Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Tethys - Reforged Eden
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
187.853 KB
5 Jan, 2022 @ 8:16am
18 Mar, 2022 @ 3:39pm
9 Change Notes ( view )

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Tethys - Reforged Eden

Description
Built for Reforged Eden 1.6!

Type: Battlecarrier
Tier 4, 5.384.795 CPU (Requires 10 Aux. CPUs, not included in bp)
Size Class: 19 (19,03)
Unlock Level: 25

There is now a MK2 Version of this ship:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2887004741

Built for CPU and unobstructed thrusters

Length 232 m
Weigth 50,4 kt

The Thethys is a Battlecarrier with three large Hangars that are connected via internal ramps, enabling internal movement of HVs and SVs between them. E.g. to move to the repair facility in the upper Hangar.
It comes with considerable armor and weapons, but is not yet a dreadnought. So probably not valid to hunt Toveras, even though it might be able to fight them with some upgrades to shield and weapons (not tested).

As per the usual the interior is full of fluff, including a bar, Gym, shooting range, cantina, briefing rooms, a Brig,...

Base it comes with 4 Adv. Generators, with room for 2 more.

Weapons:
12 Artillery Cannons
9 Minigun Turrets
8 Artillery Turrets
12 Lasert Turrets
8 Plasma Turrets
4 Missile Turrets
4 EMP Cruise Missile Launchers
6 Cruise Missile Launchers
8 Sentinel Flak Turrets

Equipment:
7 Advanced Constructors
1 Deconstructor
36 Hydroponic Pods
1 Food Processor + Fridges
Long Range Radar + Detector
Teleporter

10x 320k Storage Controllers
3x 320k Ammo Controllers
Various Cargo Boxes

Armor:
The Bow is heavily Armored, the engineering section comes with its own armor sacophagus. The rest of the ship has a single layer of combat armor, with some sections at the lower back only sporting hardened steel.

Fighting:
Firing arcs for weapons are somewhat limited, as with all of my ships from this design line. You want your opponent directly in front of the ship, preferrably at a distance of 800m. The 3rd person cam is somewhat of a problem here, as you will end up with your opponent slightly above you, if you use it. Recommendation is therefore to use either the first person view or use the 3rd person free cam to control positioning, as long as you don't use the fixed artillery cannons.
The ship is not very maneuverable, so best to try and get rid of the enemies main thrusters early.

The Main Bridge should be safe enough in most cases, but the ship also has an internal Battle-Bridge.


LCDs are modifications from sulusdacors LCD Library, so a big thanks to him for his amazing work!
Cantina-Menu+Basketball thingy by Illegal Cheese

Update 07.01.2021:
Apparently my brain failed a bit towards the end of the building process, so I had to update the workshop:
-Added Teleporter
-Changed Flak to sentinel Flak (better and cheaper on CPU, not as easy to get but that should be ok for a lategame ship)
-Added some forgotten LCDs to doors
-Added some additional Armor Lockers and O2 Stations
50 Comments
Ente  [author] 10 Nov, 2022 @ 5:44pm 
Thanks razor754569 & БезмолвныйКороль! :)

@БезмолвныйКороль: Done, see the MK2 version.
razor754569 29 Oct, 2022 @ 10:56pm 
creative and pleasant to look at beautiful work thank you
БезмолвныйКороль 27 Aug, 2022 @ 5:22am 
plz update this cool ship ))
Ente  [author] 3 Aug, 2022 @ 10:31pm 
Size and firepower. It is a strange comparison to begin with. Spawn both in creative to see why. ;)
Stemiwa 3 Aug, 2022 @ 7:36pm 
What's the big difference between the Charon Mk II and this?
Ente  [author] 15 Jul, 2022 @ 12:18pm 
Ah forgot, would also recommend to change the weapon layout.
Ente  [author] 15 Jul, 2022 @ 11:43am 
It will require more CPU as the turrets got more expensive. Also doesn't have any prepared spaces for shield upgrades or fusion cores, so you will have to find space for them yourself if you want to use those. Other than that it should actually be more powerful than before.
0Samuel 15 Jul, 2022 @ 11:37am 
How well does this work in the current version? I saw that there'd been some issues with the Kronos; I've been assuming that your older pre-1.7 ships that are T3 and under should work fine, but I'm guessing that for anything larger that it gets more dicey?
H4mm3rHe4d 14 Apr, 2022 @ 3:21pm 
nvm i am figuring it out
Ente  [author] 14 Apr, 2022 @ 3:05pm 
The signals with an 'op' prefix are always from a circuit, typically an 'OR' signal circuit. Usually I use these circuits to couple different conditions for when something should happen.
That specific signal opens the lower Starboard Hangar Door. iirc the conditions in the circuit should be 'Landed', when the P-Menu Signal 'Hangars' is set or when the respective motion sensor for that specific Hangar is triggered.