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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    Thank you so much! ^_^

    Ya remembered to leave Constructor Stuff AFK Processing first for the Skillz, right? :p
     
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  2. Track Driver

    Track Driver Rear Admiral

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    Of course!
     
    #19722
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  3. ravien_ff

    ravien_ff Rear Admiral

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    There's some strange "life" on this ocean planet:

    20200103225730_1.jpg
     
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  4. Ephoie

    Ephoie Captain

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    OHMAHGERD!
    [​IMG]

    Love it!
     
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  5. zertali

    zertali Captain

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    Been tweaking the outer hull details mostly. Still a ways to go. Just subtle changes at this point.

    upload_2020-1-3_23-46-0.png

    upload_2020-1-3_23-46-9.png
     
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  6. ravien_ff

    ravien_ff Rear Admiral

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    Unknown Life Form:



    20200104002613_1.jpg

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  7. Vermillion

    Vermillion Rear Admiral

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    Went back to working on the FA-058A Altostratus. It's been left in a state of incompletion for almost a month.
    Finished building the interior and started texturing and coloring the exterior. I've just started on texturing the interior.
    16 Desertdawn_2020-01-05_00-56-13.png
    It's twice the size of the Stratus.
    16 Desertdawn_2020-01-05_00-56-38.png
    Underside/Rear
     
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  8. Track Driver

    Track Driver Rear Admiral

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    Today I made a point of watching "radar" when a Zirax attack was imminent. At no time did drones or troop transports show up before, during or after the attacks. I thought it might have been a case of just not looking at the appropriate time, but not so. What's the point of having radar if it doesn't show approaching enemies? It doesn't show approaching storms, which would be a nice feature some day. All it shows is where you parked! Yeah, shows ore deposit, too, but so what?
     
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  9. Germanicus

    Germanicus Rear Admiral

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    That's a long time issue most of us have with Drone's showing and not showing as well as Ground Troops. Many Postings have been placed already to point out the "usefulness" of a Radar that does NOT show incoming Enemies.:rolleyes:
     
    #19729
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  10. Germanicus

    Germanicus Rear Admiral

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    Made some progress with the CV Procurator. Frontal Part up to midships in its form done. Now Bridge and Rear Sections need to follow.
    "Wings" left and right in Place. Lower Wing/Feet Section now to follow.
    Some Pics
    ExtLevEvent-191230-1712_2020-01-04_16-07-18.png ExtLevEvent-191230-1712_2020-01-04_16-06-37.png ExtLevEvent-191230-1712_2020-01-04_16-03-00.png ExtLevEvent-191230-1712_2020-01-04_16-02-44.png ExtLevEvent-191230-1712_2020-01-04_16-02-32.png ExtLevEvent-191230-1712_2020-01-04_16-02-24.png ExtLevEvent-191230-1712_2020-01-04_16-01-20.png
     
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  11. jadefalcon

    jadefalcon Captain

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  12. Ephoie

    Ephoie Captain

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    Spent way too much time tweaking this freak of nature....
    And will continue tomorrow with more.
    I call it The Galactic Grebe MKIII
    upload_2020-1-5_3-59-10.png
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    It is definitely one of a kind....
    Lots of functions, and is quite capable of doing ...... anything.

    Can anyone see whats so special about it?
     
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  13. Germanicus

    Germanicus Rear Admiral

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    @Ephoie One thing that irritates me is that this SV combines features of BA/CV and SV at least as Devices and Decos are concernedo_O.
     
    #19733
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  14. Germanicus

    Germanicus Rear Admiral

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    Latest Picture from the Naval-Ship Yard:
    ExtLevEvent-191230-1712_2020-01-05_15-22-57.png
     
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  15. Ephoie

    Ephoie Captain

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    I'm glad you caught that.

    As I said:
    It is a freak of nature. One of a kind.
    It's not meant to be a workshop item, just a testament to creativity. I did alter it from the original HV build to a SV, and then got carried away with the abomination in my creative mode lab.... muah Haha ha ha!

    I would like to see some more deco for SV and HV. Heck, I'd like to see more devices brought over to SVs as well.
    With the CPU limits imposed, it would be nice, as it generally limits what one can squeeze into a build.
     
    #19735
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  16. Track Driver

    Track Driver Rear Admiral

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    I'm glad it's not just MY problem. Has there been any talk of a solution or a reason for the situation?
    I seem to recall they used to appear from the time they were in range to the time they dissolved after being downed.
     
    #19736
    Last edited: Jan 5, 2020
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  17. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    If ya are talking about the Radar Dish Device, its Function is not yet Implemented, so it currently can't perform any job other then serving as Aesthetic Deco.

    If ya are talking about the Detector Device, it was designed & Intended for finding Ore & POIs.

    If ya are talking about something else, I need more Coffee... :p

    I too have pondered incorporating the Boarding Ramps into CV Internals, seems how they are currently fail at usage for Vehicle Boarding Purposes. :D

    Oh... was it the Minimap bein talked about...? Then why didn't ya say "Minimap" the first time...? o_O

    Hmm... dammit, I can't remember if this is Intended or not. Need more Coffee... guess can't hurt to try a Bug Report on it too in case the Devs have forgotten about this Issue, can at least keep it lit up on their Radar... :p *Ducks Rotten Produce*
     
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  18. Germanicus

    Germanicus Rear Admiral

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    @Tyrax Lightning as our Ramps have the habit to be "hinged" on their upper End they do not work very well as a Vehicle boarding ramp:rolleyes:.
    At least for smaller HVs they work only with the large(-st) size Ramps.
     
    #19738
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  19. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Yep. They can't get enough Vertical Clearance for non-small Vehicles... especially importantly Mining HVs & Hover War Tanks... :(

    It's funny that they look visually like something intended for vehicles but functionally can't service anything bigger then Personnel & really small Vehicles. :rolleyes:
     
    #19739
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  20. EternalHeathen

    EternalHeathen Captain

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    Hello all, long time lurker, second time poster here, with an answer to the question of what I've done in Empyrion since... October, i think? Only posting one picture since I haven't yet learned the mysteries of how to do spoilers and other fancy forum stuff.
    I present to you the still-very-much-work-in-progress United States Space Force(thank you Mr. President, but quite likely a placeholder) Expeditionary Fleet.
    UssfFleet.jpg
    The fleet is being built for long range excursion in times of war or peace, with some vessels capable of operational adaptability and some specialized for prolonged combat.
    From right top to center bottom :
    USSF Bastion - cpu 4, size class 19ish, after cutting large chunks, first build thats ever gone that far. Dedicated sv hangar capable of docking 12+ vessels, another hangar split between docking of 9+ HVs, and 4+ Duffel class cvs with a production area
    USSF Doomhammer - cpu 4, size 5ish, may get a near full rework, but intended as the main space combat vessel, spending most of its time protecting the Bastion. Its a giant mass of combat steel, lag armor, thrusters, and max vanilla weapons.
    USSF Duffel - cpu 1, A super short hauler, max volume storage cv, currently being reworked to make adapatation to a cv miner more straightforward, primary purpose is to dock anything else and hold stuff.
    USSF Mammoth - cpu 4, SV carrier, with 4 hv docking points and one spot for an Sv, max volume storage, and 18 hardpoints. While not meant for extended combat, it can make quite the impact as aerial fire support.
    USSF Barrage - cpu 3, SV fighter, fast, agile, six hard points, enough armor to finish the fight or get you out if you forgot to watch your shields.
    USSF AD Pod - cpu 2, HV Area Denial Pod, meant to be dropped by a carrier in the AO where it will sit for its 200ish minutes of fuel capacity and murder everything.
    USSF Runabout - cpu 2, HV hauler, 3 speed settings, about half max volume storage, with an upgrade path to tier 4 to get a multiturret, drill turret, and shields.
    USSF Bullettooth - cpu 2, HV Tank and tree killer
    USSF Spearhead - cpu 4, HV tank with all the bells and whistles, and built with wing walls extending out the back. These wing walls are mean to protect the Runabout when the two are docked together.
    USSF Flapjack - cpu 2, my starter CV, with max projectile weapons, and some armor. Built to carry 4 AD Pods on the underside of the top landing deck, 4+ HVs and 2 svs on the top deck, and two Duffels in the cradles port and starboard. Majority of turrets are staggered down the the front blade, so that this ship can basically just flop down on a poi and destroy it. Also has an upgrade path to tier 3 for t2 shields, advanced constructor, repair bay/station, and potentially more or larger thrusters/armor.

    For whatever reason, the cpu system has helped me focus on my builds much better than I was able to the last year or two that I've had this game. So, big thanks to Eleon for this ridiculously addictive game. Looking forward to what this year brings. Also, big thanks to @ravien_ff (did I do that right?), for Project Eden. Now I have something far more interesting to test my builds in. Last but not least, thanks to all of you active in the forums here for helping us lurkers figure out how to get better at this.
     
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