[SHIP] The Capital Cruiser (Updated for Adv. Editon)

Distribute and discuss mods that are functional. Moderator - Grognak
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slowriderxcorps
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Re: [SHIP] The Capital Cruiser (Minor Update on 24/JUN/2013)

Postby slowriderxcorps » Mon Jun 24, 2013 5:11 pm

A very minor alteration was made to the mod after much mental discussion regarding plasma storms and how CapitalB would become unplayable with its meagre 6 starting power. I'm still open for feedback on the balance of this mod, and I guess open to anyone who wants to fly the thing in front of a screen capture devicicle.
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MedicRules41
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Re: [SHIP] The Capital Cruiser (Minor Update on 24/JUN/2013)

Postby MedicRules41 » Fri Feb 28, 2014 8:41 pm

I can't seem to load up the Impostor in Superluminal. The Paradox appears, but it's the only one that's available to load.
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Ora_unit_SR388
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Re: [SHIP] The Capital Cruiser (Minor Update on 24/JUN/2013)

Postby Ora_unit_SR388 » Thu Mar 13, 2014 5:13 pm

HHHHHHHeeeeeeey, I don't wan to be that guy, but this mod has already been done. Like 4 times now. :?
aaaaaa50
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Re: [SHIP] The Capital Cruiser (Minor Update on 24/JUN/2013)

Postby aaaaaa50 » Thu Mar 13, 2014 11:04 pm

Ora_unit_SR388 wrote:HHHHHHHeeeeeeey, I don't wan to be that guy, but this mod has already been done. Like 4 times now. :?


First off: Necro. Secondly, this is the only time it's been done anywhere near half-decently, and in my opinion these are actually two excellent ships.
First ever AE-exclusive ship mod: The Extra Features!
Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
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Ora_unit_SR388
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Re: [SHIP] The Capital Cruiser (Minor Update on 24/JUN/2013)

Postby Ora_unit_SR388 » Fri Mar 14, 2014 12:34 am

You are right about that. :)
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slowriderxcorps
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Re: [SHIP] The Capital Cruiser (Updated for Adv. Editon)

Postby slowriderxcorps » Fri Apr 04, 2014 11:16 pm

After a lot of wrestling after a day of testing out an experimental build of the AE Polish Kit, I sat down and managed to get this ship working with Advanced Edition. The Doors/Sensors consoles should be working, and the new systems have their correct placements, even if CapitalB can't really get any of them bar the battery and clone bay. The Cloaking image should be working, too.

And now to rest. A LOT of work still to go in getting the kit operational..
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Pyromann
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Re: [SHIP] The Capital Cruiser (Updated for Adv. Editon)

Postby Pyromann » Mon Apr 21, 2014 1:20 am

Is it only me, or the Impostor doesn't have a shield?
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slowriderxcorps
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Re: [SHIP] The Capital Cruiser (Updated for Adv. Editon)

Postby slowriderxcorps » Tue Dec 16, 2014 8:08 pm

Bumping this back up with a minor update, since I was forgetting to update the version of this ship mod linked in the OP with the latest version, instead opting to bundle it with my other work. The ship was updated for compatibility with Total Conversions that include player Artillery to be purchase able outside of the Federation Cruiser, including CE and something else in development. The artillery weapon it uses is included with the mod itself for maximum compatibility, taking the form of your very own ASB mounted underneath the ship. It can only be purchased with CapitalA however, since CapitalB starts with the maximum amount of systems from the start.
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Anduqwer
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Re: [SHIP] The Capital Cruiser (Updated for Adv. Editon)

Postby Anduqwer » Sat Aug 15, 2015 1:34 pm

Minor complaint to this mod for the rebel flagship that I have is that the door to the engines should be blocked by the reactor in the room art and for me that's a total turn off.(Same thing with the drones)
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slowriderxcorps
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Re: [SHIP] The Capital Cruiser (Updated for Adv. Editon)

Postby slowriderxcorps » Sat Aug 15, 2015 3:13 pm

Gah, I had been meaning to fix that for ages and kept forgetting to note it down somewhere. That should be fixed now.
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