Is killing trees a good path to better relations? I remember killing several spider nests (and occupants) near a Polaris outpost to no apparent avail but when I peeked inside of a couple of containers, I got severely chastised for my efforts. I don't seem to grasp this rep stuff. Plus the RP notifications don't last long enough for me to read them anyway. Currently, I'm of the mind to kill 'em all and let the Devs sort 'em out!
After almost 400 hours playing the same savegame I decided to visit a Kriel territory system. Then I had to recollect my jaw from the floor after I saw this Kriel Trading Station. I don't even know if I can enter the place... or even how. I think I'll just be out here enjoying the view for a while.
Well, it was good while it lasted. Sadly after I teleported from the Kriel Minotaur Trading Station using the teleporter there, the station vanished completely from the game leaving my CV and my two docked ships stranded. I couldn't find any references to the station in the Registry window and I was so far away to come back. EDIT: It wasn't the game failing on me. The issue was me. I copied every entity from my old savegame to the new and the ids collided because it's a different game altogether and ids are used for entities and solar systems as they are discovered and they're not fixed values ruled by the seed number on world generation. So yeah I screwed up but I'm thinking about another solution.
No - but they contribute (+10 each plant) and don't have to go looking for them. Killing beasts with shotguns gets you there quicker (+0.1 per point of damage).
Wierd experimental ship time... Its a T4, L25 (cpu and device limits compliant) prototype PvE destroyer CV. At this stage it just a concept build. It flies, it blows **** up, but hull isnt even sealed yet, no hangar yet, never mind any internal decks equipment and creature comforts etc yet beyond bare essentials needed to combat test it. What it is good for is killing these things quite quickly with this one being its first test victim
Thanks - it may look wierd, but its shape is was for functional reasons This was a quick test against a spawned dreadnought (cant find one when I want one...) - about 45 seconds to kill it (this was a static test one, not an encounter) even though I was being sloppy: I wasnt very well organised TBH - forgot to pre-load rocket launchers, nearly ended up shooting the wrong end of it The explosions you can hear after my shield go down are just two of the front damage soak balls taking hits - nothing vital is getting hit. This was the only damage sustained despite having no shield for quite some time and being in near point blank range of its turrets. No loss of combat effectiveness - just expected damage to the soakers.
Project Eagle continues... Now focusing on my Alpha Moon Base wannabe. Not meant to be a replica, merely to get the flavor. Syill have a lot of work inside as well as the exterior. I haven't decided whether to add another level on top as I have a great deal of space below. I do intend to add a couple more landing pads along with a large pad for the CV currently hovering over the base. There was one there originally, but was separate from Alpha. I removed it when I decided to do this project. If I decide to spawn this base somewhere else, I WILL be doing some major pre-flattening in preparation! BTW, we just passed the Size Class 13 mark. Just what does that mean and why is it red?
Not so fast I didnt realise until later that this one wasnt moving, hence easy to kill the core when its shields were down. I had to spawn this as I got bored of flying around trying to find one. Turns out spawning and assigning to Zirax isnt enough to enable them to actually be a PV, so it just sits there. (maybe someone knows how to spawn a PV as a PV instead of just as a faction assigned CV?). A real encountered one takes alot longer to kill as they keep turning over rapidly, so much harder to get good shots on the core and kills it - may take several minutes unless you get lucky. Even so - this prototype is managing to soak damage for that long without shields and without loosing combat effectiveness. I just have to turn around if one my soaks gets destroyed and make the sure the destroyed one is away from the dreadnought. Downside, even though only loosing combat steel blocks and not systems - still can take an hour to repair after...
I wish we had a moon start. Maybe a stash of food to keep you going for a bit, but not too long... I remember I always liked the moon starts in space engineers. Because its bigger than size class 6 (default max size I think), or bigger than the set maximum I think.
Yeah, but what, if any, meaning is Class Size? What affect does it have on a BP? Can I spawn it in a future game? Alpha is primarily a design exercise, but I'm really getting into it now.
Max class size something that can be set by a server admin. For your own solo/co-op play, don't worry about it.
Most of my CVs are RED, presumably because they're heavily, excessively armed. At least I think that's the reason.