Nah, not all ships are phallic... mainly just Juggernaut, the original C**k Ship always flying around overcompensating, and getting ... excited about combat... I am still a little traumatized by Juggernaut, and dread seeing it again--not because it's good in battle. ... I was never going to show what happened to us... It was so disturbing... The following images are deemed inappropriate for Empyrion gameplay and may offend some viewers. I know you see it, everyone can see that, and I haven't been able to unsee it.
Is this intentional, that in SP you get Silicon, Copper, Cobalt, Promethium, Iron from Orbit, while in MP (and old 6.x file from 06.06.2017(!)) you get the old distribution of Sathium, Neodymium, Promethium? Or is this a Bug?
Today I started putting together a new, lower-cost CV for my Alpha 7 mid-game. I started with an idea of what I wanted and ended up with something completely different, but the concept is growing on me. It's basically a cross between a landing craft and a channel ferry, with a decent size 'open' hangar in front. I was inspired by Kieve's excellent Aetheria to try doing a ship with a bit of a nautical approach, something I've never tried before. My skills are pretty primitive in comparison with others here, but I consciously tried not to crib too much from anyone's existing work.
I like it. My first look went to the picture and later reading your description. So by looking i thought it looks kind of like one of those oceanic science/exploration vessels they use in todays time to explore the deep seas and the oceanic wildlife. So i guess you nailed the look pretty good. Great work. Would you mind to add its stats too?
Although I know there are already other models out there, I've been researching/building my own Galactica from the original series from the ground up for a couple months now (I started playing in early July). Today, like others on here, I spent time retexturing huge swaths of it due to either better tiles being now available or old tiles just looking out of place. I also spent a chunk of time trying to get the main engine glow as close as possible. That show is a part of my childhood so it seems necessary to get it right, but over the last couple days I think I'm getting closer.
I read through the latest SP playfield for Akua's orbit--because I hadn't checked SP at all earlier--and it's actually intentional that SP only has basic ores in the ring! I wouldn't like to play it that way, I don't think. We haven't found any neodynium yet, but when we salvage the crashed ship on the moon, we'll have the resources to construct our short distance warping SV dropship. Then we can make it to neighboring planets--in MP they are Skillon and Ningues.
@Arrclyde Thanks! I put a thumbnail of the stats page into the post. The ship is very much a work in progress, so those stats will probably change a bit. I think I will remove the laser cannons from the ship because they raised the ship level to more than I expected for a midgame ship (lvl 25, where it should be ~lvl 15 without them). I only used T1 parts for fuel tanks, RCS, and most equipment to try to keep the costs reined in. I think I'll probably add a few more RCS units and call the drive section good though.
I've got it the other way around, as I provided a small Ressource guide with my latest CV update on the Steam page... and got demolished ;-) Now, I always thought SP and MP (Default Scenarios) only differ in amount of distributions more or less... obviously I was wrong. But this way we have complete DIFFERENT game play, planning ahead etc. of playing the SP -or- MP scenario... ... (I've questioned this in the appropriate thread now... ;-)
Indeed! lol. I think it's a good idea to put four "nacelles" onto it, but not this ship. I plan to use the new design as a basis for many other ships (that's why i'm so cautious in the first place.) And because of that, i want the "basic" ship to be a bit conservative, if you know what i mean. Similar like the original constitution class (Kirks enterprise) which was a basis for many other following designs. (Not that i claim to be as brilliant as Matt Jefferies in any way.) In all seriousness, no i don't see it. IDK my brain just doesn't make that connection. Of course now that you pointed it out, i understand what you mean, but to me it is still just a crashed ship. I'm still puzzeling why ppl. keep seeing this stuff everywhere (or why i do not). I think i better won't dwell on that matter any further (at least here in this thread), it's just a bit too weird, for this place.
@Neal, I can't see it either ;-) (yes I know what people pretend to see here, but it's uhm way ahead of me... somehow... )
I think it has to be the proportions + shape. Not that I'm trying to dwell on or over-analyze the topic, but neither of these: look at all bad to me. And the sketch @LordMontecute posted seems absolutely fine to me from any angle, simply because the engine segments are substantially longer. So I'd say lengthening the ends of the horseshoe, blending them to the hull, or in any other way changing their shape/proportion relative to the main "shaft" of the hull would solve the dilemma. However you choose to go from there, I'd just say trust your gut and build what you think looks best. You second-guess yourself way too much, my friend. The Raumkreuzers, Quasar, Messenger, Herald, and Tempest are all extremely stylish CVs. While they do show a bit of Trek influence in the design, you've made each one uniquely your own and that does take a certain amount of "brilliance," I would say. Besides, if you're drawing inspiration from anywhere, you could do a lot worse than Jefferies. Like Georg Hilmarsson for instance...
Maybe, i just don't want to be the guy who creates fleets of flying human reproduction organs. The options of this design are way too limiting tbh. And i can't always spam this thread with images, to get approval. I'm running out of ideas by now... Ok last try:
cute. Unrelated question: does anyone know why theres a color variation? Material, texture and color are 100% the same, but it looks still different.
Texture rotation coupled with reflective/parallax effects. EDIT: If you want to confirm this, try painting them all with the 'wood plank floor' texture, then line it all up and repaint it with the emissive. The surface should appear uniform then.
I guess so too had this a couple of times. But since i am not building for the luxury market like you Kieve i don't really bother. "It doesn't have to look pretty to get the job done" ;-) I find it kind of sad that we only have one fourth of the symbol rotation for textures. I can cope with it in most ways, but in the far future i would like to turn texture all 4 90° angles not only 90° and back like we have it now. Especially because some blocks with multiple angles have some textures upside down. Like the kable texture: on one slope the kables are on the top going horizontal, on the opposite they are running around the bottomline going horizontal. I hope that it is possible to make the texture rotation work like symbols and we get this feature.
Hey now, my whole motto is "form and function." It has to look pretty and get the job done! (Just depends on what that "job" is; that doesn't always include combat)
You gotta admit though. A borg cube is a more fearsome opponent than the "same ship" (same inventory used to build it) but designed to look pretty. This is one of my pet peeves with the game. I believe it relates to the fact the voxels (a) have such large minimum sizes relative to the actors; and (b) are all symmetrical cubes. If the blocks in the game were as relatively small as "1 cm thick x 1 cm wide" we could see some SERIOUS art. I don't know if this could cause the average end-user machine to collapse in death throes or not?