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Show off your ship designs 2008!

Show off your ship designs 2008!

I designed a ship in my current sandbox game, which is the first ship I'd like to post on the forums. It's the first ship I've designed to look completely unrelated to it's base hull. It does not use KHSM(making it fully metaverse-legal), and in fact uses only 5 extras. It's a Terran medium hull which represents what I imagine us humans to actually make space warships look like when we eventually have to militarize space(against aliens or against ourselves) - water-based ships. Although I actually expect humans to make space warships which resemble submarines, I couldn't put together a decent looking submarine design, so I made the medium hull 'Katana-Class' hunter-killer surveyor instead.

Of course, the ship was designed in 2008, so I'm not going to put it in last year's thread. Feel free to put your more recent ship designs here.




It's a DA ship, which is too bad. If I had TA, with it's rotating parts, the front turret could have actually been made to spin. (:(

Details: The ship design isn't a warship of the line. No, that role would of course be taken by huge hulls. This thing is designed to speed around killing freighters, constructors, starbases, transports, small fighters, flagships, etc. in times of war. Of course, everyone in my present game(at the time when the design was created) was either allied to me, part of my empire(culturally conquered), or allied to me and undergoing a peaceful integration into my empire. In fact, I hadn't yet invaded any planet at all, though I had flipped about 60% of the the galaxy. So far, the Iconians, Korx, Altarians, Yor, Torians and Exploitrons have all fallen in this manner. This leaves only the Drengin and Thalan independent, protected for now by a freak 'native cultural power' event.

But every time an evil empire finally gave in to my culture, their warships would go astray as pirates, with no fleets and no bonuses supporting them. This threatened slow-moving constructors and space miners working in the region, and called for a ship to mop up the pirates. So I upgraded my aging, obsolete, neglected Terran Alliance Flagship, which had eventually given up it's survey duties to smaller, zippier ships and was lying unnoticed in the orbit of Iconia 5. These smaller ships were now outclassed by the Katana and retired to picket duties.

The ol' Flagship already had the anomaly plating, HP-booster techs, and Xinathium required to kill any pirate-ized frigate using the tie-rule exploit, and with a bit of experience and another layer of anomaly plating, it could kill off a pirate battleship using the same exploit.

It's so far done it's anti-pirate duties as expected, and though it will probably never make up for it's upgrade costs, it's already paid off several years worth of maintenance with 1000 bc and 250 bc anomalies. No ships of the Katana class were actually ever built, with only my flagship's upgrading and renaming taking place. The new name was derived from Douglas Adams' Life, The Universe and Everything:

"But while these spaceships, and other great ones come to mind, such as the Galactic Fleet Battleships-the GSS Daring, the GSS Audacity and the GSS Suicidal Insanity-are all spoken of with awe, pride, enthusiasm, affection, admiration, regret, jealousy, resentment, in fact..."
857,745 views 307 replies
Reply #126 Top
To get this >

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Reply #127 Top
The finished Shogun has arrived in its final production form and the Office of Lord Vega has let official information finally come out as to its specifications. The Shogun class Battleship has seven Capital Weapons grade fully rotating batteries each one individually being able to tear any Dregin vessel apart in a single shot. A three shot salvo from these vastly improved batteries can destroy even the toughest of battleship sized vessels as proven in testing by firing the monsters at solid tristronium asteroids up to 2.5km thick.



Similarly, there are vast numbers of anti fighter defense turrets at every conceivable location on the behemoths hull to shrug off even the toughest Terran (manufacturer of the best fighters in the known universe) Fighter craft. If a commander is still crazy enough to task fighter craft to attacking a Shogun class vessel then the Arcean Captain has the option of deploying up to three fighter squadrons in defense of the vessel, two from the main fighter hanger and one from the rear main hanger. The main hanger also house's a squadron of bombers and in standard configuration a flight of corvette sized vessels. The Main hanger is so large that it can actually be emptied of ships and an entire Ronin class Frigate can be safely stowed within if damaged in battle. It can then be repaired in the belly of the Shogun or if the damage is to extensive the Shogun can transit back to a friendly planet with the Ronin in its main hanger and disgorge it for repairs there.



An incredible array of engines at the rear allows the Shogun to move at unprecedented speed around the quadrant to where ever it is needed, when ever it is needed. Fleets of Shoguns can also act as transport craft, with their vast hanger space housing the assault craft needed to attack a planet and the heavy firepower to disable defenders being provided by the main guns and fighters still on board in the Fighter hanger.







Mother Arcea's greatest offering to date uses so many pieces that I don't have enough ram to display them all, which is why some places look dodgey with gaps. There are no gaps, i just have a pasttheusebydate laptop! The supremacy of the Arcean Empire is without a doubt with the addition of Shogun class Battleships to the already strong Ronin fleet.
Reply #128 Top
I decided I didn't like the looks of any of my tholian ships so I am going to remake them and repost them sorry
Reply #129 Top
I decided I didn't like the looks of any of my tholian ships so I am going to remake them and repost them sorry
End of quote


Hahaha. Don't you hate that. Make something and then decide its trash and have to restart.


The finished Shogun has arrived in its final production form and the Office of Lord Vega has let official information finally come out as to its specifications.
End of quote


Hey fate, can you do an in the shipyard shot where you take a top view and then pull back as far as you can? The Intelligence report allows you to pull back, but it seems to have a maximum that I know is way off. Inside the ship yard where you have made the actual proportions seems to give better ideas of ship size.

Reply #130 Top
It is going to take me awhile to finish the Crusader MK2, but I have a cruiser I made in the mean time.

The Hydra HCG(Heavy Gunship Cruiser) is a fast and agile attack ship with power to go head to head with any vessel. Like all VenPro vessels, the ship is living. However unlike the much larger and more complicated capital ships of the fleet, Hydra has a complpetely organic structure. The larger vessels have alloy "skeletons" as this is a more efficient structure for such a large scale. Their is only a crew of six. 3 gunners, the sensors officer, the pilot, and the captain. Every crew person is hooked into the ship via a neural interface. One gunner controls the port side turrets, another controls the starboard side turrets, and one gunner controls the fore and aft main guns and missle/mass driver weapons.

*note the 4 turrets you see are demonstrations while I create a turret I like.*

Created with the latest in Ven Protectorate BioNan-Tech, the ship is a living weapon. Regenerative Bio-Armor, Reactive Shielding, Multi-Vector Engines and a 360° attack field make this cruiser deadly to ships many times its size. The two rolls which it was designed for are capital ship guerilla warfare, and anti-fighter/support vessel offense. To accomplish these rolls, the ship has three weapons systems. The first of these systems, is the fore and aft mounted Exitus Cannons. A smaller version of the same weapon system found on the Crusader, all four cannons have a single shared PE(Psionic Energy) Generator which is in the center of the ship. Very highly focused and able to emit massive amounts of energy onto one spot, the cannons' primary use is to cut into a ships shields at a crucial point, and sever a key part to the host ship, i.e turret or subsystem.


In the middle of the cannons is a launcher for torpedoes or mass weapons. The weapon system fires three projectiles at a time in rapid succession, and takes less than 15 secs to reload. The the turrets and the launcher strike out at the capital ship as much as possible while the main cannons surgically amputate key systems.

The last weapon system the Hydra HCG employs are four Mark VI Psionic Plasma Turrets(PPT). Each turret has two emitters, a half sphere of 360° maneuverability with several degrees down or up(relative to position), and can fire five rapid succession psi plasma projectiles from each emitter, for a total of 10 at once. The recharge time on each emitter is three secs. Because psi plasma is very hot, the emitters have extensive cooling systems inside the turret, much like blood vessel. Two turrets share one generator on each side of the Hydra. The Mark VI is the the first in the series of PPT that has independent emitters. Like two eyes, each emitter can move independently on the turret surface, allowing attacks in several directions at once. The PPT Mark VI is very lethal to fighters and support crafts. This system alone has earned the Hydra a feared reputation among fighter squads. One of the nasty tricks of the Hydra is the Hydra Storm, a guerilla attack so named by survivors of the attack. In this attack, the ship takes long range sweeps with its powerful sensors of an approaching fleet, and then calculates the best angle of attack to strike at any present fighter/support groups. Then using its Null Space(the VenPro version of a warp drive) drive, opens a rift to an exact location near the group/s and commences the guerilla run into the group of fighters and support craft. At this time, all energy is given to the shields and engines. The Hydra flies at full speed into the group/s and fires at every ship it can with the lethal PPT's. Doing as much damage as it can in one pass. Once the Hydra leaves the cloud of death it has made, it immediately jumps back to null space and its fleet.






The last three images show some details including the Engines, which are in the first picture. The engines have multi-vector capability(all the purple and red glows) that allows for quick and agile maneuvering. The orange glows in the front of the Hydra are its long range(large orb) and short range(small orb) sensors. There is eight of them for very precise and clear images of all threats that could be around. Additionally, all eight sensors work together when in battle, calculating trillions of calculations per second. The backside orange glow on each side, is the PE Generator for each engine and ships subsystems.

The Bio-Armor is suited for 2 defensive jobs. When an energy weapon strikes it, the cells of the armor create a shield effect with every cell in the general area of the attack. The shield then absorbs much of the energy, and feeds it to the cells. This strengthens the shield at the same time it feeds the ship. However, if too much energy is absorbed, the cells can rupture and explode on a nano level, doing massive damage to the surrounding cells before they can adjust to explosions. The second defense of the armor is versus mass projectiles. When the sensors register an incoming mass projectile, they calculate the exact point of impact and the cells in the region begin to gain mass at a nano level. Before the projectile is able to hit, the cells in the hit zone have made sufficient mass to become a small singularity. Just before the projectile is to hit, the singularity reaches critical mass and explodes outward. This destroys the projectile, but leaves a small wound in the armor which immediately begins to heal. With most missiles, the energy released when the missile explodes on impact is hard for Bio-Armor to stop. Most missiles have too much energy to be absorbed by the shielding effect. To this end, the PPT's are used to kill the missile before it can impact. Further generations of Bio-Armor may yet overcome this weakness, but the current generation must rely on outside missile defense.





*edit* not sure why its tiled the first four images like I wanted, but then columned the rest.
Reply #131 Top
this isn't a ship but I finally found a binary system. The two astriod belts are connected.



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Reply #133 Top
I've had it once or twice. But it is rare indeed :)
Reply #134 Top
I don't know what I did but I can't open page six of this thread. I can open the others
Reply #135 Top
I don't know what I did but I can't open page six of this thread. I can open the others
End of quote


Thats just the way this forum is. Wish we could edit things we did previous or delete our own posts when needed(spamisness)
Reply #136 Top
Uorx, the top down in ship builder of the Shogun at maximum range that you requested.



With twilights beta change I couldn't open up my Arcean save game, so I started a quick battle of the god's Terran match with Arcean Hull style and grabbed that pic for ya. Hence my Terran colour scheme =p
Reply #137 Top
Battle of the Gods is always convenient...

Anyway, Fate, did you use KHSM(or any mod) to make the Ronin or Shogun? Just interested in knowing. Some parts on the Shogun, as evident, have been imported from the Krynn, Drengin, Korath...

And Uorx, what the heck is the Hydra doing with Subspace Blasters? Mk.3 Disruptors are better weapons according to the stats, though neither of them can match the power of equivalent missiles. Your pictured ship has 58 hp, so it must obviously be a built ship with hull upgrades and battle experience.
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Complications have cropped up in the development of the Percheron(yes, that's the name of the new carrier) - once I saved the design, every time I open it up to modify it or add functional parts, my computer slows down drastically. It was like a 5 second wait for the camera to turn. So I turned off the stupid Aero interface, threw all the useless visual junk effects out the window, and tried to use the funny "ReadyBoost" thing, but all that just made the frame rate slightly better. Still too useless to actually modify the design.

So I bolted Mk.3 Photon Torpedoes on to the fighter craft, upgraded the main engines to Warp Drive Mk.5, and lobbed lots of new Duralthene armor before building 3 of the new ship in a still-crude prototype state with the only visual modification being a pair of Terran civilization-logo badges to adorn the hull. After the Drengin Empire crumbled under my cultural influence, the Percherons got to see some action in shooting down >100 Corvette pirates, but they never saw an actual war before all the other empires suddenly dropped like flies under the pressure of the cultural starbases which I had set in their main star systems.

Whenever I can get a non-blurry screenshot, I'll still try to upload it. As for the Percheron's namesake, it's the human(TEC) carrier from Sins. It's the worst carrier in Sins, indeed, but the name sounded nice so I copied it.

Of course, for new designs, the emphasis will not only be on looks, but also on memory conservation. What good is a design when you can't even watch it in battle? The Katana design, and all the ships using it's chassis have been good at memory conservation, the Poseidon was OK. The Blitz Fighters were bad when it came to FPS, but the Percheron was unbearably stuttery.

But the weird thing is that the design doesn't stutter until you save it. First time around, it was as smooth as ever. Save, close, come back later, and suddenly you have the graphics slowing down to snail's pace. Weird.
Reply #138 Top
No, I don't even have KHSM downloaded! Yeah, I've normally been satisfied with the parts and stuff that I've been able to find in game. Most of the pieces for the Shogun have been in favorites since the beginning of the year and the Ronin's creation, with the exception of the new turret and the rear hangers hexagon floor/walls (which I'm not using again due to the massive amount of pieces required to make it right and my humble system choking badly on them).
Reply #139 Top
new turret
End of quote


You used the Collector's Edition Generic dome-thing for your turrets, right? Nice. I always use Pylon Spheres instead for turrets, and they work especially well with mass drivers(and OK with missiles). So far the only problem they've had is the inability to mount Plasma weapons without ruining the looks of the entire turret. I've even tried mounting Plasmas inside the sphere, but they always end up too low. Since the Plasma guns(and the Doom Ray which uses the same shape) themselves are hideous and too bulbous for their own good, I'm gonna have to try fitting them in this dome structure.
Reply #140 Top
Yeah the sort of quasi dome thats flat on one side with some funky stuff pointing out the sides, then I chuck on the thing that looks a bit like a tazer prong from near the bottom of the 'Generic' piece's section and if I'm feeling adventurous sometimes, like in my newest creation to be posted in about 5 minutes I'll even whack two of the buggers on and have a rotating 'quad cannon'. Looks pretty sweet!
Reply #141 Top
Super Carriers. The Flagship of every fleet to ever progress to a stage that they are able to build and operate them. The Arcean Empire has reached this point and has revealed plans for their first Super Carrier, taking the best lessons that they had learnt from the outstanding still in service ship designs of the Ronin class Frigate and the Shogun class Battleship (like not using to many pieces, and using a stable TA beta) and applying them to the biggest vessel to ever be created in the sector, utilizing a new 'Q-field theory' to hold the damned thing together. She is named the Haybraska class Super Carrier after a legendary relic of a vessel of a battle fought long, long ago.



although

She's a mammoth vessel, and unlike the Ronin and Shogun that had fairly similar forward profiles, the Haybaska's is completely different. The enemy isn't left guessing at their screens whether or not they should be running from a Ronin class Frigate or a Shogun class Battleship any longer, their now left guessing at how quickly the entire wing of Fighters (and Bombers/Corvettes/Destroyers/Boarding craft depending on the configuration) will launch and descend upon their hapless vessel and whether their death shall be quick and painless or an agonizing shrapnel wound.

As stated the Haybaska is able to hold an entire wing of fighters (10 sqdrns) inside her, with plenty of room to spare. These fighters can launch very, very quickly, so quickly in fact that given that every pilot is in their fighter and they are all already preped for launch, the first fighter out of the bay wouldn't even be able to complete one orbit around the length of a Haybaska class vessel before the entire hanger is empty. The key to this being possible in this time frame and without collisions is because of the four splayed entrances to the main hanger. Not one, not two, but four entrances all angled to allow the small ships to fly out at high speed and not run into each other or cause a 'traffic jam' in orbit. Each hanger entrance is also defended by its own Capital Weapons grade quad battery with overlapping fields of fire with at least a three of the other batteries on the vessel.





Mentioned above are four Capital Weapons grade quad batteries dedicated purely to defending the hanger entrances, unless priority tasked by the bridge itself (located on the bow of Haybaska class vessels). Four, just to defend the hangers. In total, the Haybaska has ten Capital Weapons grade quad batteries, giving it the effective firepower of twenty regular CW grade batteries. When using the same power levels as those batteries. Thanks to the Fusion Core the size of a Terror Star (shown above) in the rear of the Haybaska those quad batteries are able to fire with much, much higher energy outputs causing severe damage to an enemy, if not completely disintegrating them instantly. A Haybaska's turret effectively has four times the amount of firepower compared to a Shogun's, and eleven times the amount of firepower as a Ronin's.











Lord Vega is standing by with the treasuries checkbook to place an order for as many Haybaska's as he can legally purchase. This is a truly great achievement, and a very, very bright day for Mother Arcea indeed.
Reply #143 Top
Cheers Uorx :LOL:
Reply #144 Top
Fate: That's pretty sweet. It looks like that one engine is cocked a little bit you can fix that up no prob by changing your degree rotation in the menu to 1 degree, go back into the shipyard, adjusting it manually by 1 degree increments, save, then go back to the menu and putting your parts rotation back to whatever rotation you normally use.

It seems like that one set of engines didn't light up...I hate that glitch.

Anyway, I wanted to get in on this too:

Ophois Class
Super Heavy Cruiser
Large Hull, DA (No Mods), 106 parts




Development History:

Concerned about the potential of Lord Vega's newly-fielded Shogun Class vessels and certain that the Terran Alliance would also soon field a similiarly capable vessel that would dwarf even the impressive Berliner the Seccessionist States High Command requested that the Experimental Bureau at FVC begin immediate work on a heavy cruiser with moderate carrier capability--"PROJECT WILDCAT."

Due to the experimental nature of the project High Command was unwilling to provide funding to lay down a new hull of this size. Instead, FVC designers set to work on the single aging hull of the cancelled Summoner Class Heavy Cruiser which had been in orbit at the so-called "Junk Docks" at Hesperus.





The Experimental Bureau made the decision early on to attempt once again to install the promising but still largely untested Hollander "Honeycomb" Drive System that had originally been designed for the troubled Super Peregrine II project. During that project the installation of the engine had resulted in massive space-time distortion and inter-dimensional displacement of the vessel's superstructure (corrupted file=disappearing parts). This time thankfully there was no repeat of that infamous episode but the experimental drive assembly still proved to be problematic as it was soon discovered that the drive specifications originally laid out provided an insufficient thrust/weight ratio, necessitating a major expansion to the Hollander Engine mid-development and delaying PROJECT WILDCAT almost three months.

Currently, only the Arceans have any experience constructing or fielding carrier capable super cruisers so FVC engineers spent some time analysing the High Command's intelligence reports on the Shogun and the Arceans own suprisingly candid presentation of their new vessel at a galactic forum on ship design.

As a result the Ophois shares a number of design features with the Arcean Shogun though it is overall a slightly smaller vessel and presents a more flattened profile than the former. Unfortunately the ex-Summoner frame proved incapable of structurally supporting the Shogun-type massive internal bays originally intended and FVC engineers were forced to downsize the scope and scale of the Ophois' carrier role. Instead they opted for an open "carrier deck" slung underneath the hull. Magnetic locks ground the fighters for the jump to lightspeed and the open bay allows for rapid deployment.



Assessment:

The Ophois compares favorably but not entirely equally to the Shogun. Though it lacks it's counterpart's impressive carrier capabilities--the Ophois is slated to carry only 2 squadrons of Hussar Hustler Heavy Fighters and three companies of MaidenFrames--the inherent efficiencies of the Honeycomb Drive provide greater power output to weapons and defensive systems at a cost of significantly less mass. The weight savings and the flattened profile give the more nimble Ophois a slight edge over the Shogun in terms of tactical maneuverability.

In terms of direct fire weaponry the platform is a capable warship. Despite this, because of it's limited carrier capability the Ophois is significantly less versatile than the Shogun when operating alone without additional fleet support. However, given the nature of Seccessionist States military doctrine to preserve men and material when at all possible it would be unlikely to be employed in such a fashion.





Only time will tell if the Ophois can stem the Arceans inexorable march toward military supremacy and rumors already spreading of an Arcean Super Carrier of immense proportions and capabilities threaten to render the Ophois obsolete before it even begins full production.

The Ophois gets its name from the Egyptian wolf-headed god of war.

~fvc
Reply #145 Top
The Ophois is a very impressive vessel constantine, is it based on a medium or large hull? I'm going to guess at large given the Shogun references (thanks, I didn't know the Shogun was good enough for comparisons with others work)! I really like the way the engine's at the back have been made to come out from the body in a flowing way, not breaking any of the sleek, deadly lines that the Ophois possess. The wolf head at the bow of the Ophois is incredibly realistic and very fitting with the name and role of her, how the blue neon light lines line up where the eyes should be is a huge level of detail!

The diminished profile from every angle that the Seccessionist States Ophois class Super Heavy Cruiser boasts will dramatically aid it in battle situations, aiding maneuverability greatly and making her harder to hit especially by mass driver weapons. Her tonnage will also help in the fight for survivability in the modern conflict zone, being dramatically bigger then a Cruiser and even a Heavy Cruiser she can throw her weight around unopposed and unclassed until confronted by a significantly larger vessel arrives on the scene, at which point she can just recall her fighters to their under slung mounts and fly away quickly thanks to the Hollander "Honeycomb" Drive System employed on it.


Thanks for the handy tip with the 1 degree thing, i currently use 15 and didn't know you could go any smaller! That'll be really handy for correcting the faults with the angle's of the hulls and pieces!

During that project the installation of the engine had resulted in massive space-time distortion and inter-dimensional displacement of the vessel's superstructure (corrupted file=disappearing parts).
End of quote


hehe, that's a really good and thorough rationalisation of a common problem! So stolen!
Reply #146 Top
It seems like that one set of engines didn't light up...I hate that glitch.
End of quote


It occurs a lot, that glitch. But then, that's not the only graphical glitch this game suffers from a nearly-constant basis.

Recently I've noticed random ship graphics appearing at the bottom left corner of the map, irrespective of zoom level, and despite the fact that there is actually no ship over there.

The Ophois is a very impressive vessel constantine, is it based on a medium or large hull? I'm going to guess at large given the Shogun references (thanks, I didn't know the Shogun was good enough for comparisons with others work)! I really like the way the engine's at the back have been made to come out from the body in a flowing way, not breaking any of the sleek, deadly lines that the Ophois possess. The wolf head at the bow of the Ophois is incredibly realistic and very fitting with the name and role of her, how the blue neon light lines line up where the eyes should be is a huge level of detail!

The diminished profile from every angle that the Seccessionist States Ophois class Super Heavy Cruiser boasts will dramatically aid it in battle situations, aiding maneuverability greatly and making her harder to hit especially by mass driver weapons. Her tonnage will also help in the fight for survivability in the modern conflict zone, being dramatically bigger then a Cruiser and even a Heavy Cruiser she can throw her weight around unopposed and unclassed until confronted by a significantly larger vessel arrives on the scene, at which point she can just recall her fighters to their under slung mounts and fly away quickly thanks to the Hollander "Honeycomb" Drive System employed on it.
End of quote


It's amazing how all the analysis and stories in this thread contrast with the actual game mechanics. A Ronin chassis with Supreme Miniaturization and Black Hole Eruptors will beat a particle-beam armed Haybraska any day.

But realism spoils the fun. ;p

Nevertheless, 3 requests for screenshots of the Haybraska:
1. In a fleet with a Terror Star(in Starship Intel Report).
2. In a battle with an Economy Starbase(in Combat Viewer).
3. In a fleet with the Ronin and Shogun(again in Starship Intel Report).

Just to see it's size in comparison with other stuff.

Anyway, now for a design that has no 'story', but some actual combat in the game.
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I was recently playing a casual Dread Lords Campaign mission, "Exploitation", at Painful difficulty. It had gone amazingly well, with all the 5 planets I colonized being paradises, one of them having a Precursor Mine and one of them having a Precursor Library. My 4 free Constructors had found a pair of Economic Resources and set to extracting them, and I had upgraded my Scout, after the colonization had been completed, into a Surveyor to go around hunting anomalies.

But my starting military force of 3 free Battle Axes didn't fare so well. I flew them straight to the nearest Drengin/Yor stronghold, where they destroyed all the defenders present but sustained heavy damage. Eventually the Drengin launched a counter-attack on the poor obsolescent core-designed ships with a fleet of their newest, strongest heavy fighters, which would inevitably be sufficient to kill them. But I had Warp Drive. Using this, my Battle Axes were able to tie up a considerable number of slower Drengin ships and still blockade Yor expansion/scouting operations, in what turned out to be a hilarious and very long goose-chase with the stupid Battle Axes running circles around the star system or Iversonia while the even stupider Drengin forces chased behind them.

Eventually, after about a year of slider micromanagement and spreadsheet checking, my economy, industry and technology had skyrocketed far beyond that of the AIs, possibly ~3x higher, when I realized why the Drengin and Yor hadn't bugged me much apart from the stupid running-around-in-circles routine - they had launched their full-force attack at the besieged Arceans in the center of the map. One Arcean planet had fallen. At this point I decided to get into the action. I headed over to the shipyard for something to replace those frikkin' Axes that had proven themselves so worthless.

At first I didn't know what to design. I remembered the Shogun, the Percheron, and then visualized my comp exploding with the graphical overload. So for a while I dawdled around with stick pieces and decided to take a screenshot of that for the time being.



As if by accident, I eventually built something crude on those sticks. A very ugly design which I called the Excalibur because of the ship's very distant resemblance to a sword, and also because of the core ship of the same name(whose visual design I frequently copy for making dreadnoughts).



A few seconds later, I decided that this design was amazingly ugly, and chopped off much of the excess scrap metal to result in the Karion Class, which is only slightly better. It's namesake is the planet Karion, which [*spoiler*] houses the gateway to the pocket universe formerly inhabited by the Dread Lords [*spoiler*].



So I went back to the drawing board with the Karion being a rough sketch to build upon. After resizing, repositioning, adding things, subtracting things and trying out some new parts, I came up with the Newton Drone Cruiser. The namesake is obvious, and I decided to name all the ships of this class after famous scientists.





It's called a Drone Cruiser because, according a rudimentary 'story' I had though out for it, it was to make heavy use of robotics and nanotechnology to minimize the crew required(this is also the reason why the ship uses all-Yor parts). The story never got completed since I continued with the game instead. Soon, I got my Hyperion Shrinker up and running, and after adding a Warp Drive Mk.4, 2 Photonic Torpedo Mk.2s, a Basic Support and 9 layers of Superior Duranthium armor, I sent it out to battle the Drengin and their robot allies.



It turned out to look as good on the map as it did in the shipyard. What's better, due to the amazingly low number of parts used, the graphics were liquid smooth(although the screenshots are still a bit blurry as they always are).



The lead ship was not named TAS Newton, but was instead TAS Bohr. Newton got the class name to himself and is ultrafamous enough already. That's enough respect. Other ships were to be named Rutherford, Heisenburg, Einstein, Dirac, Pauli, Bose, Chadwick, Fermi, Yukawa, Hawking and Alcubierre. But only 2 new ships of this class were ever built, and this proved to be overkill.





They spearheaded the assault against the Drengin and Yor, and have thus far taken 5 planets in their name. I haven't tried the Combat Viewer, but they still look great in zoomed-in battles. The only losses they've taken are 2 hitpoints, with the game still going on. However their only weakness is a big one, and it shows tremendously... they don't have enough targets.

Note: As for the styling inspiration, it hails back to the Illuminator Vessel(from SoaSE), the ship in which Frogboy claims to have done the Kessel Run in less than 12 parsecs. It must be a good ship.
Reply #147 Top
The Ophois is a very impressive vessel constantine, is it based on a medium or large hull? I'm going to guess at large given the Shogun references (thanks, I didn't know the Shogun was good enough for comparisons with others work)
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It's actually based on a Terran Alliance "Huge Hull" but I'll probably go into the .xml file and edit it so that the game will think it is only a "Large" hull. That's another little trick--DA stores the information on Hull size separately from the actual model so any base hull model can be made to function as any size hull for game purposes--though it does require some quick file editing. Is it Metaverse safe to do that? I have no idea.

The eye thing...that was really just dumb luck. The piece just fit perfectly and has that neon mark already on it.

Reply #148 Top
It's amazing how all the analysis and stories in this thread contrast with the actual game mechanics....

...It's called a Drone Cruiser because, according a rudimentary 'story' I had though out for it, it was to make heavy use of robotics and nanotechnology to minimize the crew required(this is also the reason why the ship uses all-Yor parts). The story never got completed since I continued with the game instead.
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That made me laugh. Because it's so true.
Reply #150 Top
Nevertheless, 3 requests for screenshots of the Haybraska:1. In a fleet with a Terror Star(in Starship Intel Report).2. In a battle with an Economy Starbase(in Combat Viewer).3. In a fleet with the Ronin and Shogun(again in Starship Intel Report).Just to see it's size in comparison with other stuff.
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I have found that the ship intel function does not provide accurate size proportions(unless that changed in TA-beta). Best views are taken in the shipyard where the proportions are still in the size they were set at.