Thanks kieve and frigidman, It will get more like that on different floors and a outside SV pad somewhere. Had to shut down my pc, now.. Water in keyboard ) Till later
Phew, I've spent... at least 12 hours now on a pair of CV builds which I'm working on simultaneously. These are my first "large" from-scratch CV's. I wasn't originally planning on two builds. It started out as a project to build a CV mothership for my light modular shuttle, and since I wasn't really sure where to start, I started with the hangar bay. While experimenting with geometries for the outer hull, it ended up being easier to be able to compare two things side by side if I spawned a copy. Suffice to say, I had a difficult enough time choosing between two things often enough that it just became two entirely separate ships. The one on the left, Prototype I, is going to be a well armed and armored heavy destroyer type vessel with a hangar bay capable of docking a large SV dropship / gunship with escorts or a full complement of fighter-bombers. Currently the forward section of the outer hull is ~80% complete, and the hangar is maybe 60% complete. Protoype II, on the right, is going to be a much lighter, sleeker long-range multirole vessel. It will carry much less offensive firepower and rely mostly on defensive shielding rather than armor. The docking bay has two shuttlecraft berths and a single larger bay for a larger SV / HV. Forward section outer hull is maybe 90% complete now, and the hangar bay is nearing completion @ 80-90%. I've got a general layout planned for the interior of both, with the forward hull being the command / medical / habitation areas and the rear hull hosting engineering / cargo. Hangar bays will sit nestled amidships. No telling when they'll be done, but I'm building them to be fully A10 compliant and they'll end up on the workshop eventually!
I guess it's a good thing that I have always built as if thruster-burn was enabled. ... But I will need to go through my workshop and see if any of the Sathium-free builds used walkway blocks. --- Edit --- Are we certain about that? I started a new game and spawned a DROF, the lateral thrusters in the build are covered by walkway slopes. I had no issues with lateral movement.
It's an on and off relation with my MAUL Spawndock… because due to Details, it becomes… slightly larger and requires slightly more Endurance. But I finaly managed to work a bit on it. The Police Station is now complete, firemen Station is almost done. There's a Football (Soccer) field on the left and a nice Promenade to relax on the Right. In this 'background' the front will become a Hospital and ist Background will be factory. Once These Things are completed, I finaly can copy paste it to the other 50% of the base. That process will probably make it around class 120 (it's 95'ish now). It is then when I eventualy start to make the 'Player area' of/for this ADM POI.
That is looking AWESOME! It can be enabled in the gameoptions.yaml on the current experimental branch, but is currently disabled by default.
Spent more time working on the Cultist POI set for my new swamp planet. A Cultist Nexus where the cultists summon and commune with their alien overlords: The Overlord calls in reinforcements from its home planet. Destroy the portal to stop the stream of Nightmares coming out of the portal: Alien artifacts can often be found floating over Cultist villages. It is unknown whether the cultists built their villages near the artifacts, or if the artifacts arrived at the villages later: Cultists use altars such as these to offer sacrifices to their alien overlords: There are often prisoners belonging to Zirax, Polaris, and Talon factions. If you are on speaking terms, they will reward you with credits for giving them some equipment so they can find their way back home.
This is the line in my yaml: The default looks like this: In other words, it is commented out so a new game falls back on the default of not enforced. Oh, wait. I just realized why my yaml wasn't changed with any of the updates since I tried the edit. I made that particular change to my custom scenario yaml. I had copied the early alpha 10 yaml over to my scenario and then made the changes I wanted to try out. When I first made the change a couple updates earlier in alpha 10 experimental, it didn't do anything. Now it does. Since I wasn't sure I could capture a screenshot during the brief moments that the warning pops up, I went ahead and tried capturing a video. What I observed is that while the warning is consistent, there seems to be some glitches still as to whether the covered thrusters are disabled or not.
Before you all jump on the "Un-obstructed-Thruster"-Train... https://empyriononline.com/threads/alpha-experimental-10-part-iv.49696/page-11#post-312876
Working on the base as I have learnt a lot and it is starting to come together. It finally popped out the mountain at the top.
Some Walkway Blocks allow Thrust through in exchange for penalizing its Thrust Strength a little... some do block Thrust completely. Which Walkway Blocks do & do not block Thrust I can't remember though, as I rarely used that trick anyway. I also can't remember if 'Thrust Block' info got added to the Walkway Block Mouseover Info or not... but that might be worth a try. ... Doh... this part I had forgotten about... >_< Perhaps the Devs wanted to give ya'all time to adjust your Builds to accommodate its being Incoming before Implementing it fully, which'd be cool of them if so. Lovely... Now I have to pray to Arceus that I didn't fuck up by opening my big fat yap in the first place... D: I'm rather fond of this Keyboard, even though long ago when I first fell in love with it, it used to be more along the lines of $25ish...: i-Rocks KR-6820E-WH White 104 Key USB Wired Backlit Gaming Keyboard (Blue LED)
My first base looked a lot like that. I tunnelled into a mountain and carved it out. Awesome base it was. Always liked the idea of bits poking out of the mountainside and a hangar at the top that opened and allowed you to descend into the mountain and base.
Just to celebrate the RC and the updated Cockpit 7! the Vulture https://steamcommunity.com/sharedfiles/filedetails/?id=1768323735
So I just stoppped in to see what people were up to... and then I see this. That is remarkable; blindingly brilliant building. ... ... ... Also, someone get the handheld CV weapons away from Ravien. (that is so hilarious)
I kinda fell off the log playing and building in Empyrion, but this development from today's experimental update has made me very, very happy:
Those would be blocked if the thruster restriction was enabled. Thrusters need a clear line of sight to open air without any obstructing blocks of any kind with the one exception that you can place a single layer of shutter windows (non-airtight version) in front of the thruster.