After 50+ fresh Starts, in Service of ELEON, I finally found the time to upgrade...or rather finalize, my Base-OUTPOST. A SP-Base, Level 10, CPU-T2, built mainly of Concrete. I added now a "Flight-Deck" and some Turrets - which meant to add more Blocks. 18 Concrete Growing Plots, 1 Adv. Constructor, O2-Station, Med-Station, Shower, 2x 320k Containers for In- and Output, 2 additional 16k Containers for Supply and Loot and two smaller Boxes for First Aid Stuff and Sprouts. The Close Proximity and Anti-Personal Defense will be added soon.
I'm sitting here, watching the v1.3 load. The little window has a countdown for time remaining to completion. It is erratic, amusing and occasionally frightening. At one point, it says "12 min 35 sec", then goes to "2 hrs 21 min", "5 min 56 sec" to "1 day 3 hr", back to "5 min 56 sec" and counting. As I write this, I can here that the game has launched so I will leave you now to see what havoc has been unleashed.
After my initial experience of what I found after 1.3 first loaded, I would just be thankful it hasnt loaded yet. Maybe there is still time to save yourself and your worlds...
---eng--- Hello, I am currently building some control points and bases with set tasks. I also want to publish them as POIs. Unfortunately, I can't find the really big robot. There's one bigger than the golem. Does anyone know its name and where I can find it? Then I would like to know how to get the drone spawners to work. Maybe someone knows that too? I still play on a multiplayer server. How can you set up your teleporters so that strangers can visit you? I have the pin on 0000. Everyone can leave, but visiting is a problem. I hope someone can answer the questions for me. I didn't want to open a thread especially for that. ---de--- Hallo, ich baue gerade an ein Paar Kontrollpunkte und Basen mit festgelegten Aufgaben. Die will ich auch als POIs veröffentlichen. Bedauerlicherweise finde den ganz großen Roboter nicht. Da gibt es einen, der größer ist als der Golem. Weiß jemand, wie der heißt und wo ich ihn finde? Dann würde ich gerne wissen, wie man die Drohnen-Spawner zum laufen bekommt. Weiß das vielleicht auch jemand? Ich spiele ja noch auf einem Multiplayer-Server. Wie kann man seine Teleporter so einstellen, dass Fremde einen besuchen können? Ich hab den Pin auf 0000 stehen. So kann jeder abreisen, aber besuchen ist ein Problem. Ich hoffe, dass mir jemand die Fragen beantworten kann. Deswegen wollte ich nicht extra ein Thread öffnen.
. ) Bigger Droid - ask @Vermillion - he knows ... something/ used it . ) Spawners - ask the aforementioned @Vermillion or @ravien_ff - both have the best knowledge for it. . ) Teleporters - There is no way NON-Faction Members can use your Teleporter - Exploit-Risks (i.e. getting Trapped inside) -> Guidelines: https://empyriononline.com/threads/a12-exp-teleporter-system.92650/ -> the important Line for you(your question) : - You can of course only teleport to your and your factions destinations, not to OTHER players private or other factions structures. Btw., lovely Ideas can be seen in your Picture!
It's in the eClassConfig.ecf file around line 2700 something. Search with keyword "golem" and you will see one with the mention "delete" at the first line. They can be triggered by scenarios. Load a drone base in Creative and look at the setup in there. Look what can be done in the gameoptions.yaml of your "scenario". There is a gameoptions_example.yaml in the default multiplayer scenario folder: ---------------------------- line 67 ### The name of the default Origin # OriginDefault: Neutral Line 70 ### False will not allow any alliances with or join to factions from other Origins ### Possible values: true, false # OriginAccessOthers: true Line 74 ### Factions are per default allied if they are in the same Origin ### Possible values: true, false # OriginAutoAlliance: true Line 109 ### Player joining a game will always be in a default faction unique to the Origin. Useful for coop games ### Possible values: true, false # OriginFactionStart: false --------------------------------------- I did not play with these, so you will have to experiment. .
The AssaultMech is the big bot. It's been intentionally hidden by the devs (which is dumb), so unless you wanna go rooting around in the EClassConfig file for the entry to forcibly enable it in spawners, the only other way to get one in a spawner is to copy+paste the spawn pad from an existing POI that uses it (I recommend the Missile Base). Drone Spawners are not configurable on the device. They're set by the Playfield yamls for the playfield that the POI generates on.
---eng--- Ui, I didn't expect any answers so quickly o: A third teleporter would be nice here, which always allows the return flight. I got an idea while reading the specified article. Maybe it will work out after all. I make sure that the teleporter always has a pin 0000. The sensor that energizes the teleporter and deactivates the shields is also set up to recognize strangers. Thanks, I always like to read something like that It motivates me to keep tinkering. Found it, but I don't know what to do with it yet ^^. Also interesting are the other critters that you cannot let appear over the spawner. A Telluropod would do well in an underwater base. Also in connection with the cyborgs, as Crang clones (TMNT), they would not be bad. Sometimes they look like brains with tentacles, right? O: Yep, I've already tried that, but no drones are formed. Maybe I'm doing something wrong too. I suspect that the drone base must already be set over the YAML, but under their group name. If I have them put in the desired location, only the drone spawners won't work. At the moment I determine in the yaml where how many drones should appear. Thank you, copy + paste worked perfectly The drone spawners, with the alien blocks, are they just decoration, or do they work like the player spawners? Will the Yaml always let the drones appear there until this block is destroyed? If so, then maybe I'll find out how it works in the yaml. O: Thanks again to everyone for the quick support. I had already read a lot yesterday and spent half the day looking for things and trying them out. The big robot swallows ammunition well. However, I set the loot ID to zero. It should only protect a certain area. I keep thinking about whether I can replace it. He's supposed to be a special opponent. If it appears too often, it becomes a common opponent. Unfortunately, there is hardly a suitable choice. -------------------------------------------------------------------------------------------------------- ---de--- Ui, ich hatte nicht so schnell mit Antworten gerechnet. ... Hier wäre ein dritter Teleporter schön, der den Rückflug immer zu läßt. Mir ist beim Durchlesen des angegebenen Artikel eine Idee gekommen. Vielleicht klappt das dann doch. Ich achte ja darauf, dass der Teleporter immer einen Pin 0000 hat. Der Sensor, der den Teleporter bestromt und die Schilde deaktiviert, ist auch auf das Erkennen von fremden Personen eingestellt. ... Danke, so was lese ich immer gerne Es motiviert mich weiter zu basteln. ... ... Habs gefunden, aber ich weiß noch nicht was ich damit machen kann ^^. Interessant sind ja auch die anderen Viecher, die man nicht über den Spawner erscheinen lassen kann. So ein Telluropod würde sich in einer Unterwasserbasis gut machen. Auch in Verbindung mit den Cyborgs als Krang-Klone (TMNT) wären sie nicht schlecht. Manchmal sehen die doch wie Gehirne mit Tentakeln aus, oder? o: ... jep, das hab ich schon versucht, aber da bilden sich keine Drohnen. Vielleicht mach ich auch was falsch. Ich hab den Verdacht, dass die Drohnenbasis schon über die YAML gesetzt werden muss, aber unter deren Gruppennamen. Wenn ich sie an einem gewünschten Ort setzen lasse, funktionieren nur die Drohnen-Spawner nicht. Momentan lege ich in der yaml selber fest, wo wie viele Drohnen erscheinen sollen. ... ... Vielen Dank, copy + paste hat einwand frei funktioniert Die Drohnen-Spawner, bei den Alien-Blocks, sind die nur Deko oder funktionieren die dann wie der Player-Spawner? Lässt die Yaml dann dort immer die Drohnen erscheinen, bis dieser Block zerstört wurde? Wenn ja, vielleicht finde ich dann heraus, wie das in der yaml funktioniert. o: Nochmal Danke an alle, für die schnelle Unterstützung. Ich hatte vieles gestern schon gelesen und den halben Tag die Sachen gesucht und ausprobiert. Der große Roboter schluckt gut Munition. Die Loot ID hab ich allerdings auf Null gesetzt. Er soll ja nur einen bestimmten Bereich schützen. Allerdings überlege ich die ganze Zeit, ob ich ihn nicht ersetzen kann. Er soll ja eigentlich ein besonderer Gegner sein. Wenn er zu oft vorkommt, dann wird er zu einem gewöhnlichen Gegner. Bedauerlicherweise gibt es aber kaum eine passende Auswahl.
On a base designated in the Playfield_Static.yaml that Drone Spawner will spawn all additional drones produced by a drone base from that spawner. For space POIs and orbital patrol vessels, each spawner produces one random space drone from the Playfield_Dynamic.yaml. They don't seem to respawn them. They spawn drones when the POI that the spawner is mounted on detects the player.
Just noodling around and taking some screenshots of my latest tests. I used the UCH Titan to make the pictures more interesting... This is a customised Creative scenario... The fun part is that I used almost no blocks at all in all this. This "station" has a 1.8 km radius. .
My wife and I were having fun taking on the Zirax menace in Reforged Eden co-op on the local moon. Started taking out the radar base/comm hub as if it were a live scenario. A bad encounter with an "infiltrator" in the hall of columns left her dead and she tried to spawn where we were- defense turrets blew her and her armor up so we decided to head back to the planet and visit Polaris. On the way experienced a brief foray into a twilight zone episode as a technicolor version of our SV kept coming into my view on the starboard side- I think I counted five of them. When I examined one it was physically there (our ship bumped into it, I couldn't move through it) but the multitool didn't register anything and I couldn't "F" enter any of the devices. Abandoned playing with ghost ships and started heading for the planet again when I suddenly found myself face-first in a rock with some sort of "had to turn off the ship" message but I had no ship around me. I couldn't move at all so triggered exit a restart. She said the ship was drifting towards the planet. Restart didn't so I killed the server and then found myself looking at the rock again ... GM'd my way home while she landed the ship. I blame Rod Serling.
Today I .... I read the last few pages of this topic. I would be glad to exclaim - Hurray! Empyrion is better ... But unfortunately I don't see any special changes. @Germanicus bro cool outpost. Maybe I'll finish my aircraft carrier anyway someday ...
Outpost finished - loaded it into a Creative Game to get it fully textured including the foundations.
Experimenting on a large Transport SV - Truster/Generators/max Load...and so on. Currently its only armed for Defense with 4 Minigun-Turrets, Shields, Warp. Only one Type of Truster used for all directions. Interior build of Carbon substrate, outer Hull Steel. Far from finished. T4 CPU, 2 x 32k Cargo.
Added a 2nd floor to Project Eagle's Moonbase and finished the roof. It's bigger than anything I've built before. I'm really stymied at how to fill the interior. Plus, I think I scaled the landing pad cupolas too small after I found some interior sketches on Bing. I don't plan on changing it, but I could get a wild notion at some point and... Still a lot of work ahead, and since I can't quite follow what's going on in the game right now, I think i'll just plug along in my fantasy world like our president.
Love it ! I almost want to give you a hand... I watched the whole series earlier this year, and thought it made a great setup for a game scenario. Let me get back to you on this...
Okay. The size got a little out of hand, and the octagon has me in a bind due to the nature of EGS deco blocks. I've got acres of space, in fact, I've actually gotten lost a couple of times! Looking forward to hear from you.