Space Engineers

Space Engineers

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RTS Earth on Crisis
   
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Type: Scenario
File Size
Posted
Updated
5.790 MB
28 Aug, 2016 @ 7:24pm
28 Aug, 2016 @ 7:26pm
2 Change Notes ( view )

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RTS Earth on Crisis

Description
SITUATION:
Current date is 24th October 3152...

A strange chemical contaminated all life on planet earth. It became unrecognizable... Most of the planet surface cannot be travelled and the air has become unbreatheable and toxic now.
Our scientists estimated that we only have 4 hours left before total planet breakdown.
Everyone was left to die... Except for a few members of two rival factions.
The galactic Trademasters made us a deal:
If we can bring a decent ship up to the moon's landing zone, we are welcome to join them. But because of our long lasting conflict with the other faction, they are only willing to accept one faction.

Friends: Trademasters. They stand on a hill next to site A. If you need to trade, it's possible to exchange ore and ingots with them if you stand within 75m radius of Trade Station.

Foes: Opposite faction base with 2 scouts and 1 tank, 2 pirate bases in orbit.

MISSION:
Build a ship and head to the moon.

Secondary: Destroying the other faction would secure our deal with the Trademasters.

EXECUTION:
PHASE 1: Gather resources for a ship using the Harvester. There's 2 sites: A and B. The harvester needs to stand within 100m radius of said site and beacon broadcast at a minimum of 500m, up to 50K to get a maximum of resources. Having another harvester at another site may conflict with the gathering.

PHASE 2: Build a ship sturdy or swift enough to leave orbit and pass the pirate's blockade.

PHASE 3: Land on the moon

LOGISTICS:
2x Siren Car http://steamproxy.net/sharedfiles/filedetails/?id=719404331
1x MR1-E3 Claymore http://steamproxy.net/sharedfiles/filedetails/?id=678226947
1x Military base with refinery
1x Harvester http://steamproxy.net/sharedfiles/filedetails/?id=754083923
1x UAV http://steamproxy.net/sharedfiles/filedetails/?id=754083310

Subsribe to those. You may need these blueprints later.

Good luck Commander.

Dismiss.
14 Comments
andreykl 9 Apr, 2020 @ 1:59pm 
Vehicles are barely controlable, initial tanks blew up by themself, no notification from scenario, no hints to join faction or what to do... Not playable as a scenario(

P.S. Plus game crashed couple times and initial spawn options with space pod and drop pods are still avaliable so without some hints (message of the day?) it is hard to figure out how to start.
Trement  [author] 11 Sep, 2016 @ 8:55pm 
only if there's major changes to SE API that would break the mods.
OneInTheMosh 11 Sep, 2016 @ 11:21am 
I'm running dev branch, will this still work properly?
Trement  [author] 8 Sep, 2016 @ 8:07pm 
as for /conqbase, point it to your base and it'll tell you if it's valid, if something is missing and what will be the result. In MP, and because of default settings, two bases can only be valid if the conquest "bubble" doesn't touch the other. In other words, broadcast should be about max 2km on both teams.. otherwise, no claim is possible, and war between the two factions about who's going to have a working conquest base will most likely occur (destroying each other's base in hope of gaining the conquest claim)
Trement  [author] 8 Sep, 2016 @ 7:53pm 
I loaded a brand new scenario to understand a bit more what's going on.

It seems that the lobby screen and spawn screen isn't showing up and you're spawning in the middle of nowhere just like you mentioned.

Working correctly, you should be in both the lobby to wait for other players and have the ability to chose which factions you're starting with.


As a temp fix, when you spawn in, suicide and join a team. You'll be granted access automatically (medbay feature). It worked for me in survival.

As for the 3km ride, I tried myself and found that there's no issues there and quickly found a ice small rock on the side. There's ice rocks in the middle, but also on the sides. If you don't like the ground vehicles, nothing prevents you on bringing the UAV down and add a seat on it ;)

Thanks on keeping me posted
-₪EPIC₪- Fail 8 Sep, 2016 @ 7:06pm 
So I just look at all of what you said again... am I suppsed to point at one of those bases and trype in "/conqbase" to take it over?
-₪EPIC₪- Fail 8 Sep, 2016 @ 7:02pm 
ok subscribing doesn't matter, the game downloads the mods. I enabled creative mode and flew to the bases the items are there. You drop the player at the start of the scenario in the middle between 2 enemy groups. The player litteraly has nothing except oxygen and power. No hydrogen and no way to get around except hopping around for that 1ms extra speed. What is the player supposed to do? Subscribing to one of the teams doesn't do anything when not in creative... I am guessing somone already in that team has to approve you... if no one left your SOL. 3km is a LONG way to hopp around on the ground and a COMPLETE turn off just to start the scenario. Totaly not yelling at you... just underlining issues I beleve are a major turn off. :steamsalty:
-₪EPIC₪- Fail 8 Sep, 2016 @ 6:27pm 
I don't start with anything... no base no harvester... I will subscribe and see if they show up.
Trement  [author] 6 Sep, 2016 @ 4:23am 
I don't think you need to subscribe to the mods to use this.. correct me if I'm wrong. Basically, if you don't see starting chat messages about conquest and frontier economy when you start, then you'd need to subscribe to them, and I'd have to add them somehow in the description.

As for the harvester, my guess is that it rolled behind the base. idk why it does that... it's like the parking brakes doesn't work 100%. Use the UAV (it's remote controllable and above the base) to survey the area.

Keep me posted on how it worked out for you
-₪EPIC₪- Fail 5 Sep, 2016 @ 8:47pm 
harvester... the one I don't start with? Does your mod include the other mods or do I have to manualy subscribe?