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Ulric Jorgensson's Fleet.
Posted: Thu Nov 22, 2007 7:25 am
by Ulric Jorgensson
Yes, our dear Lizzie got me into this game, so you can blame her for these. I started out with my first ship, the Dagger, which I made to be a main line battle crusier:
The next one I made was the Gladius, a heavy crusier:
Next up was the Poinard, a strike crusier:
After that, came the Stiletto, a light crusier:
Then I started to try and take on that behemoth of a ship known as the War Clockwork 4. I first made the Tower, a assault crusier with carrier capabilities:
Then after the Tower got it's ass kicked, I made the Pavaise, an attack carrier:
Then when the Pavaise got pwnd, I made the Rondel, a space fortress/station armed to the teeth:
The Rondel, while effective, had it's weapon swept off in one foul swoop, so I designed the next assault carrier, the Zweihander:
Of course, this got pwned too. I learned much from studying the WCW4, so I decided to try and make a ship that would be able to take on the WCW4, or so I thought. This is the Maul, and it got pwnd too:
And then I made the Bombard. This beast actually beat the WCW4 to death. I was so happy. Of course, it's slow as molasses in january and turns like a frozen brick, but it beat it, and that's the point. The Bombard, my pride and joy:
And now that I've beaten the WCW4, I'll be going back to designing normal ships.
Thankyou all and tell me what you think.
And no, no action shots.
Yet.
:twisted:
and no, I don't mod weapons.
Posted: Thu Nov 22, 2007 7:43 am
by sarnas
They look alright for your first works!
Want to know why your stations weapons were destroyed so easily? Parenting.
What this is is when you build a piece, the next piece is connected to the previouse. This makes a large chain if you are not careful, and if this one vital piece is destroyed, all those connected to it down the chain are destroyed. To advoid this, try to 'parent' everything to the core. To do this, just select the core between building pieces. That way, when your core is gone, so are you, just like it would be anyway!
Posted: Thu Nov 22, 2007 7:44 am
by HighComedy
The common problem I can see in all your efforts is well,
they don't have enough deflectors.

If you don't have enough deflectors to cover entire sides of your ship in the golden, invulnerable glow, the War Clockwork's railgun banks are going to clean you clock no matter how many weapons you jam onto your ship. Seriously, deflectors are wonderful because they let you ignore all the firepower the enemy throws at you for the first minute or so. The second problem is how to take down the WCW4's own plentifully-deflectored self. If you don't use customized weapons, then you're going to need a lot of unmodified weapons, and I can see you got that right. The problem is without the deflectors, your ship won't keep those weapons for very long.
In conclusion, more deflectors! Except for your last ship, which is presumably so big and tough that it doesn't matter.
EDIT: Yeah, smart parenting helps too. Not that there seems to be any obvious mistakes to my untrained eye.
Posted: Thu Nov 22, 2007 7:55 am
by Lizzie
Hehe, he had to go all the way to kill WCW4.

Posted: Thu Nov 22, 2007 8:01 am
by Exethalion
I have a sort of love-hate relationship with parenting. For ships, I think it logical to create chains of parented sections radiating out of the core. Getting it right is especially important for winged ships.
But for battlestations, I feel that to maintain that defensive power, all sections should be parented with the core (not weps and modules, that would be stupid.)
All that matters is that you don't start parenting one section of a ship with another on the other side of the ship. I got wound up in that mess with my first few ships and had to start over again on all of them.
All the ships look quite creative actually. I can see the increasing urgency in your creations. The Bombard is fantastic!
Posted: Thu Nov 22, 2007 9:03 am
by Kingoomieiii
Wow, did you know all those sword names, or did you have to look them up?
Although it's refreshing to see someone go the "sword" route in ANYTHING sci-fi and not make a "Katana"
VERY impressive, especially for first ships. The parenting structure has come up, and you turned the bones off in the viewer, possibly indicating they were all over the place instead of organized. But I haven't seen them, so I don't know.
What surprised me is that you didn't start by making an unstoppable superweapon of doom off the bat.
Posted: Thu Nov 22, 2007 9:38 am
by Bluhman
I'd personally have named the Rondel 'The Ziggurat' instead, but it's your ships, and man, do they rock!
Posted: Thu Nov 22, 2007 9:58 am
by Natch
sarnas wrote:They look alright for your first works!
Want to know why your stations weapons were destroyed so easily? Parenting.
What this is is when you build a piece, the next piece is connected to the previouse. This makes a large chain if you are not careful, and if this one vital piece is destroyed, all those connected to it down the chain are destroyed. To advoid this, try to 'parent' everything to the core. To do this, just select the core between building pieces. That way, when your core is gone, so are you, just like it would be anyway!
But then your ship becomes floaty and disconnected when it starts to lose parts.
Better off just to parent something to the piece behind.
Posted: Thu Nov 22, 2007 10:06 am
by Kacen
I love how my thread got few posts, and the fews posts it got were mostly related to my ships being overgunned, yet I see no complaints about that here...
Overgunned is an understatement, it's messy and incoherent, with nasty overlaps.
If your gonna make alot of guns on a ship, make them neat.
Posted: Thu Nov 22, 2007 10:11 am
by TormakSaber
Kacen wrote:I love how my thread got few posts, and the fews posts it got were mostly related to my ships being overgunned, yet I see no complaints about that here...
Overgunned is an understatement, it's messy and incoherent, with nasty overlaps.
If your gonna make alot of guns on a ship, make them neat.
A lot of us reserve true "judgement" for individual threads and allow this to simply be a gallery.
EDITL: I thought I was in the wrong thread, haha.
Yes, too many guns. Far far far too many guns. The exception is the last ship, because despite the number of guns, most of the hull structure is still there.
Posted: Thu Nov 22, 2007 10:15 am
by Kacen
However, to counter and not only be negative, I will say many of the ship hull designs are nice, however seriously overlapping weapons, unless in a style implied to be overhanging from a higher area over a lower area, are just ugly.
Posted: Thu Nov 22, 2007 2:48 pm
by Ulric Jorgensson
Ok, so, add more deflectors.
Check.
Fix parenting issues on Rondel and others.
Check.
Exethalion, thankyou, I'm glad you like the deathwad that is the Bombard.
Kingoomieiii, I am a veritable living weapons encyclopedia, I havn't even begun to name my ships. And the Katana will be a very special ship. Very very special indeed.
Bluhman, Thankyou, I do try for excellence in everything I do.
Kacen, your words will be taken under advisement and forwarded to the R&D team, please expect their rejoinder in 6 - 8 months.
And yes, when the guns are placed like that, their indicating an entire block of weaponry, think like a Battlefleet Gothic miniature, with ranks upon ranks of guns on a single part. Same with the Demeter launch bays, multiple launch decks, one on top of another.
Thank you all for your words, more ships to come in the future!
Posted: Thu Nov 22, 2007 7:30 pm
by Ulric Jorgensson
More ships! These next three are fast attack craft, made for skirmish battles, nothing more.
First, the Chakram. Armed with 5 blasters, two missile launchers and two Deflectors, it's a fast little attack craft worthy of being an Interceptor.
Next is it's big brother, the Tanto. More heavily armed, armored and with the better speed and handling, it's a terror. The added bonus of an all energy compliment makes this vessel perfect for extended scouting runs.
And last, but certainly not least, is the Sabot. A un-manned, computer controlled defense perimeter ship, the Sabot is designed to do one thing, crash and burn. The Sabot is the perfect answer to other interceptors and can even threaten lightly armed cruisers.

Posted: Fri Nov 23, 2007 1:59 am
by derekiv
An idea for your unmanned one: maybe use one of the ship cores that doesn;t have the blue bridge. Just makes it look more unmanned.
Posted: Fri Nov 23, 2007 2:12 am
by Normandy
Pretty good.
But very, very, very, very, very laggy (well atleast the carriers).