about those hydrponics: from my first observations the harvest for plant fibers is only that of 6 individual plants (72 vs 9*12) and it takes about the same time to grow... did i miss something?
Ravien, I posted this in the bug section titled "Cant start new games" and left a log over there, but I have been unable to start a new Reforged Eden game. I can join a Reforged Eden server, and a Reforged Galaxy single player. But I get a CoQ error whenever I attempt a RE new game. I have attempted uninstalling the game, wiping my workshop, clearing my precatch files, and so forth. Am I missing something? I believe I had both Project Eden, Reforged Galaxy, and Refored Eden loaded. But do I need PE and RG to play RE? Either way, it is slightly frustrating...as long as I can rejoin my multiplayer game on the 19th Ill be happy.
Question on drone attacks. I'm new to RE, so not sure if this is working as intended. I built a small bunker base in my starter area, concrete with couple turrets. When I get drone attacks, my base never takes any damage though! not one block gets damaged. They fire a lot and the ground has lots of dark spots where they missed, but no damage at all. Is it because I was in the starter area? or I had my SV in the air and they focused only on my SV??
Hello fellas, love the scenario. Only thing Im curious about is the explosion damage. I use the MCRN Ballista Reforged HV to take out poi's. Before the 1.4 vanilla update that HV was great but now as soon as the shield is gone one missile will take out 3-4 turrets and completely breach the armor. I started this new game in 1.3, i think. Do I need to start a new game for that to be fixed? *Sorry read through the forum and found out its from the 1.4 vanilla update. I will probably leave this game be for a few months and see what happens.
It looks like block damage is not working properly in multiplayer in 1.4. I've noticed many instances where damaged blocks don't get updated until I reconnect, though they do go away properly when they finally break, even if I can't see the health going down. A few plants and surface rocks are also getting desynced and not being pickable/breakable and disappearing when I reconnect, so it seems the issue goes a bit deeper than just the damage system. Old ships with unarmored interiors don't cut it for 1.4 anymore. Now you need hardened or combat steel between explosive components if you don't want a single critical hit to take everything out, especially in HVs/SVs where a single explosion is enough to go pierce several blocks (I think splash damage used to be scaled to the ship's block size, which means most HVs and SVs only needed two layers of armor). Reforged makes explosions even more of a threat with the improved homing missiles, though those are still weak against shields without supporting lasers. Having to plan internal armor when making new ships is a nice new feature, but updating existing blueprints from the workshop is painful. Another way to think about it is that SVs are now as fragile as similarly-sized drones, though it's a shame you can't salvage drones to make up for the shift in balance...
It is a growing concern among many that nearly all "pre 1.4" ship designs are now functionally obsolete when it comes to taking battle damage. Lots of work will need to be done to either update designs, or start anew.
At least in reforged it is possible with blocks not using CPU. In vanilla with blocks using CPU it will be even harder.
Sentry guns inside POIs set to Legacy faction are attacking the spawned mobs set to Alien faction. Observed in an Reforged Abandoned Bunker.
That's kind of funny though. But yes that's because both factions are set to attack other factions I assume, and since they aren't the same faction anymore...
It was also the case in v6 when they added radiation + temperature to some devices : walking in a ship suddenly became deadly. Then also when they made "thrusters" to not work when hidden : lots of designs were based on aesthetics and were not suitable anymore for servers with that rule enabled. Then with mass/volume ships would not lift from ground. And with CPU... and now explosions... But players have been making "definitive ships" from the very start of this game. What's the surprise ?
Not everybody wants to fly around in fugly boxes that can be hammered together in half an hour, in fact the creativity is actually a major selling point for this game, no? I don't even want to know how many hours SpanJ sunk into his quite extensive and now obsolete blueprint library. In the middle of a let's play series he already had to reset once. And yes, the game is still being worked on, yadda, yadda, yadda. Working on the game does not automatically mean screwing over half your player base and content creators on a regular basis. Not everybody enjoys starting from scratch time and time and time again.
The 1.4 changes to explosion mechanics didn't "screw over" the player base. It fixed a long standing bug where you had to build boxy ships to stop explosions from going through solid walls. However, Reforged actually has things like fuel tanks and generators explode when they're destroyed, unlike the base game where some things are set to explode with such a tiny radius they literally don't hit anything else anyway.
I don't know. Did you make a survey ? You're upset because of a change happening now, my post was just showing that this has always been the case, except... ... except for players who understood that changes will have this effect. Most of my "dear builds" were done in the short time after I started playing the game, and were unusable after the first "major" change. I did not even adapt them : I read the projected future updates, and it became obvious that requirements would add up with time, forcing updates and adaptations. A great number of players just want to make their stuff themselves, and a very tiny minority will post their play sessions on Youtube or streams, and making ships to post on the workshop is not "playing Empyrion". If players enjoy making ships and bases, there shouldn't be a problem making new ships and bases with new rules. If what they want is to boast about their "collection" then that's skewing the idea of "playing Empyrion" into workshop contests.
Your point is valid, and so is mine. There will always need to be updates to designs when major changes are made. But the issues that some players are having are also valid. The RE guys have already toned them back a bit, which is good. But there are other considerations that have little to do with ones own ship, but also enemy ships. The #1 reason to participate in CV to CV combat is for loot and salvage. Now with chained explosions, the amount of salvage/loot/cargo we will get from combat drops while he risk to ones own vessel has gone up. Repairs will be more time intensive, or more costly to purchase while the devices that are salvaged/looted will drop. Now, as I have said, we are still early into this change and there will be adjustments and tweeks and players will adjust and it will become a new normal and we will all fondly look back on the "pre-explodey" ship days just as older players look back on hidden thrusters and no CPU and so forth.
I think I have a solution to please everybody on the "explosion" topic. New difficulty setting, like we have for enemies, etc. Easy = old system. Medium = toned down new system. Hard = Super Explodey!
got a litle bug: for the first time speaking to the Tal'ohn chief the marker (and the dialog) was 6km away from the first marker and was a bed at a farm. maybe it is the old save i use... tomorrow i might try wiping the playfield Yea, old save was the problem; after a wipe it was normal again.
This is open for debate : I suggest that the prime reason to fight anything is to survive, when forced to fight (instead of fleeing of course), since there are many ways to obtain materials and objects. RE and RG both had enhanced all explosions because they were not quite visually exciting in vanilla, and thanks to the feedback of players the developers saw it may be a good idea to change the way explosions worked previously. Having all explosions and impacts being restricted to the 3 x 3 max block's space restricted possibility to create more powerful weapons with damage and area affected scaling up accordingly. There is no point in trying to make a super-bomb if it shows a huge fireball, but still only damages a 3 x 3 area.
This is my point, exactly. I have yet to see, or hear of an instance where someone was forced to combat an enemy CV just for survival. They are slow, easy to evade, do not follow a player forever, and do not warp between systems or travel between playfields. And as you mentioned, by and large the loot that is available on them is available through other means. There are some exceptions like quantum cores and the like, but nearly every other bit of salvage on an enemy CV can be had in some other way. I would be open to hearing about an instance where someone was forced to fight a CV otherwise their game was effectively over and their "survival" could not continue. Also, I do not consider "running like crazy" to be "participating in CV to CV combat".