Eh, I don't really post that often. Every time I play a game through I just try to make the shipyard entries cohesive, and then when I'm done I upload. I think I've only done 4 sets now, all with Kryo's mod, so they're not metaverse safe.
TG_Steeler
That is insanely cool. Are those bolts from taking it into combat or is that something from a mod?
Will get to the whole battle-damage thing later. For now, some new generic ships: <img src="http://img.photobucket.com/alb
Nice ships as always, PubMaster. I like the torquing on the fuselage - building a decent ship and then "breaking" it. I think that you should go all out on collision damage, though. Now that you've planted the seed, I may try for a totally ruined, barely-functional wreck.
Yeah, nice carapace effects. I also like the Valkyries on the last page, Kenwebb. Good satellites, Midnight. Very spiky.
TG_Steeler, awesome ships. I love the names you have for them, most being swords Are they all swords or just most of them? GalenEvil Thanks, Galen. Yes, they are all weapons or weapon-related. Longinus was the name of the soldier who reported;y pierced the side of Jesus on the cross, he
I decided to try my hand at a more traditional Terran design for my custom race, the Terran Legacy, presented here in the form of an AAR: All of the industrial ships were designed during the initial colonization rush by a single state-controlled space and aeronautics corporation. They are all based around the same long fuselage design and share the same manufacturing infrastructure. This allowed for ra
Nice designs, guys. Love those city ships. They must lag like crazy in game, though. - Here's my second round of asteroid-based ships. The first were all utility ships on cargo frames. Here are some combat designs. - First, a light destroyer, basically just a weapons platform welded to some space borne ballast rock. Medium frame. - Then, a slightly heavier model based on the sa
After seeing Kyro's addition of asteroids to the mix I had to try a rock-themed fleet. City-style asteroid colony. "Tower ship" miner. This one looks very cool hovering over asteroid fields, since the beam usually emanates straight down from the base of the tower. <img src="http://img.pho
Well, the interface DOES warn you not to save multiple ships under the same name. But that could be because of this very flaw, in which case the coding could be cleaner. The shipyard and the starport menu must reference the ship database in slightly different ways. It would be nice if there were a blueprint manager, so that as your library of custom ships grows, you could weed out the duds, avoid clutter, tweak designs without creating dup
I've had this happen when I go back and "tweak" a design and forget to change the name. Quitting and reloading usually fixes it. Are you using a shipbuilding mod like Kyro's? I've noticed that causes some weird shipyard errors.
I have had a lucky start where I was free to expand for several years unimpeded, picking up 3 or 4 really good planets along the way (19-23!), but whenever that happens there is always another empire doing the exact same thing on the other side of the map. It makes ramping up a fleet easier, but it's still a fight once the colony phase ends. And the AI is faster at expanding anyway. I have had a few frustrating starts, where I play for 20
I have seen the AI after the initial colonization push sitting around with stacks and stacks of colony ships on certain planets. For all I know they may sell them off decades later, but usually they stick around until an invasion force knocks them out.
Late to the party, but here are some interesting designs I came up with using Kyro's mod. Went for a radial look. First the little guys: Now the industrials: <img src="http://img.photobucket.com/albums/v337/r_steeler