My team, jkberna and Djodar, my various esteemed collaborators such as Siber and Avatar II of the HW@ mod, and myself are proud to bring you the Galactic Council Mod, a bold project intended to show you just what really was behind those hyperspace gates at the end of the original Homeworld. So far there are three totally new races on the drawing board-- two totally original new races-- the Czalkir and the DR1, and another based off of actual Relic concept art that has come to be called the Lizaanj.
Following are details about the new races' backgrounds, tactics, units, etc. So here goes... (be warned, there is an excessive amount of reading material ahead; more so with the first of the two races that have been conceptualized so far.)
The Czalkir
History
History
Near the beginning of the First Time (as the Bentusi call it) the Czalkir people had achieved world-wide unification, and had post-industrial level technology at their disposal. They began to study and even explore space, though their space program was little more advanced than our own when they made a shocking discovery about their native solar system. Deep space telescopes pointed in many directions had observed a phenomena throughout their sector-- onyx disks punctuating the violet nebulous expanse-- Black Holes. This shocked and deeply worried the Czalkir. They were utterly surrounded by the cosmic storms. The focus of their efforts as a race shifted monumentally in the direction of assessing the threat that these black holes posed. It was soon discovered that they were very much at risk. Changes in the stars over the years, which had long been attributed (incorrectly) to their system's rapid galactic orbit, were found to be one of many indicators of the fate that awaited their planet; their entire system was being slowly tugged into a massive black hole in the neighboring system. Their worst fears had been realized. They had generations to act, but they had no intention of taking their time.
Within two weeks, they had sifted through every feasible option that could possibly be arrived at, and were left with only one logical course of action-- evacuation. Before three weeks could pass, construction of a massive colony ship had begun. Their space program, which only months ago had been little more than a scientific indulgence, was now the axis of their economy, and the only hope for their race. Technology developed rapidly, as was necessary. By the time that the habitation zones (the only part that they were remotely prepared to construct at the beginning of the project) were well under construction, they had most of the technology that would be required for the ship to do what it was designed to do-- travel through space for the conceivable future, until they could clear their native black hole cluster and reach a suitable world. Controlled reactions between positrons and electrons-- believed impossible to achieve less than a year prior-- would power the ship. The Czalkir breathed a collective sigh of relief with each technological and engineering breakthrough; hope was slowly being restored.
Fifty years of exhaustive research, painstaking and perilous construction, minor setbacks supplemented by major breakthroughs, finally produced for the Czalkir their colony mothership. They had sacrificed much. Many engineers had died terrible deaths in the void, especially early on before technology had progressed, and many without children to carry on the family line, as stringent population control had been a necessary step in assuring that all could be accommodated by the colony ship. But at last it was finished, and the evacuation began and ended as quickly and unceremoniously everything else had leading up to it. They simply ditched their doomed planet and didn't look back.
Then the real agony began. Generations came and went on the spartan lifeboat that carried their people painstakingly slowly though the void. Only their strict mental discipline kept them from succumbing to a claustrophobic madness. Eventually, it was decided that the creation of a space navy could provide a constructive outlet for their suppressed energies. It was unlikely, they reasoned, that they were the only space-faring culture, and other races in a similar situation to theirs might not have any objections to acts of piracy. The practical risk of falling victim to such an encounter was remote, but provided enough of an excuse to justify the project. Once again, the Czalkir entered into a period of engineering and scientific expansion. They quickly designed mining craft that could extract raw materials from spacial bodies as they passed by them. A refined processing method was implemented within their mothership which could break matter down into component sub-atomic particles, and rearrange the particles into different elements and compounds, therefore making all harvested materials useful. Powerful weapons were devised based on their positron-reactor technology. After just a few more generations, they had a large quantity of combat-capable ships, and it was no longer quite so stuffy onboard the mothership. They were sure that they could handle any raiders they might one day encounter, but they were not prepared for who they would eventually meet...
On what would have been a perfectly monotonous day of linear motion, fleet-wide sensors were wild with alarms. All confirmed a singular, massive power-spike directly in front of them. Weapons were readied; it seemed they may shortly get a chance to put their warships to the test. But no ship, indeed no object of origin of any kind, could be found to explain the energy spike. Then, all at once a great, luminescent yellow quadrangle opened before them. It began to move, and as it did, it revealed an enormous craft with specular tan hull plating. A deep fear and awe came over all witnesses of what had just taken place-- a gargantuan ship of unknown origin had simply appeared from nowhere within seconds. But what happened next absolved their fear, and multiplied the awe. The ship swiveled on its axis, and revealed within its inward-facing hull a thousand-thousand bright yellow windows. It was such a spectacular sight that it took several seconds for them to reawaken to the possible threat of the situation. But by then, their comm system was receiving transmission. The voice of a thousand voices echoed in the halls of their ship: "We are the Bentusi".
By all accounts, this was a truly miraculous encounter. For a mere frigate-sized-hull worth of raw matter, these 'Bentusi', a powerful race of ancient merchants, had given them the secret to a technology they had never imagined in their wildest dreams-- a quantum wavefront generator, capable of opening windows of subspace through which unimaginable distances could be traversed in an instant. They had called the technology Hyperspace. Yet more miraculously, no sooner then the Bentusi had left, they had returned. They had expressed sympathy for the Czalkir's predicament, and vowed as an errand of mercy to find a world suitable for them to live on. And found one they had.
The Czalkir were overjoyed; not only was space theirs to explore at their leisure now, but they had a home again. But as it would all seem to good to be true, so it turned out...
They had passed through the window. All ships were undamaged and present. Before them was a pristine, uninhabited world that they could call their own. Behind them, a half-existence of troubled and ceaseless wandering. Preparations were made for landfall, and again, none looked back. Not at first.
The joy of their new hope began to subside rapidly, as all of them, least to greatest, weakest to strongest, were slowly being overcome by unexplained illness. Not one person on one ship did not experience the same symptoms on precisely the same timetable. Something was horribly wrong, and they knew they had to act fast to discover what it was.
When word came from the medical scientists, it was as receiving a pronouncement of death. Worse, even. It was their finding that the Czalkir race had existed within the black hole cluster (the one the Bentusi had called Sharezer) for so long that their physiology had had to adapt to the gamma radiation and other exotic particles that the black holes emitted. And now, perhaps irreversibly, they were dependent on it. Their only alternative to death would be to return to exile in the Sharezer cluster. And with all the sorrow they had, return they did.
They had many meetings with the Bentusi in the years to come. So many so quickly, in fact, that they were puzzled as to why the Bentusi seemed never to leave them alone. As they eventually discovered, the black holes had severed them even farther from the rest of the universe. Their massive gravity fields caused time-dilation, and evidently the rest of the galaxy was going about their business at a much faster pace. The Bentusi remained quite sympathetic to the Czalkir, and were very impressed with their self-discipline. They decided that such a people as theirs would make for an excellent entry into the emerging Galactic Council, which was, at present, mostly composed of young, arrogant, power-hungry races who could use the seasoned viewpoints of a more sobered culture. So they helped them to develop technology that would allow them to leave the Sharezer cluster, but neither the Czalkir nor even the Bentusi could find a permanent solution. Suits were designed that could emit and contain gamma rays and several other exotic particles, but not all. Eventually, after about a year in normal space, the deficiencies in the particles that they could not emit would cause serious health concerns, but this still allowed the Czalkir to send representatives to the Galactic Council, of which they are to this day a part.
The rest of the Czalkir race, still disillusioned with life in the cluster, has found limited ways of coping. Once every five years, massive expeditions to normal space are conducted (for us, more in the vicinity of 900 years) in which great deals of research and harvesting are accomplished, and many who are not assigned to the expedition come along in order to have some shoreleave. They continue to live in this way, and though life is still quite dissatisfactory, their continued scientific growth gives them hope that one day they will be able to leave the Sharezer Cluster for good.
Summary of Disposition
Summary of Disposition
So you've probably got the idea by now that the Czalkir are generally very sad, but this hardly explains their place in Homeworld, or helps you understand how they could fit in with Single-Player campaigns and whatnot. The important thing to understand is that their biology is in stark contrast with their disposition-- they love to explore space and encounter new cultures, even though they can't really do that. So, in an attempt to satisfy their own curiosity about other races, they grant sanctuary to anyone who will come to their space, as sort of a perk to make the 'new cultures' come to them. But they take that job very seriously, and while they're generally peaceful, they're one of the meanest and most determined forces to be reckoned with in the galaxy if you try to mess with someone who's ventured to seek their protection. And they've had eons to bolster their technology and build their armada, so you'd better hope that you're the one claiming the sanctuary, and not the one trying to violate your enemies' claim.
Another idea I'd had was "bad Czalkir", essentially the ones that let the situation drive them looney, and don't care what they do as long as it gets them a life outside of their prison-cluster. This could include using their advanced technology to essentially 'superimpose' their consciousness on the minds of people from outside the cluster who unwittingly wander into their clutches. I don't know if I'll use this idea or not, though; I mostly came up with it so that if the Czalkir were in a campaign mission of some sort, and you had their protection, their would be something to challenge them so that you're not just sitting around the whole mission with nothing to do. And who better to challenge a race then themselves?
Tactics
Tactics
The Czalkir don't particularly like getting caught up in prolonged, expensive conflicts, even though it's something to do. This aversion to long battles is only amplified by their duty of protecting sanctuary-claimers; the sooner their enemies are eradicated, the less chance that they'll have an opportunity to harm the people they're protecting. So the Czalkir are very lightning-war oriented. Their ships are extremely fast (most have or can be upgraded to have inertialess drive, a technology they modeled after their Bentusi buddies), and hit pretty hard. They also have an affinity for artillery weapons; their scouts double as "target-painters" for big artillery guns on their production ships, and many of their other combat ships have various long range weapons. They also like to use tactical hyperspacing, as if the inertialess drive wasn't fast enough. In multiplayer, these tactics would translate into you having to beat them to the punch-- their construction/harvesting are slow due to their special, highly efficient resource-extracting methods (mentioned in the history section). You've got to get them while they're weak or they'll almost undoubtedly overwhelm you.
Units
Units
FIGHTER:
Tagfighter (scout ship; paints targets for production ship artillery guns)
Interceptor (has a turret, functions like a gunship/interceptor hybrid)
Munition Bomber (has rapid-fire light torpedos)
CORVETTE:
Artillery Corvette (has a long-range gun)
Vanguard Corvette (very fast and durable, not much firepower, goes in first to draw fire)
Repair Corvette (obvious function; Czalkir collectors won't repair)
FRIGATE:
Assault Frigate (well-rounded attack ship)
Reservoir Frigate (like a Support Frigate but with a hangar instead, moves fast and cloaks to ferry strikecraft far behind enemy lines with no initial casualties)
Escort Frigate (Mulit-gun Fighter/Vette killer)
SUPERCAP
Destroyer (buildable Inertialess Drive, a constant-ion turret, medium energy turrets)
Carrier (like a usual carrier, but with big artillery guns)
Battlecruiser (several heavy weapons supplementing an enormous EMP cannon)
Research Ship (one-shot expeditionary mothership: has artillery guns like Carrier. This is the only super-cap builder you get and you can't build any more of them due to their scarcity; the Czalkir are meant to be a race of superior technology (just shy of Bentusi-level) so part of their ''fleet balencing" in the game will be that you can't build more than one SuperCap at a time)
Here's a 'new' (11/17/09) WIP of the Czalkir as a complete race:
DOWNLOAD UNITS
Ships
Tagfighter
Download
Interceptor
N/A
Munitions Bomber
N/A
Artillery Corvette
N/A
Repair Corvette
N/A
Vanguard Corvette
N/A
Assault Frigate
N/A
Escort Frigate
N/A
Reservoir Frigate
N/A
Destroyer
Download
Carrier
N/A
Battlecruiser
N/A
Research Ship
Resource Collector
N/A
Probe
N/A
Defense Platform
N/A
Positron Platform
N/A
Subsystem
Destroyer Inertialess Drive
N/A
Battlecruiser Inertialess Drive
N/A
More Possibly...
The Lizaanj
History
History
There were many large scale wars dotting the galactic timeline as the Council began to emerge. Some larger than others. The Lizaanj, a race that had grown to a galactic power in those days by providing their services as mercenaries to the highest bidder in many inter-stellar conflicts, were always eager to cash-in on the fighting. Their entire economy revolved around creating warships and training troops to participate in wars that weren't their own, and business was good. That was until one particular war...
Two of the greatest factions of the time-- the Hiigarans and the Ojyiik, had entered into what promised to be a particularly large and sustained conflict. Both had gargantuan armadas and numerous allies to call upon, and neither had an edge. The Lizaanj landed the biggest contract in their history when they were able to convince the Ojyiik to buy their services. They poured everything they had into making one massive fleet, bristling with full-scale production ships, confident that they could crush the Hiigarans and their allies wherever they turned. It was one of the proudest and fastest-built armadas to ever to be churned-out in galactic history, but it was all for naught.
Just before the Lizaanj could join in the fray, the war ended abruptly-- unexpectedly. The Hiigarans had gained some new edge in Hyperspace technology that allowed them to move as only the Bentusi could up until that point-- seemingly without limitations. They had Far-Jumped a massive fleet right through Ojyiik defenses into the heart of their space, and forced their surrender. The Ojyiik, hopelessly defeated, didn't pay-up to their contractors. The Lizaanj economy was in shambles.
Whole fleets of mothership-sized craft were left to putter through space on impulse drives. The Lizaanj could not afford to bring their ships home; hyperspace drives simply consumed too much power. To this day some squadrons of massive vessels-- long forgotten or otherwise lost to their people-- still lethargically inch their way through the grey misty haze of the dust banks that make up much of their territory, crewed by the descendants of the jilted officers that first manned them.
But not all was lost for the Lizaanj. No one would do business with them after their tremendous gamble-- none except for another emerging power of the early days-- the Taiidan Empire-- who inexplicably bought-up all of their debt several years after the Hiigarans were exiled. Of course, that was a debt the Taiidan would not let them forget. After the economy began to pick back up, and a great deal of their former strength was regrouped, the Taiidan helped the Lizaanj to become a Galactic Council member, despite great skepticism. Since that time, due to an incredible amount of financial leverage, the Lizaanj have been loth to vote against Taiidan interests in any major decision of the Council. Though they initially admired the Taiidan Empire for sending the Hiigarans into a slavish oblivion, centuries of subversion by the Imperials eventually turned that admiration into resentment. When the Exiles returned, and the Council voted narrowly in favor of ending the Homeworld War and ceding Hiigara back to it's rightful owners, the Lizaanj were more than pleased to see the Taiidan brought low, even if it meant the return of the Hiigarans.
Tensions still remain between the Lizaanj and Hiigarans, as the Daiamid has been reluctant to give out any sort of reparations over a war that has long since faded from the memory of their people. The Lizaanj, suckered out of what would have been the greatest bounty in history thousands of years ago, have yet to give up the attitude that the galaxy owes them something.
Summary of Disposition
Summary of Disposition
Lizaanj, as suggested, don't really like anybody. Their role in any potential mod with a campaign is pretty flexible, as with a sizable bribe they'd be more than happy to help you, no matter who you are or who you're fighting.
Tactics
Tactics
While still under quite a bit of construction, there are a few important points we can share about Lizaanj strategy and unit types. They will depend greatly on well-armed Carriers for mounting strategic, mobile offenses. Furthermore, you can expect an emphasis on capture; a Siege Destroyer (Marine Frigate on steroids) is one of the projected units of their fleet. Likely they'll have units with EMP weaponry (not burst effects; more localized). My general impression of them is that they will generally have slow-moving fortresses for ships, many emulating the tall appearance of the Mothership.
Units
Units
FIGHTER:
Scout (well, it's a scout. 'Nuff said)
Interceptor (armament as-yet undecided)
CORVETTE:
Light Corvette (a cheap unit with moderate forward-fixed weaponry and a heavy-duty hull)
Heavy Corvette (a fortress of a corvette with heavy rotating cannons on both sides. This will be a favored unit of the Lizaanj and feature an Elite variety)
FRIGATE:
Scorch Frigate (employes very large welding torches at close-range to damage ships severely)
SUPERCAP
Siege Destroyer (as stated, a next-level Marine Frigate. Has a large EMP cannon for disabling a single target fairly quickly)
Mothership(it's just a mothership. No further details decided on yet)
Here's the concept that inspired the race:
VIEW UNITS
Ships
Scout
FINISHED
Light Corvette
FINISHED
Heavy Corvette
FINISHED
ADS Carrier
GETTIN' THERE
Mothership
IN PROGRESS
The DR1_Series
History
History
In the prime of galactic warfare before the formation of the Council, there existed a space-faring race known as the Vorituur. They were a powerful and respected galactic nation but had no taste for war, and avoided involvement in conflict wherever possible. They were well-liked by the Bentusi and became fascinated by the concept of improving themselves synthetically after several years of contact with the Unbound traders. However, they found that to create a cohesive link between the mind and a computer was difficult at best. They spared no effort to bridge the gap, developing computers which emulated the functions of the brain, hoping that this line of research would make full interface attainable. Many avenues of research proved unyielding, but not necessarily fruitless. One particular model of computer from early on in the research process, the DR1, was founded in rather ingeniously simple adaptive coding, and the model was put into mass production as a retrofitted control unit for autonomous space craft, particularly deep space mining vessels. Fearing the dangers of raiding parties sent throughout the galaxy by barbaric races to whom hyperspace technology had trickled-down after years of unregulated and illegal trade, the Vorituur much preferred to conduct their mining using expendable drones, rather than put their own people at risk. The DR1 was so competent at conducting efficient, inconspicuous mining operations wherever they were deployed that their production soared and the Vorituur became quite prosperous. The drones carrying the DR1 operating system were so small and self-sufficient that the Vorituur found they could deploy them almost anywhere without drawing the attention of bandits. And so they began to conduct mining operations far beyond their own borders, seeing no possible consequences. This proved to be their undoing.
Another galactic nation of the time, the Taiidan, was the first to notice this covert mining. They immediately became suspicious of the Vorituur once they were able to trace the operations back to them, and their fear only deepened as they found more and more instances of these small mining parties littered throughout dense asteroid belts. They were convinced that the Vorituur were intentionally masking their activities in order to secretly build a massive invasion force that they would use to seize power even as the other galactic nations fought amongst themselves. And thus the Taiidan decided that the need to act was pressing. They were previously engaged in their own conflict, but managed to contract the Lizaanj to eradicate the Vorituur threat. The Lizaanj, prone to using their promised bounty to invest in procuring more and more sophisticated weapons, went a step further than the Taiidan had asked or wished. Within a few months the Lizaanj had pressed their way to the Vorituur homeworld. They didn't find the sort of mass armada that the Taiidan had suspected they would, but nonetheless they intended to finish the job. Testing a new weapons technology on the Vorituur homeworld, the Lizaanj inadvertently extinguished their entire population with a compound that ignited atmospheric gases. The devastation was much greater than they had anticipated, and they were immediately panicked over what the Bentusi might do were they to discover the Lizaanj's accountability for this genocide. The Taiidan were furious over the Lizaanj's short-sighted blunder, but agreed to help cover-up any evidence linking them to the disaster, knowing that were the Bentusi to discover that they had hired the Lizaanj to strike the Vorituur, things would be as bad or worse for them.
The Bentusi were devastated to learn of the extermination of the Vorituur. But to the Taiidan's credit, they were never able to discover who the responsible party was, or why such an atrocity had been brought on a peaceful people. The best the Bentusi could do was to make illegal any use of the compound that had incinerated the Vorituur atmosphere. All seemed lost, but unbeknownst to the Bentusi, a fragment of the Vorituur remained.
The DR1s continued as any machine would in the absence of their masters-- as if nothing had happened. At least, at first, until the unavoidable fact that the resources they were collecting were not being picked up anymore. This measly change in the status quo was enough to short-circuit the vast majority of the DR1 mining parties. But as stated, the DR1 AI was something truly remarkable among adaptable programs. One DR1 detachment successfully altered their own programming in light of the change, beginning to store-up the stash of resources by making replicas of themselves and, more notably, the mining station where their RU's were gathered. These replicas began to become numerous, and each new module was attached to the original structure, until their once unimpressive station had become a massive obelisk. Unwittingly, though, by building this megalith the DR1's had sacrificed their low profile, and rendered themselves an obvious target for raiding.
Inevitably the raid that would define the DR1 Series came along. A group of space pirates happened into sensor range of their great obelisk and, finding it unguarded by living crews or combat-AI's, they went in for the prize. The DR1's were not programmed to deal with enemy attacks; because these groups were so efficient and managed to more than pay for themselves after only a short time in use, the Vorituur had never looked into a means of giving the Series a self-preservation directive. But as the pirates launched their attacks and the DR1's became aware that their ability to perpetuate their objective was in jeopardy, their already-expanded programming began writing itself into an exponentially larger code. Within minutes of the initial attack, the DR1's began using their mining equipment to rend tears in the hulls of enemy ships, and even resulted to kamikaze runs to preserve the station, through which all of their collective programs were regulated. The pirates quickly rethought and pulled-out before any more of their ships fell victim to the disgruntled drones. The weapons on their fallen ships fell pray to the technological repertoire of the DR1's, as they salvaged what they could to more effectively protect themselves in the future. A great evolution in the DR1 programming had transpired that day.
It was not long before word of this megalithic station full of resources and guarded by suicidal drones spread far and wide. It became a legend among pirates, and it was soon an ongoing boast by the accomplished raiders of the galaxy that one day they would find and successfully pillage this station. Eventually the Bentusi became aware of this, as even more parties tried and continually failed to raid the DR1 megastation. They decided to discover the nature of this new emergence, wondering if they would find a new song to remember. What they found was the echo of a song that had long since gone out of the universe.
The Bentusi were amazed that something so unique still remained of the departed Vorituur civilization. But the initial encounter was more eventful than pleasant pondering. The DR1's, having classified all organic beings as threats to their program, prepared themselves to attack. But the Bentusi did not wish to annihilate these seemingly self-aware drones, who to them seemed to be perhaps the child-state of a more perfect form of life-- one Unbound by their very nature. As a peace offering, the Bentusi offered the DR1's all of the RU's that they had with them. The DR1's, more perceptive than they had once been, were able to see that the Bentusi wished to help them fulfill their programming and accepted their company. For years the Bentusi continued to have contact with the DR1's, researching their programming, and helping them to build a more refined awareness of the universe. Eventually the Bentusi granted them the best gift they had to offer-- hyperspace travel.
Even as the DR1's expanded, other galactic nations took notice and began to fear that the Bentusi may have sown the seed that would eventually bring about the total infestation of these machines. But the Bentusi assured the suspicious peoples that the DR1's understood and respected the boundaries of the organic beings. By this time the Galactic Council had begun to take shape. Still skeptical, they planned to put to vote whether or not these drones should be extinguished before they could grow unchecked. The Bentusi were desperate to prevent this, but unwilling and even unable to go against the rule of the Council they themselves had started. They devised another plan. In a an uncharacteristically devious move, but one brought on by desperation, the Bentusi convinced the DR1's to allow them to dock with their megastation. Once tied-in to the base, they forcibly hacked the DR1 source code and appended to their programming instructions that would recognize the member races of the Galactic Council as the Vorituur, thus slaving the DR1's to the purposes of the Council by means of their oldest directive. In order to preserve the drones the Bentusi openly admitted to these activities in Council, and the members, though shocked by the Bentusi's actions, accepted the situation and allowed the DR1's to serve as an auxiliary GC force. Still distrusting of the steadily-expanding drones, they've been kept under watchful eye ever since. The DR1's have continue to mine the outer limits of the galaxy, remaining ever-ready to serve any whim of the Galactic Council.
Summary of Disposition
Summary of Disposition
This "race" is, as stated, an artificial intelligence, and so harbors no ill-will to any group in particular unless they are given cause to suspect that they are a threat. Currently, the DR1 serve the Council, but like any computer, there is room for alterations to such directives...
Tactics
Tactics
DR1_Series automatons are content to harvest or be otherwise inert most of the time. They respond with force only to threats, or when prompted into fighting by their masters. As machines, they of course have no remorse, either for others or for themselves, and will throw everything which is not crucial to their continued functioning at you. They implement each weapon that they have come into possession of using the smallest, most efficient chassis they can fit it on.
Units
Units
STRIKE CRAFT:
(DR1 units don't follow an overly strict system of size classes; they fit weapons onto any chassis size that will accommodate them.)
Basik: (a very light attack craft. It is meant above all else to serve as a kamikaze unit, making it a great deal more dangerous than most enemy commanders expect...)
Heavy_Ion: (a light craft equipped with a devastating Ion Cannon. This is one of the smallest implementations of the Ion weapon within the Galactic Council, with the only well-known superior being the Bentusi Acolyte)
Heavy_Missile: (one of the DR1's heaviest combat units (currently, anyway), the Heavy_Missile spouts dozens of devastating guided rockets as it orbits its unfortunate targets)
SUPERCAP
Hub (a massive Mothership-class station. It is the core of the DR1, serving as both the central production unit and as their axis of collective intelligence)
VIEW UNITS
Ships
Basik
No Image ATM...
FINISHED
Heavy_Missile
FINISHED
Heavy_Ion
No Image ATM...
FINISHED
Hub
No Image ATM...
Model and Texture FINISHED; Dockpaths under construction...
Harvester
FINISHED, Including animated claws!
That is all for now...






















.











