Reforged Galaxy

Discussion in 'Scenarios' started by Vermillion, Dec 24, 2019.

  1. Vermillion

    Vermillion Rear Admiral

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    Yes, I know. But changing them will break their calculated costs. Though since I took off purchase prices, that's probably not gonna cause any issues.

    EDIT: The next update will have all sprouts from talon at 100 each.
    You will not be able to sell sprouts to traders. Well, you can't do that anyway.
    And the maximum number of sprouts they sell will be reduced from 20 to 5.
     
    #201
    Last edited: Jun 22, 2020
  2. Vermillion

    Vermillion Rear Admiral

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    Coming in the next update will be new extra-long sloped armor blocks available in large and small. (the one at the back)
    RG_TEST_2020-06-22_14-41-17.png
    Colorable and texturable. Won't corrupt your game if RG gets removed since it'll default to a ramp block to prevent corruption and a chunk from being taken out of your ship. Should return when reinstalled.
    Get those smooth and sleek ship hulls you've always wanted.

    EDIT: Do people actually want these kind of customizations? I get kinda worried when I start adding new blocks.
     
    #202
    Last edited: Jun 22, 2020
  3. MokahTGS

    MokahTGS Lieutenant

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    Yes! Do more!!
     
    #203
  4. Brimstone

    Brimstone Rear Admiral

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    Yes... I hate that the current equivalent available actually has a slight curve instead of the slope
     
    #204
  5. Vermillion

    Vermillion Rear Admiral

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    I have been advised to not add the new armor block since it will cause problems with people uploading to the workshop.
     
    #205
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  6. Vermillion

    Vermillion Rear Admiral

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    Sorry guys, this next update will have to wait until some version compatibility issues are solved. Should hopefully be fixed sometime in the next couple of days.
    Big update though. No, it shouldn't require a restart. Lots of improvements and fixes.
     
    #206
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  7. Vermillion

    Vermillion Rear Admiral

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    Reforged Galaxy is now the #1 item on the workshop. Thanks to all the people who're playing RG and to @spanj for blowing himself up in the teleport station on camera.

    For those interested, here's an updated Reforged Localization for A12. It goes in your content/extras folder instead of your config. It fixes the broken engrish in item and status effects, adds proper names to the new RG blocks and items, fixes some misleading old names.
    Creatures have proper names instead of "Bug 01", "Spider 03" or "Dinosaur".
    If there's one thing the devs lack, it's aesthetics and how they impact how everything is perceived.


    This will be incorporated automatically in the next update of the workshop scenario. This functionality was added in A12, but was never actually disclosed or tested, but my tests found it to work so... *shrugs*
    Also added to OP.
     
    #207
    Last edited: Jun 24, 2020
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  8. Vermillion

    Vermillion Rear Admiral

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    I couldn't be bothered waiting any longer for a big update, so here's the latest version of RG.
    May include changelog entries from the previous version because the scenario's one was delayed so I used the changelog I typed out on the steam workshop.

    V1.37 Changelog
    • Split all projectile and impact weapons into two damage group modifiers for body and head. That means that ALL your turrets deal bonus headshot damage to troops and drones. Previously and in vanilla, your gatling guns and minigun turrets dealt the same damage with a headshot as they do for a cockshot.
      With this update, you'll deal roughly double damage for headshots with turrets and fixed weapons (applies to both modes of fire for gatling guns, rail guns, pulse lasers, minigun turrets, cannon turrets, pulse laser turrets, sentry guns, etc..)
      Note: This also applies to the enemy's weapons as well. But if you're being shot by a zirax laser turret in the head, you're pretty much screwed either way.
    • Zirax troops (all, except rocket and flamethrower) now deal 150% damage with headshots. For the shotgun zirax, they used to deal 200% so they won't one-shot you if they hit you in the head anymore. They were the only ones that had headshot modifier damage for some reason. The AI don't aim at your head, they aim at your chest. So being shot in the head is down to luck.
    • Reduced XP gained from picking terrain crops relative to the item value and yield
    • Increased XP gained from cutting down trees. XP gain is relative to tree size and log yield.
    • Increased XP gained from mining surface rocks. XP gain is relative to rock size, yield and material.
    • Increased XP gained from farming your own planted crops. XP is relative to crop yield.
    • Replaced the sound effects from Plasma Cannon and Epic Plasma Cannon's Anti-Ship firing mode.
    • Replaced the sound effects of the Epic Pulse Rifle to match the firing speed and rate. It's a very nice sound effect.
    • Changed SV pulse laser sound effect so it's not so loud and grating. (Feedback required)
    • Increased damage modifier vs trees of the survival tool so it no longer registers some trees as being impossible to damage.
    • Increased damage modifier of the Harvester Module vs trees slightly and increased damage vs enemies by 25%.
    • Increased mining radius of handheld drills and survival tool slightly.
    • Increased mining radius of HV, SV and CV drills slightly.
    • Increased damage modifier of all handheld drills vs surface rocks into an escalating bonus instead of declining one.
    • Increased the native damage output of all Projectile Pistols. Reduced heatshot modifier to compensate.
    • Re-added Shotgun to the Portable Constructor. Note: This isn't actually needed for the tutorial mission, any weapon works. The shotgun is just a suggestion.
    • Added Project Eden Compatibility with traders. You can now stick the config files straight into project eden's config folder without needing to worry about filtering out incompatibilities.
    • Overhauled enemy drops so that larger enemies drop more meat and more accurate resources.
    • Added Rifle Rounds as the main drop of minigun zirax since they use a rifle, NOT a minigun. Also added rifle upgrade kit to their drop list and removed heavy weapon kit.
    • Added new Flamethrower Zirax drop list. Includes biofuel (ammo) and Heavy Weapon Upgrade Kit.
    • Increased variable speeds of parasaurs so they run from the player faster when approached.
    • Reduced animation speed of Alien Assassins so they don't run on the spot when they're turning around.
    • Changed player sentry gun sound effects AGAIN. This time it's probably final, they don't seem to have any sound repeating issues now.
    • Increased damage of sentry guns so they can actually defend your base against base attacks.
    • Talon Traders now sell sprouts for $100 so you can buy a sprout from the trader for the talon quest without needing financial backing.
    I also recommend using Reforged Localization with RG. I'll be updating it with every update.
     

    Attached Files:

    #208
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  9. Inappropriate

    Inappropriate Captain

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    A couple things I have noticed.
    BA/CV window stats don't seem to scale well. The jump to armored windows is a MASSIVE improvement to HP over the jump from armored to heavy and the volume of all three types is a static 40 when the models have clear differences in size. Interestingly all hull blocks also have a volume of 40. The number for mass are just...weird.

    Code:
                      HP                  Mass               Volume
    Window           250                   330                  40
    Armored          1000(!)               600                  40
    Heavy            1500                  880                  40
    
    Maybe adjust the HP/Volume like this. No idea what to do about mass though. Maybe a 300/650/1400 mass progression?

    Code:
                       HP                   Volume
    Window             250                   10
    Armored            750                   20
    Heavy              2000                  40
    BA/CV fuel tanks suffer for a similar problem. The increase in size at the top tier is not reflected in the increase in fuel capacity. The current progression is 2400/5400/8000 with the T3 having a clear disadvantage in capacity. Changing it to 2400/5100/11100 OR 2400/5100/11400 is probably about as smooth a progression as you can get with fuel packs storing fuel in multiples of 3.

    In v1.37 the parasaurs are doing an odd starting/stopping thing when you get close to them. Like they can't decide if they want to run away or not.

    Also the pistol feels good now. Its now powerful enough to deal with most critters with 2 to 3 round to the head (sill a bit much for head shots) and less then a full clip to the body but not so powerful as to incentivize using it over the shotgun or assault rifle. Still wouldn't recommend using it to fight off the tutorial drones though. Its a shame there is no way of scaling drone stats better. Having to balance combat to make them challenging but doable for both players on foot and bases with rocket and laser turrets throws the entire games combat balance completely off.
     
    #209
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  10. MokahTGS

    MokahTGS Lieutenant

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    To be fair, a cockshot should either be triple damage or an insta-kill.
     
    #210
  11. Coreador

    Coreador Commander

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    I played this a few nights ago using scenario (so maybe not with the latest tweaks) and will share this feedback, for what it's worth. Hopefully you can consider this as constructive criticism since I am really impressed with what you've done with this mod and I hope you continue to improve it.:

    1. I agree with a lot of the design decisions and rebalancing; I think a lot of it makes more sense than vanilla.
    2. Combat is much harder. Drones have gone (in early game) from being a minor nuisance to scary robotic threats like those flying machines from the terminator. As an early game pedestrian, it is hard (but not impossible) to kill them. Shotgun is useless (not too surprising due to range). Assault rifle can be used but it requires a lot, like more than a whole clip per drone. And all this is on Easy combat settings! I think this is mostly good but maybe a little too tough; the bullet sponging of the drones can get frustrating when there are multiple drones. And in early game with limited resources the ammo cost can really be a problem to fight the drones. Spending 500 ammo fighting off a base attack is painful.
    3. Base attacks are much harder. And the drones seem to focus on you, even when being shot at by much more powerful turrets than your puny assault rifle. Are you expected to hide in your base and let your defenses deal with them? My first 2 base attacks were 4 drones (including a rocket drone) and a transport shuttle. That is not so bad in vanilla, but with the new drones that is really dangerous (not really to my base so much as to me personally). Maybe base attacks should start a little weaker and grow to larger numbers. Especially with the slower resource gathering you need time to build up defenses. Especially when combat is set to Easy (although I don't know exactly what that setting actually changes). Also, it looked like the drones were able to one-sh0t my sentry gun (probably a rocket drone). Might want the sentries to be a little tougher.
    4. Depending on surface rocks in the early game is an interesting change of pace (this also shows up some in the new vanilla ice planet start). But the hand drill isn't good for this. It does only 8 points of damage compared to the survival tool's 7. The difference is negligible, so why build it and worry about keeping it fueled with bio fuel? It should do 2x the damage to rocks as the survival tool to make it worth using. It does seem a little better for digging, though.
    5. I still feel like base building costs are too high. Although you may get like 2x wood from trees, wood planks are produced at one quarter the rate of vanilla (12 to 1 instead of 50 to 1) and wood blocks require 6 planks compared to one plank. So you are able to create 1/24 as many block from wood logs. Even if you get 2x drops from wood, or even 3x, this is a serious reduction from vanilla. If you try to use stone, stone blocks now require more stone dust and also crushed stone. It needs a lot more stone overall and since your drilling tools are slow, this is a headache. I ended up drilling out half a mountain with a mining HV (even HVs seem to mine slower) just to get enough stone. The drop rate of stone seems way too low. I think wood and stone should be a little easier to get, since these materials are more abundant. A side effect of all these increased cost is logistics... mining the stone is a headache, and you also need to transport more stone as well. More driving back and forth in crappy vehicles because good ones are too expensive.
    6. Vanilla SVs need some redesign to be effective, since thrusters are weaker. Although with CPU changes it is possible to add more thrusters, that adds cost, and with the reduced mining options additional cost is an issue. But my SV seemed to lose performance faster when loaded down than it would in vanilla, even though it cost more and had more thrusters than vanilla (and was probably consuming more fuel than vanilla?). This makes it harder to transport the same amount of resources, let alone transport the larger amount of resources you need in this version of the game.
    7. Once I had an SV, I took it to space and decided to do some asteroid mining. Got out my drill and... well, the results were painful. After some concerted effort at mining with the hand drill (a couple of biofuel cans), I had 30 cobalt. Then I tried mining a promethium asteroid. I mined 10 "chunks" of the asteroid, and got 2 promethium total. None of this was much fun. Laser drill requires Zasco so that was right out.
    8. I thought maybe I could trade my way to what I needed. I went to visit the Polaris station. The prices were so high! T2 Multi-tool was 20k. Autominer cores were like 100k! I didn't have any ideas on how to make that kind of money. In vanilla I generally engage in arms trade with Bertram to make money, but these prices seemed like that would not be feasible. Inflation has hit the Reforged universe.
    9. I added drills to my SV, figuring that maybe that was the only way to effectively mine asteroids. I went back to my cobalt asteroid and mined for a while and got a couple hundred cobalt ore. Ok, I thought, now we are getting somewhere! Time to start thinking about a capital ship! I went to the blueprints to see what might be worth considering. Everything cost several thousand units of multiple resources (these designs normally cost in the 500 - 1500 range, so these aren't huge vessels). I thought about trying to mine that many resources at the rate I was going. I couldn't find the energy to keep going. I gave up.

    I think there is huge potential here, and I agree in general with the idea of making the experience slower, but if that experience just means I'll be slowly mining endlessly, followed by intense battles defending my base and eating my ammo and resources, then it's not very engaging. I like the idea of encouraging SV/HV mining as an intermediate step between hand drill and laser drill, followed by SV/HV laser drill and finally CV drill. It is good to encourage people to build new kinds of ships to meet needs. But, they need to be able to *afford* to build stuff if you want to encourage them to take that step.

    It might also be interesting if higher level drills would actually collect more ore, not just collect faster. I.e. the drill is less wasteful and captures more of the material for the same amount of voxels destroyed. This would make you want to use them to get more out of the deposits you have rather than wasting them with a lower level tool. It would also help with the higher prices of stuff.

    Anyway, these are just my thoughts. Some people are more combat focused, and maybe feel the combat difficulty is fine. I think it is tough but mostly okay, with a few exceptions mentioned above. But the resource economy seems too tight and the credit economy seems impossible to use. Maybe alternate strategies are supposed to be employed to deal with this. If so, I'd love to hear what others have done to address this (other than just grinding it).
     
    #211
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  12. Coreador

    Coreador Commander

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    Should probably add mutilation or dismemberment status.
     
    #212
  13. Vermillion

    Vermillion Rear Admiral

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    The latest version buffs the mechanical drill damage vs surface rocks quite a bit and escalates further with the T2 Drill.
    The T2 drill had it's level requirement reduced. But it won't let you dissolve an asteroid in seconds like you're expecting.

    But from everything else you've described, you're trying to do too much too soon.
    I made it very clear that your hand drills are crap compared to vanilla. Stop trying to use them for everything, they are an emergency-bootstrapping method of gaining materials for the same reason that commercial miners use industrial drilling machines, not pickaxes.
    The Mechanical Drill is there to get you started on a mining HV. Make that, use that. You skipped that stage early and are suffering from the effects of having either no miner or an inferior multi-classed one. HV hover engines can support hundreds of tons of cargo for little cost, giving them superior speed and mining ability over SVs.
    Go to the prefabs, use the Bulldog Miner prefab. It's the (literal) perfect mining HV, there is nothing better at level 7. It has massive cargo capacity, low weight and high-speed. If you're after crushed stone, go for the giant stone pillars and surface rocks. They will give you hundreds of times more rock than digging a hole.

    SV thrusters are actually stronger in RG than they are in vanilla, except for those ridiculous jet thrusters. If a larger ship is having movement difficulty, it's because it's using heavier armor than it needs. Your mining SV does not need steel armor, use carbon composite.
    Additionally, you can carry HVs with SVs. So carry your HV to the moon and mine your cobalt from there like a normal person, but if you're set on mining that asteroid you can carry and use your HV there too. It's easier to lug a mining HV there than it is to mine an asteroid with an SV.
     
    #213
  14. bad coffee

    bad coffee Ensign

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    Anyone else seeing CoQ errors using Reforged Localization? I've put it in content/extras as described and I end up with this on start:
    https://imgur.com/MIKQxfp

    There is a second CoQ when starting a creative game, followed by the game stopping the map load and nothing happening.

    The game works normally with the paste-in-configs version of the mod, and the workshop scenario version.
     
    #214
  15. Vermillion

    Vermillion Rear Admiral

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    I'm gonna need your game log for when this happens to pin down the problem.
    Wait, nvm. It's now happening to me, which is weird.
     
    #215
  16. Coreador

    Coreador Commander

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    Interesting. Why is this? It is easy to mine with an HV in orbit than an SV?
     
    #216
  17. Vermillion

    Vermillion Rear Admiral

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    It's easier to mine with an HV than it is by hand, which is what you did.
    It's the same difficulty to mine with an SV as it is with an HV, but CPU distribution between two vessels will allow a faster carrier and a higher carry capacity. You could just as easily use an SV carrier and an SV miner. Actually, it would probably be a better idea. The miner wouldn't be fast, but it doesn't need to be, it has the carrier for the job.

    It's the hand drilling that's the bad idea. It doesn't take much cobalt or titanium to upgrade an SV's thrusters or CPU, but trying to mine out an entire asteroid by hand is an act of insanity.
     
    #217
  18. ravien_ff

    ravien_ff Rear Admiral

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    How did you do this wizardry and why aren't these in the default game? :O
     
    #218
  19. Vermillion

    Vermillion Rear Admiral

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    I can't get Reforged Localization to work outside the scenario anymore. I don't know why, but it claims there are duplicate entries (there aren't) and is breaking the main menu.
    As always, the logs are ofuscated so it's not telling me where the duplicate is.
    They are, they trialed them but never implemented them. They don't really work as-is, so it looks like they gave up mid-way through but the model shapes are still functional with some heavy tweaking. There's an entire set of long hull block shapes for wide circles and longer slopes.

    Unfortunately, I probably won't be adding them due to people uploading ships with these blocks to the workshop and causing errors for other people.
     
    #219
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  20. Brimstone

    Brimstone Rear Admiral

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    To paraphrase someone else... "Eleon! Please fix!"
     
    #220
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