Yes, i know. Probably we need a way to add custom configs to the workshop as well sooner or later. Or at least have some dedicated place here in the forums. But possibly there would not a lot of contributions, if it's only in the forum. :/
I would say that by the number of subscribers for Project Eden alone-> 16,988 Unique Visitors 9,826 Current Subscribers 540 Current Favorites ....it seems to be liked
The custom config files offer ways to modify the gameplay though. How come there is no way to publish them on the WS? Maybe they could be changed type and be published as a scenario or some other way?
Config files work a little different than a Vessel or base. If you subscribe to a Config, you need to activate it AHEAD of the game start. Includes a lot of UI and logic changes..which we just had not the time for.
I thought, same goes for any BP from the WS. If for exaple I subscribe to a CV I have to restart the game to see it available in the game library and add it to the BP factory.....Or am I missing something?
That's part of the problem though. If they allow us to subscribe to config files in the workshop the game needs a new way to handle them. For example, let's say I'm subscribed to multiple config files. How does the game determine which one to use? There is no UI for that and currently these are needed to be chosen before the game actually starts. This means they need to change how the game loads config.ecf files to make them run AFTER game start. That way we can tell the game which one to use through a new UI interface. Until they have a new interface to choose what config file for the game to run, AND they reconfigure how and when the game loads those files, we can't have them on the workshop.
I always play with a custom config. Most of the changes are aimed at more difficulty like increasing the speed of enemy turret projectiles so they have a reasonable chance of hitting players. I also significantly increased their damage so you feel it when you get hit, especially now that shields exist and are god mode otherwise. I've done some convenience stuff like making personal O2 bottles heal double but cost double to make so you don't have to click so many times to refill your oxygen. I've tried some balancing like trying to make medium/light armor useful when you've found heavy armor and making certain weapons like the minigun not garbage.
I have a proposal. If possible create more ecf files per altered properties, i.e. other for mining and other for CPU another one for guns etc. There should be players out there that might want to either use one of them or maybe combine two or three in a new ecf file and play. The difficulty here would be to cut properly the requiered section.I believe it is possible to add only the altered characteristics and the parent objects in a small ecf file and use that. After all if a setting is out of defined values or not altered the game uses the internal values.
I'd planned to do that from the start. Unfortunately, the game only supports a single config.ecf, anything not named config.ecf is ignored.
I know that. What I was talking about is to make many ecf files like you did with the difficulty settings but for example only with changes for guns, or only for thrusters. You do not have to include all the lines of the config_example.ecf but only the chages and the parent components.all the other stuff are calculated with internal setttings.
Thats right! If i edit a Config.ecf, i copy only the changes i want. All other Settings read EGS from coded values. The config_example.ecf is only a Example for all Setting/Values that can be changed.
So, the game uses config_example.ecf + config.ecf (if there's one), correct? What should I keep in config.ecf from config_example.ecf? Should I remove the default settings, that are changed in config.ecf from config_example.ecf? Some kind of GUI editor would be awesome...
1.No. The config_example.ecf is a template with the default values.If there is no config.ecf file the game uses internal values as shown in config_example.ecf. It was given so the player/modder can create/edit easily a config.ecf. The config_example is ignored. 2.Whatever you want plus the reference... Example : { Item Id: 2072, Name: AssaultRifleEpic, Ref: AssaultRifle.....} Last time I edited by cropping only AssaultRifleEpic I had to keep the script between the { } and also the code of the referance, here the AssaultRifle. 3. See #1 4. I agree but it is faster to edit with something like mono editor or better Notepad++ for windows or Gene for Linux.
Updated OP with Reforged Localization which fixes the english side of the localization to get rid of some of the engrish and spice up some names. Give you some military-designated munitions and improve awesomeness by giving you named animals instead of generic "Alien Bug" everywhere. Reforged Galaxy is not required to use Reforged Localization. It's a seperate thing. Enjoy the new main menu with titles like "New Game", "Load Game" and "Multiplayer" like every other game made in the last 30 years.
@Vermillion Could you not just add the config.ecf to the configuration folder of a "basic" scenario, and label it Reforged Galaxy - Easy/Standard/Hard, and then share that scenario via the workshop?