Space Engineers

Space Engineers

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Imperial Naval Academy
   
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Type: World
Mod category: Experimental
File Size
Posted
Updated
103.490 MB
16 Feb, 2021 @ 4:26am
6 Oct, 2021 @ 3:53am
3 Change Notes ( view )

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Imperial Naval Academy

In 1 collection by Sarekh
Scenarios and Worlds
10 items
Description


UPDATED! NOW WITH AI-ENABLED BOTS

Welcome, cadets, to the Imperial Naval Academy Annex 47!
Here, you and your squad members will train to become officers of the Imperial Fleet. You will learn everything you need, from using a welder to piloting a ship. From using the right rifle to driving a tank. Do your part, remain vigilant – and you will have the honour of serving.



The Imperial Naval Academy is a scenario that is aimed at 1 to 4 people. It’s the culmination of one year of work on different things designs that I hope will not break right with the next update.
The scenario lets you play as an Imperial Naval Academy cadet that just arrived (with his friends?) at Academy Annex 47. It will guide you via texts on datapads and LCD displays from task to task, giving you a rough questline and the GPS markers to reach these quests.
There are no victory conditions. You can fly around aimlessly and explore and crash everything – or follow the quests and finally arrive at the last fight to be had. Your choice!


WHILE THIS WORLD USES ALL DLC BLOCKS, YOU DO NOT NEED THE DLC TO DOWNLOAD AND PLAY THE WORLD!




>>First off: This is a survival scenario. You can and probably at some point will be severely wounded. For this scenario, just imagine not actually dying but being brought back to medical by SAR.

>>>>>IMPORTANT: JOIN THE FACTION IN RESPAWN SCREEN!<<<<<

>>You spawn with everyone you want to join with in the first spawnpoint (“Your journey starts here”) and from there on, hopefully the world will take you by the hand and help you. Read the texts to find new GPS markers, activate them and do the tasks that are asked of you.
>>Look around for additional texts if you are lost.
>>There is no strict sequence in which you need to do the tasks. But look for itinerary pads if you want the recommended sequence of things!
>>ALWAYS ACTIVATE A MEDICAL BAY IF YOU ARRIVE AT A NEW PLACE – the medical bays are your spawn points if you should go down.
>>You can of course just skip a task if you find it boring! There is no need to do everything!
>>THERE WILL BE RESTING TIME. From time to time, a mission will take you on a 10 minutes or so flight were you actually don’t need to do anything but wait or read stuff. Some of these you can skip, others not. Why? Because this specifically is designed as a MP scenario. These times you can use to go get a coffee, yell at each other or simply take a break without holding up progress.
>>activate autosave or save between big missions just to avoid frustration
>>this world heavily relies on scripts, timers and sensors. DO NOT turn them off or most stuff with interactivity will break.



Version 1.5
Now comes with the epic AI-Enabled mod by jTurp and Chipstix213
https://steamproxy.net/workshop/filedetails/?id=2596208372

Bots will be used in the last parts of the scenario!

Other changes:

Added a new guided missile training for fighters
Added a mobile artillery unit for ground training
Added some faster travel methods to the world for groups
fixed some errors in the first and third part of the scenario
updated the bases with new blocks
added the new hand weaponry and ammo accordingly
updated the final conflict simulation to incorporate bots and new damage models





Special thanks to Whiplash 141 and Smokki for beta-testing and giving me continuous feedback!

>>Background lore – loads of optional texts on the world and the inhabitants.
>>multiple capital ships, stations, fighter classes and installations
>>Basic fighter training
>>Basic capital ship training
>>Basic engineering training
>>Advanced fighter training (actual combat)
>>Advanced capital ship training (actual combat)
>>carrier duty training (combat)
>>Basic infantry training
>>Basic and advanced aerial fighter/bomber training (combat)
>>Artillery training
>>Tank training
>>CQC training (combat)
>>final base defence exercise at Camp Arondel (combat, loads of it)

With scripts from
Syntak
Whiplash141
MMASTER
Dagriefaa



“Akhi.. Hakhu… what the heck?!”
Akhinnae – it’s my own world, with lore, language, history – I am a nerd, you know?
“DLC split the community, why do you use them here?”
I understand the argument, but I do not agree with it. I use the DLC because the give me the vanilla possibilities to use decorative freedom that I would otherwise not have. You are free to use the item without the DLC and I will not change my old worlds and blueprints so they can still be used without DLC. For new content, however, I chose to use all available DLC.

-I have used all the DLC available. If that hurts you then you are free to leave and not use this blueprint. You can also consider using those worlds and blueprints that I have created before the introduction of DLC and that are free of any of them and will also stay without DLC
Popular Discussions View All (1)
0
16 Feb, 2021 @ 5:49pm
Fixed text for Version 1.1
Sarekh
37 Comments
Aperankityal - Levana 19 Jan, 2022 @ 1:41pm 
It's funny to sit back during the final assault and watch dropships fall apart on top of the base.
Sarekh  [author] 6 Oct, 2021 @ 4:07am 
Version 1.5
Now comes with the epic AI-Enabled mod by jTurp and Chipstix213
https://steamproxy.net/workshop/filedetails/?id=2596208372

Bots will be used in the last parts of the scenario!

Other changes:

Added a new guided missile training for fighters
Added a mobile artillery unit for ground training
Added some faster travel methods to the world for groups
fixed some errors in the first and third part of the scenario
updated the bases with new blocks
added the new hand weaponry and ammo accordingly
updated the final conflict simulation to incorporate bots and new damage models
Dark Eden 22 Jun, 2021 @ 12:07pm 
ah, thank you! :)
Sarekh  [author] 22 Jun, 2021 @ 12:02pm 
@DarkLightning324
You press the button on the port side of the ship and wait a few moments for it to dock the ship to the station. From there you explore the station, read the panels and get your tasks and accompanying GPS coordinates. It is purposly not built with the scenario scripter as to last longer and be less dependent on fixing after every update - but that means it's all a bit on the low-tech side of things :)
Dark Eden 22 Jun, 2021 @ 11:59am 
how do you start the story? the dock programmable block?
smc7365 4 Mar, 2021 @ 6:21am 
@Sarekh
Got the scenario to work, but in starting I spawn planetside instead of the ship. Respawning and selecting Journey, I found the start button and was able to dock, get to the med room and activate the Medical Room, Now performing the first engineering task.
smc7365 4 Mar, 2021 @ 5:11am 
@Sarekh
Understand. I'll play with it a bit and let you know if successful Thanks!
Sarekh  [author] 3 Mar, 2021 @ 3:05pm 
@smc7365
I'm really sorry, you got me stumped there. I don't know how to repdroduce or fix that behaviour you're describing :-(

All I can say is that you should be able to join a faction during the respawn screen selection and that should enable you to spawn at "Your journey starts here" (btw. you then need to press the big button and after a few seconds the ship docks itself and releases the airlock)

And I got absolutely no idea why it does not happen for you.
smc7365 2 Mar, 2021 @ 7:44am 
@Sarekh
Forgot to mention that at the respawn panel there was a button marked Back To Faction that was grayed out and not selectable.
smc7365 2 Mar, 2021 @ 6:08am 
@Sarekh
As the fighter was ion propelled and most of the controls were denied once it go to atmosphere I could do little to control it so at 2500m I exited and used the jetpack to land. I had no indication where my body would have been or the base where I initially spawned. Respawned again with Space Suit with fewer options. Activated Creative tools and tried teleporting to the base but that function was not working as it did with other scenarios and I died without respawning.

I am playing off-line.