again. I really enjoyed the super-aggressive drones at the start of the game.

    Scoob.
     
    #1617
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  18. Fractalite

    Fractalite Rear Admiral

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    As you progress, be sure to zip and then link the files here or in the general thread for people to use - maybe also something of a detailed explanation with a nice layout. I cannot be the only one interested in increasing the difficulty and I am sure other people could really use the help.
     
    #1618
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  19. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    My Dogfighting CV, Tyrax Dragon Warrior, says "Challenge Accepted!!!" with a great big Dragon Roar! :D (Once your dude is done of course.)

    There's times when I add Devices, then may remove one or two that didn't work out in the Design & it can seem like my Control Panel Info can fail to remove the Removed Devices from the List... can't seem to figure out when or why it happens or how to Reproduce it though... for example, I may add some Cargo Boxes somewhere, then decide to re-position them & take out a couple & put new ones elsewhere, then have a couple Phantom Cargo Boxes in my Control Panel Device Lists that never go away... not even after exiting & re-entering game. :confused:

    Warning: This dude's gonna LAG the ever living hell outta everyone & everything in & around it... :eek:
     
    #1619
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  20. Slam Jones

    Slam Jones Rear Admiral

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    It's not a dogfighting CV, mate xD It's meant to warp in with a few Destroyers or Frigates for support, release a bunch of SVs from the docking bays, and sit more or less still and support the fleet with heavy CV weaponry. To that end, the Generators and Fuel Tanks are spread out across the ship, so no matter how many Engineering rooms you take out, it will keep on fighting.

    That, or just sit in neutral space representing the o̶p̶p̶r̶e̶s̶s̶i̶v̶e̶ ̶r̶e̶g̶i̶m̶e̶ delightful leadership of the RGC. ;)

    Although that does remind me, I've starting modifying my Kappa-class Corvette CV to be a dogfighter (originally built as an anti-BA CV), which may actually function as intended. May have pics soon if I can make it look a bit better than its current state...
     
    #1620
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