Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Aeon III - Survival Marauder CV
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
268.651 KB
26 Sep, 2020 @ 2:04pm
14 Oct, 2020 @ 12:32pm
7 Change Notes ( view )

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Aeon III - Survival Marauder CV

Description
This is a ship I built in survival over the last few years playing Empyrion. I kept updating it, and thought I'd share the latest iteration, which has been made CPU compatible. It requires a lot of resources, so it's definitely not a starter CV, but it's fun to use as a mobile base, which I have been using it for. It has a pirate-y feel to it, which I quite like.

I usually land the ship on a planet, and use the SV/HV to explore, and bring it in if I need some bigger guns.

Highlights
  • Made for planets: walkable deck from prow to bow
  • Everything an explorer needs, barring modules not placeable on a CV
  • Twin XL engines, with corridors to view them at work
  • Many nooks and crannies to explore
  • Lots of screens with deck information and directions
  • Spotlight lighting throughout optimized for nighttime
  • All lights controlled with motion sensors

Technical
  • Logic: Automatic hangar doors and hatches
  • Handy levers for turning the thrusters on and off (as well as turrets, sentries, etc)
  • Big engineering bay with space for additions
  • Large hydroponics bay
  • Two hangar bays (one large, one smaller)
  • 4 crew quarters (unfurnished)
  • 1 big empty room for custom installations
  • T2 shield
  • T4 CPU with some spare capacity
  • All modules accessible for maintenance
  • All relevant modules named and categorized

Storage

Storage wise, it's not entirely optimized for weight, since I usually turn it off. Still, there's the following containers:

  • 96 kSU ammo container
  • 2 x 89 kSU containers
  • 18 x 32 kSU regular containers

The spare room can be easily used to add more storage to fit your needs.

Changelog
v1.5
  • Fixed missing O2 in the main hangar
  • Thanks to the O2 game update, the gunnery access shafts now have O2
  • Fixed missing O2 in the rear access hatch
  • Fixed too many rocket launchers, replaced 2 with pulse lasers
  • Fixed some textures

v1.4
  • Added spotlights all around, with switch in the bridge
  • Added Oxygen stations and Medbays in key emplacements
  • Fixed some lights not connected to sensors
  • Fixed some blocks & textures

For older versions, see the full changelog.
4 Comments
AeonOfTime  [author] 2 Nov, 2020 @ 3:44am 
@Rhaven: Thanks a bundle, so that's why the gravity was all weird. I was wondering myself.
Λ | Rhaven 26 Oct, 2020 @ 7:14am 
found a issue with the front gravity generator being on the wall creates a bad gravity field in the ship had to move it to the floor to maintain standing upright in the ship.
AeonOfTime  [author] 14 Oct, 2020 @ 10:03am 
@Rhaven: I had a look if there were any O2 issues, and fixed them all. Otherwise, it's all good :)
Λ | Rhaven 13 Oct, 2020 @ 11:55am 
Love the looks of this, any issues with the 1.2.1 patch?