Empyrion - Galactic Survival

Empyrion - Galactic Survival

Warlord - Reforged Eden 2
79 Comments
Ente  [author] 16 hours ago 
You can loot those from POIs. Or of course change them in creative before bringing it in.
EaglesTallon 22 hours ago 
Would there be any way you could update the blueprint to have the updated constructors/deconstructor? Instead of being the "Commercial Constructor and Commercial Deconstructor" I'm not seeing those in any constuctors to build.

I love the ship, and played with it after I changed those two things!
Ente  [author] 29 May @ 6:59am 
Thats what she said! *Cough* Sorry.
reanor 29 May @ 6:04am 
Why is this ship so LONG?
Wilmore 26 Feb @ 12:26pm 
Definitely good and valid points. I was hoping to get some good advice :-)
Ente  [author] 26 Feb @ 10:23am 
Well imho. a core reduced version of this would be a bad ship that could serve as no more than a carrier. Thats why it is a max core ship on the workshop and not an upgradeable one.

The issue here is, that it is very heavy and uses the cpu to move that mass. So to reduce the cpu needs, you would need to reduce the weight, a lot, which is a hard thing to do in egs. Or strip the weapons, which renders it kinda pointless.
Wilmore 26 Feb @ 9:39am 
I have pondered the thought of making a cheaper initial version blueprint of this ship in creative, to be able to spawn it into survival before I have more than 100 quantum processors, and rather upgrade it as I go.

My question is: What should I remove? CPU and cores, I guess, but would I need to then remove to much else to make it feasible? Any thoughts?
TheBrokeDad 31 Jan @ 2:44pm 
@wilmore trust me the first time it happened to me it took me a very long time to figure out what the issue was. I am glad that fixed it for you.
Wilmore 31 Jan @ 9:42am 
Thanks a lot, that solved it! I had no idea that there was a limit. Fair enough, but I wish it would be stated somewhere.
Wilmore 31 Jan @ 9:22am 
Thanks for the quick response, I'll definitely try that :-)
Ente  [author] 31 Jan @ 8:53am 
Most common cause is what TheBrokeDad said. You can just copy the steam blueprints to your bp folder if you want to keep the bps you unsubscribe from.
TheBrokeDad 31 Jan @ 6:11am 
@Wilmore I have this issue sometimes when I have subscribed to too many different BPs, there seems to be a limit. I don't know what the magic number is but go into your BP list from the workshop page on Steam, select CVs, and unsubscribe from some of them you don't use anymore. Restart game after that and see if that helps.
Wilmore 31 Jan @ 1:34am 
Hi! I love the size and style of this ship! I have an issue, though. I have subscribed tp it, but suddenly it disappeared from my blueprint list in game. I have re-subbed, resterd my computer as well as steam, but I can't get it to work. Any pointers?
Ente  [author] 27 Dec, 2024 @ 5:00am 
Thanks Reaper! :)

@Xerkus: Against Legacy they should be pretty safe. Just try it, if you see them catching a lot of fire, move them.
Xerkus 27 Dec, 2024 @ 1:10am 
Are the small turrets positions on the underside under the swarm launchers kinda sacrificial? I added crew and with extra cpu put 4 medium modulated lasers there in place of 2 light lasers.

Seeing how light missile launchers are buried in the armor behind them I am a bit worried that legacy will just be stripping those 4 expensive modulated lasers.
Reaper 23 Dec, 2024 @ 8:17am 
Love the ship man, great designs as always. I've personally used more of your ships than any other creator over the years for Empyrion. Keep up the excellent work! :cozybethesda:
Ente  [author] 18 Dec, 2024 @ 2:09pm 
There is no videoguide. There is also no need to re-equip it as it is already maxed out. You have a few options to change the equipment, if you don't like it.
Rider 18 Dec, 2024 @ 2:05pm 
i cant find the videoguide about how to fully equip it for end game content and max potential
sjknight2 14 Dec, 2024 @ 4:32am 
Sorted thanks - my fat fingers but some of the LCD projectors were turned off
Ente  [author] 14 Dec, 2024 @ 3:29am 
Thanks! The Launch pad positions are at the bottom, backwards from the side hangar doors.
sjknight2 14 Dec, 2024 @ 3:22am 
Great ship. I have added the Drone bay as directed but can not see where to put the launch pads.
TheBrokeDad 3 Dec, 2024 @ 10:51am 
Ohhh...duh...no wonder I couldn't find the right ship, lol. I have never unlocked that big experimental gun. Now I have a new goal. Thank you so much for getting me an answer. Love the ship by the way, it is perfect for how I like to play.
Ente  [author] 3 Dec, 2024 @ 9:57am 
You mean the spinal mount hangar? Thats for the Thor LX-2 Railgun. Its a big railgun that you can build. Calling these things "spinal mount" is a scifi thing for weapons that are large enough that you have to build a ship around them. Sorta like a "spine".
TheBrokeDad 3 Dec, 2024 @ 9:51am 
I apologize in advance if this was already answered but I read through the entire thread and didn't see any mention about the Spindle Hanger. Is there a specific ship that is meant for this little hanger? I went through your (Ente's) workshop and couldn't find anything in there either. Any help on this would be appreciated, I would love to have the proper ship for this space. Thank you.
Clippy 25 Nov, 2024 @ 2:33am 
having too many BP's was the issue, thanks for your help it was really weird i could still sub to other creations and see them just not this.
Ente  [author] 24 Nov, 2024 @ 5:10am 
If you just subscribed, you need to restart the client for the game to find the blueprint.
Other then that, you will also run into that issue if you are subscribed to too many workshop blueprints. the limit is somewhere around 200 iirc.
Clippy 24 Nov, 2024 @ 4:48am 
i cant seem to find the blueprint for this ingame, not sure if ive done something or the game is being weird
Malnix 1 Nov, 2024 @ 9:21pm 
stacking tovera bodys solo like sheep in a field :D I love this ship i dont mind armor brawling and repairing this ship is worth using even as a main ship / base also
Somnambulist 3 Oct, 2024 @ 1:06pm 
Thanks for replying, and just want to say again this is an amazing build, one of my favorite ships!
The_Grim_Gentleman 30 Sep, 2024 @ 12:36am 
Well.. would you look at that. Seems I was missing 1 Improved Extender. I could have sworn I had them all in while testing CPU levels. Ill chalk it up to the dumb Symmetry plane deleting one at one point. Appreciate the response!
Ente  [author] 29 Sep, 2024 @ 11:29pm 
Hey and thanks! It seems you are missing a CPU extender then. Check you have 2 basic extenders as well.
The_Grim_Gentleman 29 Sep, 2024 @ 9:29pm 
Hey @Ente! Fantastic looking ship you built in the Warlord. I've been very impressed with all your builds thus far and love to use them in my SP playthroughs. Even have a modified Hydra I use in Combat scenarios. Everything you build seems to be top notch!

So I had a bit of a question for you. The Warlord currently sits at 1,416,000 CPU, but I know that 1,352,000 CPU is the max for CV's. As I am in the process of creating my own monster of a ship, how did you get that additional 64,000 CPU for the Warlord? I cant seem to find where you squeaked the extra numbers out. Thanks in advance!
Ente  [author] 27 Sep, 2024 @ 7:40am 
@SleepWalker: Portside front, on the upper deck. Go central through production, then left.

@SnakeSolidNL: Thanks, eh thats a joke, ignore it.
SnakeSolidNL 27 Sep, 2024 @ 3:35am 
And another beautifull ship by Ente, awesome.
However, the pool LCD says to drain the pool before combat, but I cannot locate the water block.
Where is it located ?
Somnambulist 23 Sep, 2024 @ 5:30pm 
I cannot locate the library
Ente  [author] 22 Sep, 2024 @ 11:45pm 
Thanks! And yes, Filbertfarmer has a collection of several of them that are already built for RE2:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3304974339
Somnambulist 22 Sep, 2024 @ 10:58pm 
Other than the two you list (which I subscribed to) do any other modules in the workshop work with this ship? (I love this ship btw)
Ente  [author] 21 Sep, 2024 @ 3:01am 
The med bay is on the starboard side, on deck 3. You can get there from the upper starboard hangar landing pad, or from the starboard side elevator.
ozfresh 18 Sep, 2024 @ 5:25pm 
That would be a dope UHN ship. Sexy
Amber_Quill 24 Aug, 2024 @ 10:07pm 
@Ente: Thank you! I found out I broke one of the force fields connected to the Astra Bays. It was a single block so it took forever to find. Great ship!
starr274 23 Aug, 2024 @ 10:41pm 
if you're unable to overwright the ghost blocks around the quantum extenders in RE2 Build 20, on a Warden you had spawned in there's another space to fit the additional ones needed in the Wardens CPU room just a bit forward from the existing ones that still leave the hall open
Ente  [author] 20 Aug, 2024 @ 3:18am 
@ACEighty7: No, the missiles will follow the block you aimed at. If your target is moving it is entirely possible they hit something else if they end up trailing the target. E.g. if you aimed at something in a blast hole in the ship.
But they are not able to hit your own ship. If the initial check for a clear firing path succeeds, they will fire and ghost through your own ship. So when you try to place them securely on your own ships, the trick is just to ensure that the initial firing patch check suceeds.

@Malnix: Thanks! And pointing out that you have an Alternative to shields was indeed a major part of the motivation to build this ship.
Malnix 19 Aug, 2024 @ 6:02pm 
one of the best things i think about this ship is that it has so much armor it showing a whole new way to build in a path. People are so addicted to all the shield stacking not realizing you really dont need it in re2 as much allowing for versatility to utilize cpu elsewhere as alot of people have super bad habits from re1. This ship is a unit.

For anyone who wants to use this I would advise if you build this KNOW the ships your fighting cause a ship is only as good as its pilot anyway.

This ship is a epic and a great addition to my fleet. This ship turned a few zariax ships in to swiss cheese :D
my group is set to fight another tovera with 2 of these and a few other ships for a fun fight.
ACEighty7 19 Aug, 2024 @ 4:07pm 
@Ente oh so they only damage the aimed block? so they don't need line of sight? they will go round whatever block that is in the way? because i really thought for a moment you intentionally had them blow holes in your own ship lol.
ItsKaty 19 Aug, 2024 @ 8:35am 
@rollinshultz I wasn't able to reproduce your long kill time on a Zirax Orbital Outpost, I cored the thing within 10 seconds of coming within range of the outpost and I didn't have drones out. I kept the outpost at a 45 or so degree angle until the shields was down then I turned to face it and with less than half a magazine of missiles the core was dead.
Ente  [author] 18 Aug, 2024 @ 10:56pm 
That probably boils down to weapon selection. Missiles aren't great for static POIs, their main strength lies in killing thrusters on moving OPVs. Which is why I use them on this ship. You can also be sure that Movados turret positions are better optimised than the ones on this ship. Again, this isn't a high efficiency build and it will probably lose any performance comparison against min-maxed miniships. It is a lot more flexible than those though.

Still, if you want to optimise for static POI killing there are better weapon layouts.

Imho you should always consider weapon selection on workshop ships something you can and should adapt to your own needs and playstyle.
rollinshultz 18 Aug, 2024 @ 10:19pm 
I had to try this as the Stellar Endeavor MKII is my goto home away from home. I did a test run against a Zirax Orbital Outpost with three ships.
1. Warlord: battle time about 90 seconds.
I felt it somewhat under performed as guns were firing one at a time and the missiles didn't seem to do much. I use the same missiles on my combat SV and I believe they work better because the ship get in closer and I can aim them better.
When I went to the ship a lot of blocks all over were destroyed including turrets I wanted to salvage for super conductors.
regenerated

2. Ono CV: battle time about 30 seconds.
Ono (by Movado) is my goto combat CV which I modified for RE2 and it quickly took down the generators leaving most blocks including all the turrets in place. I harvested about 20 super conductors from it. I'll keep that as my main battle ship.

3. The Skylark of Valeron SV: battle time about 2 minutes. unpublished, I'm a newbie builder and I am just starting to get the hang of block shaping.
Ente  [author] 18 Aug, 2024 @ 1:18pm 
@Svan: Don't have modules yet for it. Function wise I would want the repair, a fridge and production/Decon from them. I know Garaman just released a Production module, so that might cover that part. Am not aware of any repair platform astra modules yet.

@ACEighty7: You aim at a target block, if you are in range (red crosshair) you fire, and the missiles will follow that block until they hit it or run out of range. Pretty straightforward.
ACEighty7 18 Aug, 2024 @ 1:11pm 
I just wanna know how the swarmers work lol
Svan 18 Aug, 2024 @ 12:25pm 
What Astra-modules are you running with the ship? i am really interested and look forward for your Repair-solution. Using the repair module with a garden for the needed capacity to craft lots of medsis my desired loadout. Or Using a dropship or Miner... endless possibilities. I like the speed , re2 has returned the feeling of piloting big Ships instead of spinny spinny nonsense. But in Terms of takedownspeed there has to be a lot of balancing. When you dont know the Core it took me 21 mins for an Immirat, though the shield where down after 3 mins. thinking about giving it 2 Heavy Laserbeams and changing half the lasers for canon.