Doronron 2

Doronron 2

Joined Member # 2132413
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Thank you for the link. Most of my work so far has been mostly mechanical, with a willingness to scrap and start over. The ship in the link above took three tries just to put in place the basic frame, then a couple more to get the gun the proper size. It was the better part of a night. In all honesty, Stardock's parts make the artistic aspect by themselves. I just try to make sure there aren't too many gaps. Basically, keep at making ships. What you're seeing posted is usually a

3 Replies 8,110 Views

IRT Tandis - Metaverse galactic library? I've got a bunch of screenies already here on the forums that could use some consolidation. EDIT: IRT Sephlock - Initial tests with this had it orient itself a bit before firing the weapon I had attached to the main gun slot. Admittedly, though, I was shooting at a starbase, and not something moving.

26 Replies 32,118 Views

The the further down the weapon (or armor or engine) track you are, the smaller it will be. In addition, miniaturization helps a lot. Modules scale up just a bit in mass to match the hull size. My first game with medium ships, I did the exact same thing. I put in a mix of weapons and armor types, but was able to because of the advanced nature of my weapons and the amount of research I had done in miniaturization.

17 Replies 12,554 Views

Hey Ordo. As far as I can tell, the lights do not blink. None of the pieces are animated outside of weapons effects. The shots I have here are all taken in the shipyard. This was a blank hull with no weapons. The next ship I'll post, though, will have at least one shot in combat.

21 Replies 18,477 Views

Thanks guys for the encouragement, guys! IRT Boogie: I'm making these at the rate of one to three a night, depending on the size of the vessel and the look I'm going for. Once I've got enough designs built, if anyone wants them, I'll post them through the metaverse. IRT Terraner: I understand you don't have the game yet, so here goes. Hulls and accessories have hardpoints attached to them in various locations. These hardpoints are spots where you can place additional pie

22 Replies 30,264 Views

Thanks, Brad. These are Links to what I've made so far. I've got several more planned. https://forums.galciv2.com/?ForumID=162&AID=104163 https://forums.galciv2.com/?ForumID=162&AID=103617

15 Replies 14,629 Views

Another ship, with more to come... This is the front of the base Battleship template. It's got a lot of hardpoints here for all kinds of nasty weapons. This is the side. It's got a utilitarian feel to it. Slightly naval, but definitely adapted to space. The back of the ship shows the massive engines necess

82 Replies 40,551 Views

As promised, now that I have access to all of the hulls, I am working up a Navy for the humans. This is a Human Large Hull, and I've been playing with placing hardpoints inside structures to give it that lean, mean look. The the first of hopefully many templates that are dependant only on the hull rather than its equipment to show up in the ship building list. I won't deny that much of my tastes for starsh

21 Replies 18,477 Views

As promised, now that I have access to all of the hulls, I am working up a Navy for the humans. This is a Human Large Hull, and I've been playing with placing hardpoints inside structures to give it that lean, mean look. The the first of hopefully many templates that are dependant only on the hull rather than its equipment to show up in the ship building list. I won't deny that much of my tastes for starships is influenced a bit by Babylon 5, and Wi

22 Replies 30,264 Views

When I design a ship not specifically used at the beginning of the game, I just make an empty hull. I already know I like the look of the ship, now I can get the hulls as soon as the appropriate hull tech is discovered, and implement appropriate weapons, engines, and defenses I need as they're researched.

7 Replies 6,162 Views