Reforged Eden Scenario

Discussion in 'Scenarios' started by Vermillion, Jul 16, 2020.

  1. Scoob

    Scoob Rear Admiral

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    Once, a long long time ago, I did make the effort to understand the (then quite limited) configuration options for Playfields. I was interested in making things harder, with epic drone attack waves. I succeeded, but it was very much trial and error. Where a value of "4" for a given setting might work "5" might do nothing, effectively disabling the feature. Lots and lots of trail and error. Fun at the time, when it worked, but it got old. I've not tweaked a setting since lol.

    Scoob.
     
    #901
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  2. Scoob

    Scoob Rear Admiral

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    Hi again,

    I appear to be having an issue with invulnerable trees. I took my light HV to harvest some wood, and many of the trees cannot be harvested. If you load this saved game you can try it. See if you can harvest the trees in front of the HV. I tried to harvest various trees in the area, none could be. I'd previously harvested trees here with both this HV and using the Chainsaw before it without issue.

    As a further test, I spawned in the Debug Rifle and these trees are immune to it as well as regular gunfire.

    Scoob.
     
    #902
  3. Vermillion

    Vermillion Rear Admiral

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    Sounds like the bug where trees and rocks fake-regenerate but are invincible. No fix for that, since it's a vanilla bug.
     
    #903
  4. Erik Rouvale

    Erik Rouvale Ensign

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    Is there a direct download for the reforged eden scenario? One that is NOT on steam..
     
    #904
  5. ravien_ff

    ravien_ff Rear Admiral

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    No there is not.
     
    #905
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  6. Scoob

    Scoob Rear Admiral

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    It's a weird one. I built a base in a fairly resource-rich area, plenty of trees and harvestable plants. I now cannot harvest many of the remaining trees, and plants I've been picking every few game days since settling here can no longer be interacted with. I guess I'm stuck with this now, no way to fix? It obviously survives a Save / Reload cycle, the only thing I haven't done yet I can think of is to leave the playfield entirely - aka fly into space and back.

    Scoob.
     
    #906
  7. Scoob

    Scoob Rear Admiral

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    Quest: Is the "Zirax pre-emptive Strike vs. Capital Ship" something added by this mod? The reason I ask is because I just placed a CV starter block and got this message instantly. That's not an issue, what is however is how the Drones spawned right on top of the CV Starter block. Thankfully, I have defences, so it's no issue, but having the attacking Drones just pop in right on top of me like that isn't ideal.

    Scoob.
     
    #907
  8. me777

    me777 Commander

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    If it is: can it be prevented/stoped by destroying the drone base?
     
    #908
  9. Vermillion

    Vermillion Rear Admiral

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    While there's distance setting for spawning troops, there isn't for drones (no one knows why).
    The occurrence of zirax pre-emptive strikes is set to activate only on starters with a zirax presence (shouldn't happen on Pandora) and cannot be disabled because there's no way to set conditions for objectives (another extremely vital system that's missing from the game).
     
    #909
  10. Scoob

    Scoob Rear Admiral

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    Ah, I see. It's a good feature to have a CV build site attacked, one I've actually suggested in the past, so I welcome it. I wonder though if the attack should come right away, or delayed a short while to catch the player mid-build?

    On an unrelated note, I noticed that the UCH Wreckage (I think it was Heidelberg or something before) that's part of the plot has some block issues. When reclaiming the thrusters, I get "SV Advanced Thrusters" and not CV Thrusters. Also, I'm not sure if this particular POI is supposed to be Coreable - it wasn't in my last vanilla game.

    Edit: All Thrusters are S-Class SV-class Thrusters, other devices and blocks have been L-Class though.

    Scoob.
     
    #910
    Last edited: Jul 25, 2021
  11. Vermillion

    Vermillion Rear Admiral

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    Heidelberg changes are intentional. The alternative was giving players an entire CV within 5 minutes of starting or keeping the admin core.
    Now, it gives enough resources for a base and good thrusters for an SV. You can also shoot out the walls if you get stuck in a room.

    Planning a hotfix that'll give a 20 second delay for the CV attack.
     
    #911
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  12. Scoob

    Scoob Rear Admiral

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    Ok, fair enough. Personally though I find it quite jarring when the wrong class of blocks are present on a POI. I'd just remove all thrusters - they were "blown up during the crash" as they're delicate - rather than force the wrong block-type on a model. Just my personal preference. Also, FYI, on the same planet - one closer to my starting location than the ex-Heidelberg - were TWO crashed CV's with several Thrusters, RCS's and CV-Class Turrets between them as well as other equipment. Plus two "Broken Engines" each of which had a "Drive Thruster" (the largest one) a small Thruster and an RCS. So, the ex-Heidelberg having a couple of CV-Class Thrusters doesn't seem like a huge boost in the scheme of things.

    Also, I tend to break-down early-game find of such items - very lossy with the T1 MT - just to allow crafting of other parts. Ive built an entire starter CV - no shield or warp capabilities - without raiding a single defended (other than Drones) POI. Just regular mining and scavenging from the aforementioned wrecks.

    Regarding the delay, what do you think about a longer, multiple minutes delay? Now I know there will be an attack the moment I place a CV starter block, I'm either going to protect it - place it under cover - and/or ensure I pop it down under the cover of various BA turrets. Either way, the attack becomes somewhat trivial. In my recent case, not knowing about the attack beforehand, it was over before I could react, my Base's two Minigun Turrets had taken care of the attackers. If, on the other hand, the attack comes a bit later, when I mid-build on the CV, there might be line-of-site issues for any base turrets, CV's are big, it'd not be practical for the CV to be under cover any more plus there may well be exposed delicate CV devices offering a tempting target. Yes, I'm a little masochistic at times lol.

    Scoob.
     
    #912
    Wellingtoon and Sup like this.
  13. @Scoob I believe it's because the Heidelberg is a vanilla starter game POI, and having them be SV thrusters means the players don't collect large amounts of mid to late game components (like oscillators and flux coils) from salvaging them.
    This is preferable to slow down the progression and prevent the player from jumping forward too fast.

    The other POI's you speak of may not necessarily be vanilla POI's, or at least not vanilla to vanilla starters (I hope that made sense).
    If they are vanilla to starters then perhaps they just haven't had a balance pass done on them yet.
     
    #913
  14. Scoob

    Scoob Rear Admiral

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    Oh yeah, I get the idea behind it, I'd just rather it have no Thrusters than the wrong Thrusters. I'm glad the POI isn't an Admin Core like in vanilla - that was a pain - so this is an improvement no doubt. However, I'd just stick to other equipment to give early-game relevant material rewards. My point is that this is not vanilla, the POI has been tweaked for Reforged Eden and there are ample other sources - assuming my Roggery start is fairly typical - for the player to build a starting CV, the ex-Heidelburg having a couple of CV-Class Thrusters wouldn't really give any significant advantage.

    Note: this game start I salvaged complete intact Devices rather than break them down to build other stuff. As such I gathered seven medium thrusters, six smaller ones and two of the huge ones as well as five RCS's and two Ballistic turrets from other wreck POI's on my starting planet. Getting some additional medium and small CV-class thrusters from the ex-Heidelberg would not have overly impacted my starting CV plans.

    It's all good though, I get balance can be a fickle thing especially with a degree of RNG. I just find it particularly jarring to recover small blocks from a Large POI. Plus, early-game with just a T1 Multi-tool unless you've had a lucky find (I did not) the return from breaking down such components is tiny. I ideally prefer to wait until I can build a deconstructor, though I've not found any Sathium plates (or Sathium period) so far this game start.

    Scoob.
     
    #914
  15. Inappropriate

    Inappropriate Captain

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    I just got a CoQ when an Ignidon used it flame thrower attack. Can any one else confirm this?
     
    #915
  16. Banditman

    Banditman Ensign

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    Think I'm stuck, hoping for some help. Fresh game on 1.5 RE, and I cannot find the POI to allow me to complete Prologue: Journey into the Unknown, Send and Receive. This is the step where you are supposed to find the antenna and plug in to it. For some reason, this POI doesn't exist. When I look in the console I see this message: "PDA: Playfield POI 'Broken Antenna' not found"

    I tried manually completing the steps just to get past it, but I cannot manually complete the step "Plug in to the antenna".

    Any suggestions / workarounds for this? It's really got me jammed up as I can't effectively work on raising my faction with . . . anyone.
     
    #916
  17. ravien_ff

    ravien_ff Rear Admiral

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    What planet did you start on?
     
    #917
  18. Banditman

    Banditman Ensign

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    Tallodar
     
    #918
  19. ravien_ff

    ravien_ff Rear Admiral

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    Please check the description of that starter planet. You also got a popup message at the start of the game that explains it has no story missions.

    You can warp to a starter planet that does have the missions such as Haven or Akua and do them there.
     
    #919
  20. ASTIC

    ASTIC Rear Admiral

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    upload_2021-7-26_8-47-17.png
    The Talon mission to attack the DroneBase:
    Unfortunately, there is no drone base on Haven and another planet does not accept the ongoing quest. I will place one on Haven when I can wipe the playfield to complete the quest.

    The main quest which ends in the Zirax mainframe could use a free medic station in the underground base to spawn there - anything else will lead to confusion and loss of the backpack.
     
    #920

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