I wanted to do the Lava planets justice, in this case, specifically Aestus. Introducing the "Ancient Sepulcher" A larger layout of an ancient alien leader and his subordinates entombed for all time. It could also be some sort of ancient horror imprisoned here by the very same alien leader and followers. Either way is mysterious and haunting enough. This is the third of the "Ancient" designs I have come up with, it is designed to go with the obelisk and the labyrinth, and I think I will do 1 - 3 more to kind of round things out/populate the solar systems with mysterious ruins. Daytime: The Ancient Tomb, at sunset: Night time: Hummel and the other Developers will undoubtedly be very pleased with my addition of some of the new deco, although I doubt this is what they had in mind. They probably assumed people would see the new containers and think, "What a great place to store my clothes or guns, or really whatever." When I saw them, especially the last image in this series, I thought, I could really showcase an ancient alien sepulcher and highlight the remains in visually powerful way. That is such a nice model for this purpose, nice work dev's!
This effort was a grueling 12 or so hours spread out over three days, but I think you will agree, it was worth it: Introducing, The Abandoned Arcology. I got to thinking, where are all the people who would have populated the abandoned mine, factory, and my boring/drilling station. This was the perfect solution and fits with the futuristic aspects of this game. Sadly, the colonists brought something home with them.... I wanted to marry elements from the arcologies I found in Simcity 2000, images of them I found online, Soleri's first blueprints, and others, but quickly found that structural integrity would not allow me the curves, juts/slants, and height I wanted to attempt. Despite these draw backs, I think I managed something quite nice. I have several images, so I will spread them out over two or three posts to this thread: Daytime: Evening:
I wonder what happened here: And why are all the emergency lights on? Really gives the sense of being in something far larger than you:
I'm probably going out in a stretch proposing this as a wreckage POI but here goes anyways, my new Sky Village.... Hope you like it. Here's the link... Sky Village http://steamcommunity.com/sharedfiles/filedetails/?id=766748690 Bubble Ship http://steamcommunity.com/sharedfiles/filedetails/?id=766749001
Masperons Biolab has had me curious for some time. What could it be for? Genetic experiments? Capturing and experimenting on alien species? Biological weapons? Chemical weapons? Probably all of the above. So: Introducing the "Escaped Specimen Refuge." This is specifically designed for the planet Masperon.... although it could work on Akua as well. But really Masperon. I envisioned the Alien Empire in charge of the all the drones, a species I am increasingly referring to as the Ziraxians and their attendant species, as capturing and experimenting on other races/species. I am sure they have/would not spare humanity, but this refuge is primarily full of the species they have abducted from Akua; mainly Talon guardians. A few have escaped the horrid experiments in the biolab, and after collecting wreckage/random debris, have constructed this settlement. Daytime: The shelter is poorly put together, barely lit, and meagerly camouflaged. They are surviving against incredible odds.
This reminds me, I keep forgetting to add this as another potential "ruins" thing. It's what's left of my plant base after demolition. http://steamcommunity.com/sharedfiles/filedetails/?id=740229702 This is (what's left of) what I did there.
Hello, i made a thread on steam blueprint section but it seems more active here so i'll both post a picture of the told enemy-base and the question that comes alongside with it (click to enlarge?) And the question: (and link) Enemy base questions Hi, i created an enemy base that i would like to test, even make import on my friend's server... But it says it contains forbiden blocks in survival mode and i can't either export it on the workshop... Is there some point that i missed? (later i added content to the question) : I have been able to swap enemy base non-blueprint .area file with an epsilon com center on a local single player game and the swapping works, but there won't be monsters popping out from these... Aditionally, i can access the base's parameters and when i click the faction, it makes an internal error that can be ignored without issues... Tho i have all sorts of questions, can we auguement the amount of enemy bases that spawns on a planet? And set the list of enemy assets to look for when generating a new planet? And if i want to add custom enemy assets, can i put them somewhere both local and server and have them added to the assets to look for when genetrating a new planet? http://steamcommunity.com/app/383120/discussions/8/343786746005837776/
I see from the steam forum that they directed you to these forums, and I hate to do this, but you might have better luck on the general discussions tab: http://empyriononline.com/forums/general-discussion.8/ I can try to answer some of your questions: "Hi, i created an enemy base that i would like to test, even make import on my friend's server... But it says it contains forbiden blocks in survival mode and i can't either export it on the workshop... Is there some point that i missed?" The reason for this is the design contains either an enemy/alien core or one of the associated enemy POI blocks/devices - say, a turret, or a spawner. "I have been able to swap enemy base non-blueprint .area file with an epsilon com center on a local single player game and the swapping works, but there won't be monsters popping out from these... Aditionally, i can access the base's parameters and when i click the faction, it makes an internal error that can be ignored without issues... " I do not know the answer to this. "Tho i have all sorts of questions, can we auguement the amount of enemy bases that spawns on a planet? And set the list of enemy assets to look for when generating a new planet? And if i want to add custom enemy assets, can i put them somewhere both local and server and have them added to the assets to look for when genetrating a new planet?" The answer to the first question is I do not know. The answer to the second is yes, but I do not know how . The answer to the third is, I think so - the question is a bit scattered?" Since these forums lack a "questions" or "how to play" main thread, the general area should be able to answer your questions.
Got something very cool for everyone this evening. Ningues had me stumped for a bit, but I came up with two ideas. The first I can post tonight: Introducing, The Frozen Labor Camp In the harsh chilly weather of Ningues, is the harsher and far chillier Frozen Labor Camp. It could also be named, "Frozen Slave Camp" or Frozen Prison Camp." All three names work, but found myself a but more partial to the labor version. This could also be a flag point for a capture the flag mode of gameplay... or a capture point for the game mode to see who can acquire the most points in a given amount of time - the name of which escapes me.) I have two sets of pictures. Evening:
Daytime: The obligatory "Fractalite thinks every structure needs a landing pad:" It is better, but almost as harsh to be one of the guards as opposed to the guarded: Full Structure distance shot: