Reforged Galaxy

Discussion in 'Scenarios' started by Vermillion, Dec 24, 2019.

  1. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    XenoBlock is currently bugged, in that steam refuses to update the icon file.
    The rest would mean you did something wrong. I don't know what that is though. Check the guide for installing a custom scenario on a server that's in the Reforged Eden/Project Eden workshop page.
     
    #941
  2. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Reforged Galaxy V1.7-17:

    • Fixed Ok'y Medical mission 04 item request for Varon Root (Varonroot in the configs instead of VaronRoot.)
    • Fixed Platinum Mine Mission #10 wanting AsaultRifles instead of AssaultRifles.
    • Fixed typo in Bertram mission #03.
    • General update of older configs.
      - Player backpack now has backpack model
      - Item drop box from destroyed inventories uses updated model
      - EGroups includes Polaris Patrols.
    • Increased width of the Medium Shield Charger and Capacitor models to fit better within the block space.
    • Added Heavy Glass Connector Q for HV/SV Heavy Windows.
    • Fusion Reactor can now be painted.
    • Shield Capacitors and Chargers can now be painted.
    • Shield Balancing changes (don't look so worried, they're good ones)
      - 2x1x1 Shield Capacitors and Chargers' mass reduced slightly for better scaling.
      - 3x3x2 Shield Capacitors and Chargers' CPU reduced from 100,000 to 75,000.
      - 5x4x5 Shield Capacitors and Chargers' CPU reduced from 350,000 to 250,000.
      - Mass of larger Shield Capacitors/Chargers is now based on volume occupied by 2x1x1.
    • Updated Chapter 2 mission POIs.
      - Ancient Tower: Made the Red Console indestructible; Replaced Zirax Soldiers with weaker mission-specific variant that's easier to kill.
      - Monument: Replaced Zirax Snipers with the aforementioned weaker soldiers.
    • Chapter 2 missions updated to target both the new troops and the old ones for backwards compatibility on existing savegames.
    • Chapter 5: Bunk bed task in the Crashed Titan can be manually completed if someone's destroyed the ship in MP.
    • Player Admin Cores now set to no longer consume Fuel and O2 for HWS compatibility.
    • Updated Abandoned Factory with larger cover in the Weapon Testing room and opened up a clearer path to get past the turrets. A switch is added to the capacitor on the right side of the room to turn off the connected turret.
      First door onto the factory floor is now code-locked with the same code as the ramp so you need to get the code from upstairs since someone couldn't figure out where to get the code for the ramp.
    • Factory Box added to the Abandoned Factory. These contain factory-only materials and components for anti-polaris players so they can make trade-locked devices.
    • Updated Abandoned Assembly Yard with damage state for the shockwave emitter in the final corridor that was on full hp instead of 1/12 hp.
    • Fixed incorrect Faction for Roggery/Swamp Trade Station being Civilian instead of Polaris.
    • Remote Connection can now be made in the portable constructor.
    • Removed ammo, fuel and food from Ultra Rare Loot containers.
    • Removed less useful items from Very Rare Loot Containers.
    • Adjustments made to elite weapons to account for increased drop rates.
    • Updates to the Large and Advanced Constructor models to include damage states (smoke and flame)
    • Added new model to the Small Base Constructor with new damage states. All credit goes to bOBaN for his work on the model and texturing.
     
    #942
    Wellingtoon and ravien_ff like this.
  3. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Reforged Galaxy V1.7-20:
    • Increased amount of components that Factory Traders purchase.
    • Increased damage of Heavy Positron Turrets.
    • Reduced overall shield recharge rate and strength of POIs.
    • Added new Structural Ramp variants and shapes (Now available in a variety of shapes, not just 3x1 ramps)
    • Added new CV/BA Armor Locker model and icon.
    • Added new task check for Talon mission to attack the Zirax Convoy in the event you've destroyed the convoy before performing the mission.
    • Reduced mission requirements for all Class Missions except Engineer.
    • Removed leftover tag from vanilla config that was incorrectly grouping some deco consoles with alien crew.
    • Switched the names of the small CV solar panels so the one with the stand is the one named with a stand.
    • Fixed missing Lighthalzen Biolabs prefab file.
    • Bug fixes.
    Credits for the new Armor Locker and updated Structural Ramp Models got to bOBaN; Reforged's resident modeler.
    27 Dechet_2022-05-05_12-59-49.png
    Here is the new Armor Locker.
    As you can see, it is designed to fit into the game's design properly. Block is exactly one half-block in size, has accessible storage for boosters and parts for the suit.
    Fits side-by-side perfectly and will even fit against thin wall blocks, closets and other deco.
    27 Dechet_2022-04-28_12-24-15.png
    Here are the new Structural Ramp variants.
    These blocks are all shallow-angled 3-long blocks (excludes half-block connectors, which are 2-long) allowing you to make very pointy ships or very round ones. There's a lot of details available now.
    The old Structural Ramps will remain in the game, but no longer be available. It's recommended that you replace older models with the new ones.
    Structural Ramps are available in Steel, Hardened Steel and Combat Steel variants.
    Note: These blocks can be colored, but not textured. Because being able to texture blocks was never made public.
    May suffer from symmetry issues, since they are currently default set and I just realized I forgot to set up the symmetry modes for them while typing this. I'll hotfix it later.
     
    #943
  4. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,282
    Likes Received:
    11,939
    This is amazing!
    And really big thanks to bOBaN for the models!
     
    #944
  5. Aaron(Wakfu)

    Aaron(Wakfu) Commander

    Joined:
    Jun 1, 2021
    Messages:
    124
    Likes Received:
    55
    woop! positrons :)
     
    #945
  6. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    Here's that hotfix:
    Reforged Galaxy V1.7-21:
    HOTFIX
    • Increased stack size of 30mm and 40mm rounds from 1500 to 2000
    • Applied new symmetry checking to Constructors and the new Structural Ramps.
    • Rewrote satellite hacking system.
      - System now gives accurate display of what each option does (S-E-F values are explained by asking IDA for help).
      - Core Processing Speed is now a randomized value per satellite (1-5), which adds X points onto the security system's capture each move (X = core speed).
      - Hacking Software: Spam now cycles the nodes available into the highest 10 options possible.
    • Treating some conditions no longer inflicts Dehydration
    Note: One shape out of the new ramps presently doesn't support symmetry; and the large and advanced constructors don't rotate in the correct direction when used with symmetry.
     
    #946
    Wellingtoon likes this.
  7. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    1,474
    Likes Received:
    1,923
    Firstly, thanks for the update, much appreciated as always.

    Secondly, something we've spoken about before, but is there anything that can be done about the near-broken turret behaviour? Turrets can be laggy and seemingly unresponsive much of the time - certainly on a planet, they're significantly better in space for some reason - and this old issue remains a real problem, though I suspect only the devs can make it better.

    An example of my current situation...

    I landed my large CV in Zirax territory, my plan being to attack a nearby POI with an HV Tank. The tank has an Artillery Turret and a Minigun Turret, while the CV is bristling with Minigun and Sentry Turrets. On paper, any and all ground troops have a life span measured in seconds. However, this is far far from the reality unfortunately. I exit the CV in the HV and a couple of the CV's Minigun turrets open up briefly shooting some nearby foes - barely even a two second burst. Odd how they only did this when I emerged from the CV, despite these foes being close by. The turrets then all fall silent.

    I move towards the POI I'm targetting and, having barely moved 50 metres and still well within range of the CV's guns I'm suddenly being shot at from nowhere. Well, not nowhere, rather a yet to be rendered enemy ground unit. I can see the green glow from the shot's origin point and my shields are certainly going down but no enemy and no "bullet" is rendered, just the bullet glow clearly visible over the landscape. I move slightly and the bullets are now rendered, but still no enemy. I move a little more and the enemies pop-in. My CV and HV's Minigun Turrets have been unresponsive to these attackers so far, but I'd hoped they'd wake up once they were actually rendered. Sadly this was not to be.

    I'm zooming around for several minutes and at no point do either the CV or HV's Minigun turrets fire. The Artillery Turret takes the odd (inaccurate) shot at the POI, so it appears to be at least shooting, though the HV's movement is throwing the aim off. Still not a peep from the Miniguns though. All this time, it's often the shots from non-rendered ground troops that are chipping away and the HV's shields, I'm evading the POI's shots quite well. If only the HV's rear-facing minigun turret actually shot back...that'd be nice lol.

    It does appear that Turrets can be even less responsive vs. Ground troops than other things such as Drones and Base Turrets. I'd say, based on observations, that turrets in space vs. space-based drones respond well, but other targets are more of an issue with ground troops appearing to be about the worst.

    Note: I'd literally just loaded this save - about five minutes of play in total - so it's not the "normal" degradation that occurs over a longer play session. Also, all ranges, LoS, gun depression and target configuration are 100% fine.

    This CV isn't designed for heavy combat by any stretch of the imagination, it's your classic mobile base come freighter design. However, what it is good at is fending off Space Drones - which attack in rather large groups in RE - and it should be equally good at fending off ground troops, yet it generally seems to just ignore them. I don't know if the rendering issue - aka invisible enemies - has any impact on what a turret "sees", but something is seriously off.

    Turrets have been problematic for ever and while there have been slight improvements, the issues persist and I don't know what the problem is that cannot seem to be fixed.

    This is a bit of a vent, to a degree, as I just had a particularly frustrating encounter. However, with the other things that seem to have been much improved in this Scenario (general AI behaviour for example) I do wonder if there's anything that can be accomplished with Turrets yet.

    Edit: just to prove how hit or miss things can be. I reloaded the save and, rather than jumping in the HV Tank, I jumped into another CV, docked at the main one. This CV was designed for cracking open POI's while taking a pounding. I flew it over to the POI and took out the Generators quite quickly. I flew back to the base CV and saw its guns going crazy as I approached - shooting up the ground troops it was previously ignoring. I board this CV and fly it to near the disabled POI. The CV was okay at shooting troops this time, even though most of them weren't rendered in. I landed and was still taking invisible fire from somewhere. I exited the CV and was constantly being shot from nowhere, so I went God Mode to investigate. It turns out that there was an invulnerable Zirax tens of metres under the terrain shooting my CV - and me - with total impunity. Even using god mode to clip into the terrain to get him, none of the weapons I used did any damage.

    I just took a save and have reloaded, in the hope that the game will fix this error... nope, this totally invulnerable, sub-terrainian Zirax is still there, shooting my CV. Are there any console commands to kill a bugged unit?
     
    #947
    Last edited: May 7, 2022
  8. Aaron(Wakfu)

    Aaron(Wakfu) Commander

    Joined:
    Jun 1, 2021
    Messages:
    124
    Likes Received:
    55
    good news on the dehydration everything was dehydration and then indigestion. ive taken so much water and stomach pills...
     
    #948
  9. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,282
    Likes Received:
    11,939
    No. We do not have access to anything regarding turret AI.
     
    #949
    Wellingtoon and Vermillion like this.
  10. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    1,474
    Likes Received:
    1,923
    That's a shame, I had hoped maybe more had been exposed as you guys seem to have done a lot of work on turret's weapon variety.

    Turret problems seem to be fairly wide-spread - if the various Youtube videos I watch are anything to go by - plus it's something I experience a lot personally. I just hope it gets some attention at some point as it'd be quite the game-changer if turrets worked reliably, engaging targets quickly - with only an aiming (turret movement) delay and tracking speed impacting effectiveness, rather than these weird delays.

    I will say that it's often turret issue that make me feel forced to think outside the box, so to speak. I.e. rather than a frontal assault in a Tank to neutralise turrets, I might (though rarely now) dig underneath or use a bunker-buster CV (lots of Cannons, quite effective). This allows me to bypass the wonky turret behaviour.
     
    #950
  11. VPanda

    VPanda Lieutenant

    Joined:
    May 7, 2020
    Messages:
    53
    Likes Received:
    13
    I hope Eleon reads this topic, as I have same issues with turrets on a planet.
    Though I found that most bugged are turrets with foundation(which can be hidden inside it).
     
    #951
  12. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    1,474
    Likes Received:
    1,923
    I do wonder if the number of turrets has any impact on the issue? I suspect so. I my current game I'm also using a small Scout / Freighter CV that can dock an HV Miner for various tasks. This CV's Turrets - a Single Minigun on top and seven Sentries dotted around - tends to be pretty responsive for the most part. My own main CV's 14 Minigun Turrets are responsive in space but struggle on planets. Perhaps the proximity of enemy POI's which have their own turrets didn't help. However, the turrets on said POI appeared to be perfectly responsive, unlike my CV's.

    There is something breaking-down in the game code though, I'm sure of that. It how I can leave the area of my large, unresponsive CV and, upon returning the turrets can often seem to wake up for a short burst of activity, before becoming broken once more. It'd be fascinating to be able to have a debug log in the Turret code to see what's going on.

    Note: when I say unresponsive turret, I mean a turret that's not firing (obviously) but also isn't actively tracking enemies either. A turret can then wake up and be seen to either insta-snap to the direction of the target (turret does not turn, it's just suddenly facing that direction) or it does an excessively slow turn to face the target - like it's straining to move - rather than simply rotate at the normal speed.

    Note 2: We've had discussions before regarding the resolution of turret movement, and how sometimes it cannot shoot at a target as its movement simply isn't fine enough - very apparent when manually taking control of a turret and zooming in. However, in most cases turrets simply seem totally unresponsive.
     
    #952
  13. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,736
    Likes Received:
    2,066
    On a swamp planet while trying to loot active Zirax POI (with its original core) Electronics factory I get the following message, while I try to loot any container, fridge, wardrobe etc, but not bodies of course. This happens either when I directly use the action key or by using F4 trying to access my SV!!! So yes the CoQ message happens while in the POI area even by looting its containers or by trying to access my SV (which it fails) As seen in the photo the containers appear all to be empty.

    Screenshot from 2022-05-09 18-36-20.png Screenshot from 2022-05-09 18-36-32.png

    I used command regenerate and seems to be fixed , but when the core was blown the problem returned.

    Screenshot from 2022-05-09 18-57-31.png
     
    #953
    Last edited: May 9, 2022
  14. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    No idea what the problem is.
    Thought it might be the custom lootID on some of the boxes, but you've got a closet open which doesn't have that option.
     
    #954
  15. Aaron(Wakfu)

    Aaron(Wakfu) Commander

    Joined:
    Jun 1, 2021
    Messages:
    124
    Likes Received:
    55
    ravien, vulcan cannons say they devastate armor basically, but the gauss turrets have no description.
     
    #955
  16. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,736
    Likes Received:
    2,066
    This is not a complain post, rather an informative one. If a player tries to play RE with the new 1.8 experimental there are some graphic glitches that need to be addressed soon.....

    Screenshot from 2022-05-18 09-32-13.png

    Same issue while effects from various weapons are shown on screen. This one is taken while flying on an orbit playfield. The nebulae effects need to be updated and I think there is something that has to do with 1.8 uses unity3D 2021.3.2f1.
     
    #956
  17. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    Since when was RE up to Date with recently released EXP Phases?
    RE is V1.7xxxx and the EXP V1.8xxxx
    Both 'Gentleman' know the Drill and so they have to upgrade their Stuff to the new Version and THIS will take some time me would think
     
    #957
    Vermillion likes this.
  18. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,282
    Likes Received:
    11,939
    Thanks this is known.
    I will have to update my project to the new unity version and then rebuild the bundle files. This should fix the issues, but I will need to test.
     
    #958
  19. Normal69

    Normal69 Lieutenant

    Joined:
    Jul 14, 2018
    Messages:
    77
    Likes Received:
    57
    Congratulations on this day!
    You did it again. <3

    Rant like object:
    Anyways, I've just thought about Empyrion to play again.
    Looking up there is no Reforged Eden yet, but we have a Reforged Galaxy for 1.8
    (and the sucess day,m when the new creature spawns came in)
    which I backwardly rationalized from the facts:
    I should check how much of the grind was from Eden, how the new vanilla missions looks like, and how less resurces a served'd eat.

    By the way have you mentioned Classes? I mean how, where, am I mad?

    So thank you anyways for the bold rationalizations and extended possibilities.

    What about that other mod which enables walking on moving vessels?

    Ps: the date I've mentioned should be considered as the day for the spawns, whenever that happens :)
     
    #959
  20. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    1,474
    Likes Received:
    1,923
    Hi.

    I started a new Reforged Galaxy game today, starting on the Arid planet. I'm playing free-form and not enabling any plot stuff. I found a wrecked CV - I think it's plot-related in the vanilla game - and set up camp nearby to salvage it. However, this POI is a little confused about its identity. Many of the obviously L-Class blocks are recovered as S-Class blocks and it looks like the Thrusters are also from an SV not a CV. So far, I've recovered more S-Class Steel block from it than actual L-Class.

    I wonder if this is somehow by design to not give the player too much too early, if so just remove the CV don't place fake CV's lol. I do dimly recall some discussion on this in the context of a vanilla game, but I didn't expect RG to be like this.

    So, is this an oversight / an older POI that's basically broken, so somehow by design? Personally, as I'm just playing alone, I will use the console to give me the CV items I'm actually collecting, replacing the S-Class items that are actually being returned.

    Note: not uncommon for POI's of all sorts to contain things that are the wrong block class. Most often it's things like Railing blocks and Windows being recovered as their S-Class counterparts. However, for most of this POI to be S-Class blocks when it's an L-Class wreck seems a little too excessive to be accidental.
     
    #960

Share This Page