Oh, no I had no idea, I haven't poked around in settings for a while I guess. And that applies to ships/drones etc? Or just the soldiers?
It applies to NPCs so soldiers, and I'm pretty sure drones too. It's the "enemy difficulty" setting. Also affects their damage.
Ok, very dumb question now - what are the "iron survey" and "copper survey" for? I can't find this in the documentation, it says something about being for multiplayer at the site, I guess that means I don't use it in my single player game?
Great mod guys, this mod actually made me purchase Empyrion. Been on my wish list for a few years, but was waiting for the game to get better. This Reforged Eden combo is it. Besides tutorial, I have not played vanilla. Love the Elite Assault Rifle. Nothing like a RMB grenade launch for the o crap moments.
So, a group of friends and I got to the point where we were going into legacy space before we called it and went back to project Eden only. I wanted to highlight a few opinions of mine about this mod which I think need to be address. Granted, this is your mod, so its up to you what you decide, but I hope you will listen to what I have to say as I have played Reforged Eden going on probably 500+ hours now and I really do want to see this mod succeed as Empyrion is one of the best games I have played with this mod. 1) You can get zirax turrets, but ammo is just too hard to find to make them practical to use. If you want to really hinder someone's ability to use these on CV's, I recommend balancing them by increasing cpu cost rather than making ammo so hard to get. The cpu cost is already high, but if that is not enough to stop abuse, just make the cpu costs even higher but make ammo more abundant for these turrets so we can actually use them. 2) Unable to gain reputation with factions like the pirates and also, not gaining any rep by killing Zirax. I am unsure how this happened, but I noticed when killing zirax I (my faction) was not gaining any reputation with pirates. The idea was that if we could get to neutral maybe they sold zirax ammo so we could use our zirax turrets. I am unsure about this because we ended up giving up when one person in my faction decided to try and do the pirate quest line, which he was unable to finish due to some bug. 3) The ballistic heavy turrets are just impractical to use because of the aluminum requirement for ammo. If you wanted to use heavy missile/Flak/ect.. You need so much aluminum that it was impossible to keep with the demand on aluminum. At one point we had 5 T3 miners going on several moons and it still was not enough to keep up with the demand to use these turrets. We ended up just taking them off and going with regular missile/flak turrets. 4) Heavy plasma maybe needs a rework/buff?? The heavy laser turrets are VERY good however, I found the heavy plasma turrets to be lackluster. Maybe others have had success with them, but I ended up ditching them for just regular plasma turrets. Heavy ballistic turrets would be amazing if they didnt require so much aluminum to keep up with the ammo costs. 5) Battles are a lot longer, enemies are harder, and smarter (which is a good thing), but this makes farming to make ammo to fight a battle just not worth the time and effort. As we were going into legacy space, the battles there were rough, the AI was smart and extremely dangerous. They would flank you, their shields would regenerate fast and the ships were very fast, however, to advanced through legacy space, we had 2 people that were spending ~8 hours a day farming the required materials just to feed our ammo factory to produce ammo. Then we had a base strictly for building ammo with 10 advanced crafters. It got a bit ridiculous and people lost interest in the game because of how much farming was required. I think ammo costs are way too expensive and should probably be significantly reduced so we spend more time exploring/fighting and much less time farming/crafting ammo. I think ammo costs are too high because of how long the fights last. its not uncommon to burn through 2-3 full ammo storage controllers with max capacity. 6) I know this is in the next patch update, so I will just briefly mention that SV/HV thrusters need a huge buff. SV's/HV's with thrusters in their current form are basically useless. 7) A very frustrating one, that I think is probably related to the base game and not the mod developers fault that I think is worth mentioning. A few times I was getting spammed with "an error occurred" making my ship uncontrollable until I responded to the message asking me to email. I went up against a Tovera, and I was being spammed so often, I could not control my ship and my ship was destroyed by the Tovera as the messages would pop up just as fast as I was closing them.
For 1 you can buy ammo from any station that offers ammo services. For 3 do you think there should be more aluminum in the galaxy? I didn't add much to project Eden because it has no use in default and I only use it for a few special items. I can definitely add more sources of it. 5 and 7 are due to game bugs and the devs are aware. For 7 fully exit the game, don't ever quit back to the main menu.
Not sure what to do about the aluminum requirements for heavy ballistic ammo, but I will say this, the amount of aluminum we needed to farm was insane. we were burning through multiple stacks of it to feed flak and missile turrets. My CV only had 5 heavy missle (equivalent to 10 regular missile in CPU cost). I think it ties in with, ammo just being too costly to make for how much ammo you will burn through in a fight. In project eden you don't need to farm nearly as much to get your ships supplied with ammo.
You get 5 Pirate Rep for killing zirax, polaris, trader and xenu; You get 10 pirate rep for killing Abyssal; And you get 20 rep for killing Epsilon and Ghyst. You do not gain any rep at any time for any faction from destroying blocks like vanilla because of exploits that they refuse to address. You do not gain rep for damage dealt for any faction, also because of exploits. Originally, I had it setup to give Pirate rep for stealing from faction containers. But due to an exploit, that was removed too. Aluminium ore to powder ratio is increased from 5:10 to 5:20 to match Magnesium Powder in the next update. You can also buy the ammunition from traders. Note: The change in recipe yield will subsequently reduce the cost of all blocks and munitions made from aluminium as the $ cost per powder is halved. Heavy plasma is currently overpowered, you must just be using it wrong. The most effective ships on the workshop are full heavy plasma ships built to take down the shields and chew a hole right through the enemy in the shortest amount of time possible.
I have a litle troubble destroying the core of the xirax artillery installations that look like big guns themselves (on a barren metal planet). no matter if i target turrets or generators i almost always destroy the self destruct switch (for what i know it's inside the top part next to a generatorand some turrets) and it seems it is a faction core, but placing explosives in godmode did not work, but making a new switch in gm iv did work; so is it some kind of indestructible core? (not to mention both the core and shield are underground and almost impossible to find without cheating) ps: sorry if it is a vanilla structure, i dont know if it is re of vanilla...
The core is not indestructible, but at present it is resistant enough to explosions to prevent destruction at the hands of explosive blocks. This will be fixed in the next update.
Sorry, I think I failed explaining. main problem is the switch gets destroyed. (by my cv turrets when i try defanging the beast) minor problem was a c4 not working on the core. (just tested 1 c4 and there was no visible damage) the switch itself destroys the core succesfully if it is activated.
I have no solution for that then. Did you try shooting the core? If you can stick an explosive on it, you should be able to shoot it.
Hi. Is there anything that can be done regarding Drones getting stuck on terrain during a Base attack? If the player's Base is in fairly open terrain, this isn't a problem. However, I regularly cut my first Base into the side of a hill for extra protection. The problem here is that this will reliably cause any attacking Drones to glitch out, getting stuck on the surrounding terrain. They then remain glitched out until the player gets within about 50 - 100 metres, at which time they have a chance to instantly free themselves. Not sure exactly what's going on, but the Drones appear to be flying as if they are totally unaware of the higher terrain, so promptly get stuck, partially clipping. I've had Base attacks that I thought had finished ages ago then, during my travels, I've seen stuck Drones. It's like they have some sort of scripted "attack run" which, while running, simply does not see the terrain. While this of course is also a problem in vanilla, the changes introduced in Reforged Eden really exaggerate the issue turning what should be fun base attacks into frustration, which is a shame. Note: while rare, this can become a severe issue as a Drone clipped into the terrain is able to directly damage an underground Base. Devices that should be protected by many metres of rock are directly exposed. To partially counter this, I protect all Devices with blocks, even if they should be fine with just terrain rock for protection. Are there game elements exposed for modding that could perhaps help with this behaviour? Or is this something that only Eleon can address? Scoob.
Thanks for confirming. It's a shame this isn't exposed for modding at this time. I did wonder as NPC AI seems to have benefited from modded improvements, so I hope Drone AI can get the same exposure at some point. On an unrelated note... I've not played for a little while and notice that something has changed regarding HV physics - it's a lot better! My laden HV's now drive pretty well, no more random back-flips and other shenanigans. However, I have noticed that RCS's work backwards. What I mean by that is my unladen HV turns as expected but, once heavily loaded, it turns SIGNIFICANTLY faster, almost uncontrollably so. My simple HV doesn't have thrusters assisting it's turning ability - just one each side, it cannot turn without an RCS - yet adding more cargo weight significantly enhances turn rate. I've not checked to see if the figures in the Statistics panel change with load, perhaps I will next time I'm in-game. Scoob.
The weight is probably moving your Center of Mass away from the thrusters, thus increasing the torque output.
On the HWS RE server, I am working on the Solo Pirate Mission "Unlawful Possession" Step 15 "Running Silent" the task is to "Reach the coordinates." There is no marker anywhere on the map and there are no coordinates in the PDA log. I have tried Relogging, Clearing the Cache, and resetting the mission by starting another one.
You'd need to bring that up with RexXxus. The POI should spawn and does for most people, so it could just be bad luck that it's the 1/1000 time that it doesn't, or you may want to try running the mission in another starter orbit where the ship has spawned. Alternatively, the server savegame may pre-date the addition of the pirate mission. In which case, newer POIs won't be included (Markos' ship was added April 1st)
This would be the issue then, since HWS started the RE server around March 1st. "HWS Reforged Eden (HWS RE) I plan, probably around 1st March (5th Year Anniversary), to start a new, third HWS Server, running Reforged Eden on it, in combination with all HWS Features*." https://forum.empyrion-homeworld.ne...oyale-eton-and-other-events-hws-roadmap/28221 See above. You'll have to wait until after the RE server gets a full wipe, whenever that may be.