Empyrion - Galactic Survival

Empyrion - Galactic Survival

Eclipse MKII - Reforged Eden
71 Comments
LeniuPL 10 Apr @ 1:49pm 
Alenvire, there is many of us waiting for update to our fav ship :D
Alenvire 17 Mar @ 1:51pm 
Its been some time. Just wanted to add a reminder that I am sure I am not the only one who would love to see a official Update for this ship. My 'update' just looks like a mess. lol I am no builder sadly.
OCJeriko 17 Aug, 2024 @ 12:03am 
Has anyone taken this into creative and swapped the armor for hardened steel? Curious how much maneuverability loss there would be to gain some additional protection
GREYSE 9 Jul, 2024 @ 5:28am 
Mandatory for use in RE2!!! Please, waiting for updates!:steamthumbsup:
ichduersiees 24 Jun, 2024 @ 8:15am 
please do a proper refit/rebuild of this CV for RE2. it's one of my favorites as it was a perfect all-round ship. enough space in the hangar for all needed SVs and HVs, enough space to add hydroponics and enough space to add defense, cpu, power, weapons. great design as well as good manouverability.
and it had a perfect size for this type of ship. so many blueprints out there which are either waaaay too big for what most players need. or they are too small and can not even fit proper SVs/HVs. dont need a full fleet but usually you may want a small harvesting HV, a small drill SV and a mid to large combat HV or SV.
the Eclipse covered everything
(and yes, with 2 CPU upgrades you can make it work in RE2 but thats not the same. too many things changed in the scenario and this ship deserves a full rework from a professional ship builder!)
Alenvire 21 Jun, 2024 @ 10:25pm 
With all the new options it made me hesitate when I started a refit. So many options. The new gens, the grav gens, weapons and other new bits and bobs that need to be fit in. And thats not even taking into account what engine balancing that will be needed.
Ente  [author] 8 Jun, 2024 @ 6:21am 
Need to look at it, but right now I think it should be possible to make it useable in RE2. So yeah, at some point. Will require a bit of a larger rework though.
Alenvire 29 May, 2024 @ 8:46am 
No rush or pressure, but do you think this will make it into reforged eden 2 at some point? Or is it unusable with the new changes?
Ente  [author] 6 Apr, 2024 @ 3:43am 
Sorry but no, at least not from me.
dubius 6 Apr, 2024 @ 3:24am 
Any chance of getting the fully upgraded version posted?
Ente  [author] 28 Mar, 2024 @ 12:26am 
@Gaming4ever: The game has a hardcoded limit for 21 items on the toolbar, with one item of each item group not counting towards that limit. With 4 Artys, 10 positron and 12 Torps you are over that limit, thats what you see there.

@SilentCatFox: Again, thanks for the nice words! :)
Gaming4ever 28 Mar, 2024 @ 12:04am 
I am trying to max the fixed weapons along with the torpedoes, so 14 turrets, 12 torpedoes, 10 Positron cannons, and four artillery cannons. However, the game can only see 8 positron cannons and 11 torpedoes. The torpedoes are where you had them to be, and so are the cannons; I started from the back and was working my way forward. Is it the order in which I am lacing guns, or can I not have both?
SilentCatFox 19 Mar, 2024 @ 6:42am 
It was one of the best ships i found when starting to play RE and no matter how many other ships i try: Its still the best in all-around-the-galaxy-action.
Room for Miners/Fighters or Tanks, Enough Weapon + Shield-Possibilties, while still being able to land on none-high-g planets to look for POIs, Traders and Autominers.
And all that in a neat shell that looks amazing without being to cramped inside.
May be a large and slow boat... But it carries you all around the galaxy.
Ente  [author] 18 Mar, 2024 @ 4:12pm 
Thank you so much Gaming4ever and Alenvire! Glad you enjoy it! :)
Alenvire 18 Mar, 2024 @ 12:06pm 
To add, one of the biggest reasons its my favorite is because you can bring it in decently early and add the upgrades in as I can which you have made extremely easy to do. I wish every design/designer did this. Thank you for the extra effort. I hate downgrading ships in creative to try and get them in earlier then what the BP allows.
Alenvire 18 Mar, 2024 @ 12:01pm 
Ever since you released the original this has been my favorite ship design. Every game I try to bring this in. Even if it is not the 'best' ship, to me it is. Love it and all your designs.
Gaming4ever 13 Mar, 2024 @ 12:03pm 
I gravitated to this ship for two reasons: you and I like the same type of weapon load-outs and the upgradability. After 1K+ hours with this ship, which has ten aux cores, I destroyed my first Tovera. I love it; it is, without a doubt, one of my favorite ships to date.
Spaghettioz 3 Feb, 2024 @ 6:25am 
Yah in hindsight I am dumb lol xD All I did was put in the arrays but the rest of the shield parts arent in yet. I'll install them now.
Ente  [author] 2 Feb, 2024 @ 11:01pm 
Be sure you do have some shield recharge left. Capacitors will reduce that and if you reduce to or below 0 the shield won't recharge. Other than that, no idea. Check whether you have enough pentaxid in the tank?
Spaghettioz 2 Feb, 2024 @ 7:25pm 
I have been trying to charge the shield past 20% but it wont go no matter what I try.

The REST of this CV is amazing. but running on 20% shields wont help me a lot :P Ever see this bug? I havent. It just stops at 20% and i cant seem to make it charge more.
WolF 18 Jan, 2024 @ 11:21am 
Ahja...es kommt halt auch drauf an von wo aus man die setzen möchte^^

Danke euch!

Es ist immer wieder schön deine Arbeiten anzusehen @Ente
Ente  [author] 18 Jan, 2024 @ 10:01am 
Thanks Dizzycajun!

@WolF: Was SilentCatFox bereits sagte, einfach hochkant stellen.
SilentCatFox 18 Jan, 2024 @ 7:08am 
@WolF sollten reinpassen, funktionierte bei mir bisher immer. Musst sie wohl auf die Seite legen, weil sie sonst zu breit für die Slots sind. Hoffe das hilft !:3
WolF 18 Jan, 2024 @ 6:14am 
Ich kann leider die Arrays nicht setzen.
Gibt es da einen Trick? Die passen aber definitiv nicht dort rein wo sie hin sollten...
LCD´s wurde natürlich entfernt.
Dizzycajun 16 Jan, 2024 @ 8:36pm 
It is awesome, I need to send you a screenshot of the additions I made. Thanks for the great ship!!
Have a nice play! 22 Dec, 2023 @ 3:43pm 
Lieben Dank für die Antwort
Alles weitere werde ich dann testen ;)
Eine frohe Weihnachtszeit wünsche ich :)
Ente  [author] 22 Dec, 2023 @ 3:35pm 
Thanks Shrubheight ! :)

@Have a nice play!: Danke und hui, ne Menge Fragen. Die Railgun ist praktisch ne Scharfschützenwaffe. Viel schaden gegen einzelne Blöcke, aber musst schon sehr nah ran um damit halbwegs was treffen zu können. Hat halt keinen Zoom. Artillerie ist im zweifel stärker.

Die Torpedos sind ne zielsuchende Explosivwaffe. Weniger Bumms als Artillerie, aber sie folgen dem Block der beim Feuern unter dem Zielkreuz war.

Wenn du net schon am Ende vom Aufrüsten bist, reicht Artillerie. Die anderen beiden sind eher nur für bestimmte Situationen nützlich.

Türme, Reaktoren & Schilde aufrüsten ist das wichtigste. Schwere Lasertürme sind besonders stark, EMP Cruise Missiles sind sehr gut gegen Schilde (aber nutzlos sobald die down sind). Nen paar EMPs lohnen sich aber immer.
Have a nice play! 22 Dec, 2023 @ 3:25pm 
Hallo! Ich bin ein großer Fan deiner Arbeiten!!!


Großartige Leistung, sowohl Design als auch Funktionabilität =)
Habe etwas gebraucht, um herauszufinden, was drive thruster und co in meinem (deutschen) game eig. sind >.<

Ich bin ehrlich gesagt etwas unsicher, wie ich weiter verfahren soll, nachdem ich die Thruster aufgpeppelt habe, ob ich die Waffen aufwerten sollte oder mehr davon installieren!? Finde die T2 Versionen haben schon einen ordentlichen Boost (DMG, AOE, Reichweite, etc). Habe auf Youtube einige mit Artillerien spielen sehen, um die Blöcke wegzuhauen, macht die UCH Railgun das besser? Wozu genau dienen die Torpedowerfer?

Sorry für die vielen Fragen, aber es ist schwer, Inhalte auf deutsch zu finden und mein englisch ist eher durchwachsen!

Danke und auf jeden Fall weiter so (Daumen hoch)
Shroob 18 Dec, 2023 @ 10:12am 
Just want to say thank you for all your ships. 90% of what I use is your stuff and this CV is my goto favorite.
Combat Wombat 11 Dec, 2023 @ 2:29pm 
Thank you, that has explained it now so my old brain understood hahaha :steamhappy:
Ente  [author] 11 Dec, 2023 @ 2:01pm 
The Capacitor Bank and Charger Coupling are commonly referred to as medium shield upgrades, because, well they are just the middle sized ones. There is a maximum of 4 for each individual type of shield upgrades, so at the end you just want all of them.

Until you have the CPU for that, it is basically up to you to tune shield charge VS. shield capacity by choosing between chargers and capacitors.

If you are unsure, running a 1:1 ratio between them isn't a bad start.
Combat Wombat 11 Dec, 2023 @ 12:04pm 
Thanks SilentCatFox, but my issue is that there is no "medium", are you talking about the double round ones or as they are called in game the "bank" and do I have to put one of each, for each charger a capacitor too? I know dumb wombat here lol
SilentCatFox 11 Dec, 2023 @ 4:07am 
The Bigger ones (in the "wings") are for Arrays, so the really big upgrades.

The medium sized banks (like capacitor bank), go into the very tips right beside the bigger ones, opposite of the advanced generator-rooms on each side :3
What doesnt fit there, is located in the "roof" right above the hangar ( so the missing mediums and the little ones between, you will see when you go there with Upgrade Markers on ;3
Combat Wombat 11 Dec, 2023 @ 1:25am 
Hi Ente, sorry for the really dumb question but what needs to go into each of the shield upgrade slots? I apologise just an old fart trying to play games hahaha, I added the fusion generators but have not turned them on yet. Hey and thanks for the great boat, I just need to know what part needs to go where :steammocking:
SilentCatFox 30 Sep, 2023 @ 9:59am 
Ok might try it again :3 Shields seem to be the bigger problem about Legacy. A few well placed Artilleries will do for the hull, for a well informed captain ;3
Ente  [author] 29 Sep, 2023 @ 11:41am 
Lasers turrets (or at your stage, more the heavy laser turrets) are fantastic to bring down shields. They are ok to kill off devices/turrets and they are relatively bad to break through armor blocks. Mostly because they don't do any area damage.

So if you want to use lasers, also use some missile turrets to be able to get through armor if you want to destroy stuff behind said armor..
Plasma might be a good alternative in single player, but on multiplayer it has a lot of trouble to actually hit stuff.
SilentCatFox 29 Sep, 2023 @ 11:08am 
Hello its silly me again ~.~

This isnt really a specific question about this ship, but the amount of Laser-Turrets and the mentioning of even upgrading them, made it come back to mind, while im preparing to build this one on survival.

Are Laser-Turrets even effective right now?

Due to me and my friend preparing for leaving drone space soon and targeting legacy for quantums next, im wondering about that.
In Theory the Lasers should be amazing against Legacy, due to their Ships being basically being build of little more than Alien-Blocks which should be vulnerable against Laser, but...

Laser-Turrets and Adv Lasers seem so very weak in every battle, against drones as well as the legacy (later which i had a try with in singleplayer spawning ships with console, to get a feeling for them)

My Oppinion right now is stuck with thinking of plasma to be the better choice above lasers...

Can you help me out, with some intel i seem to miss?
Nytar 3 Sep, 2023 @ 7:16am 
I usually am in 1st person unless making large maneuvers. always in first person for targeting
Ente  [author] 3 Sep, 2023 @ 5:35am 
Well did some tests. What I can say is that the game now does seem to consider even half or ramped blocks as full blocks, as far as turret vision goes. So that will impact the up/down vision of some of the turret positions a bit when using the 3rd person cam on close distances.

Other than that everything seems fine.
To compensate, either aim a bit above your target, or use the first person view.
Ente  [author] 3 Sep, 2023 @ 4:58am 
Hmm they did change the turret behavior since I set those up originally, and turret targeting has been a weak point of the game since forever. Might have to look into it then. Perhaps needs another bug report.
Nytar 3 Sep, 2023 @ 4:32am 
to be honest I went to prove you wrong about the weapons view area. used a large carrier I made as reference. I could see most of it. HOWEVER, in game for some reason when I have the cross-hairs on center mass, I can only get the far far outside weapons to fire. if I aim a bit left the right will fire, if I am a bit right the left will fire. once I uncovered the ones along the top those would fire more often. and the ones I placed near them that have no coverings at all fire all the time.

if I am aiming the hard-points and on target, then by line of sight (and range) they should all be firing, but they are not and I have no clue why. I've re-logged, restarted game, verified files, so I am at a loss
Ente  [author] 3 Sep, 2023 @ 1:02am 
(2/2)
-The reactors aren't even remotely heavy enough to shift the center of gravity so far that you would notice it under empyrions rather basic flight model. If you believe you still notice it, just compensate with placement of the shield parts. Those are heavier anyways. Or shift your cargo around.

-The "combat bridge" is really only intended for the start if you want to tank on armor. At that point you shouldn't use a railgun anyways. Lateron, after you added enough shield, the main bridge is the intended place for combat.

-1-2kt only matter at the start. Even then, probably not as much as you seem to think. Each shield array upgrade weights in at around 1.4kt and the ship supports up to 8 of them. The other components aren't lightweight either. If you want to loose meaningful amounts of weight you would have to reduce the armor in the front or change the hull to carbon. Can do that, but you will also loose the associated features and safety.
Ente  [author] 3 Sep, 2023 @ 1:02am 
Heh, thats a completely different design philosphy you are describing there. But let me answer the points: (1/2)

-The turrets do have a limited firing area by design. That is actually a feature to keep them from firing at the wrong target, in case you are fighting multiple ships. Gives a bit more options to position yourself. In any case, if you end up in a position where most your turrets can't fire, you are cleary not pointing the ship at your enemy. Thats down to your own flying then.

-"Non-essential spaces" or RP Stuff as we usually call it, is a main point of all of my builds. I wouldn't fly a ship without it and therefore wouldn't build one without it. Sorry. I would point out however that the impact on the ships performance isn't nearly as much as some people seem to think. I also do have ships that have only very little of that, like my Monolith.

-I have a couple CV miners that are small enough to fit inside the hangar. Use those.
Nytar 2 Sep, 2023 @ 8:53pm 
A "Snub nose" version. many turrets suffer from area they can fire to, and most end up inactive. More open-ish tops for those not on PvP servers would open up angles too, weapon ranges would be more similar as well.

many people like myself arent into lots extra non-essential spaces like crew quarters, captains quarters, lounge/mess halls. more area for H or make it able to be sized down?

a section along the back for a small (preferably matched) low profile CV 6-8 laser drill miner made to dock.

inline the reactors, would be easier to upgrade one w/o the center of grav being off, and make roll snappier (less un-sprung weight effects)

over head rail gun as it is hard to snipe from the "combat bridge" being so far over the bore. (I end up in the normal bridge for combat for this reason. or can double the glass and remove the old combat bridge. (I also lowered the platform one block to aim better)

it would make it about 1-2Kt lighter. same fire power potential, be more responsive
Ente  [author] 2 Sep, 2023 @ 5:29pm 
Thanks Nytar! Glad you like it! :)
I don't take "requests", but feel free to throw ideas at me. I am susceptible to good ideas. Sometimes. :D
Nytar 2 Sep, 2023 @ 5:13pm 
Ive been using this for a few days now, amazing work, specially all of the LCD work you put into this,. do you take "requests" by chance? Im learning to build but not nearly this good yet. it would be a variant of this design.
Ente  [author] 31 Aug, 2023 @ 11:06pm 
You cannot. Sadly. CVs cannot be detected by sensors.
What you can do is open the control panel of the ship with the hangar (e.g. via the registry) and use a signal to open the hangar door. The Eclipse has the "Hangar" signal (iirc) which does that.
Nytar 31 Aug, 2023 @ 10:53pm 
I made a CV miner to fit in the hanger, but every time I get close the door wont open or if manually opened it will shut. how can this be changed?
ZeroCool 28 Aug, 2023 @ 7:25am 
Haha I found them. Turns out I was just blond :P
Ente  [author] 28 Aug, 2023 @ 12:25am 
Thanks Paganizer, Grimnir and ZeroCool! :)

@ZeroCool: to the left and right in the main corridor that connects the front of the hangar.