One thing that might also help... A better "list" of prefab patrol vehicles that are actual CVs. The problem I had is I had no idea what prefab CV names are, so I just went with whatever CV_ prefixed ship sounded like a patrol ship and... Well, some things have weird names: As you can see, this clearly is not a CV at all, but a prefab of what appears to be a prefab SV model. It cannot possibly function like a regular CV patrol vessel, because for some reason the game spawns it scaled as a CV with all the slow ugliness of a patrol CV. Didn't really do anything but look cool slowly dying. Obviously avoidable if I innately know all the prefabs in the folder, but I really don't want to learn all of that. What would be nice is if I'm picking a Patrol Vessel is: AI profile (if this is a thing, some threads seem to talk as if you can create/edit ai profiles) Prefab selection Prefab's vessel type (CV, SV, BA, HV) Prefab's class size Those things would be good to know so I don't have to manually check the playfield to see that.
Not a thing unfortunately. AI behavior is determined by the type of ship it is spawned as in the yaml entry (planetary patrol vessel, orbital patrol vessel, and orbital freighter have different AI).
The Patrol ships all have the PV prefix in there name. There very easy to spot PV_EpsilonPatrolVessel1 to PV_XenuPatrolVessel3
Basically you should be able to use any CV with an alien core and mounted alien turrets as a PV. What I maybe could do, is to use the new EPB Browser also for the PV selector in EPD. Not 100% sure though. Will have to check. With that in place, you could see at least if prefab is a CV, BA, ... And size class could be calculated from triangles and some other stuff like lights (I think). Those should be all values I can read. I would need to find the formula again how to calculate size class, though. /jmc
SIZE CLASS = (DeviceFactor + LightsFactor + TriFactor) / 3 DeviceFactor = #Devices * 0.01 LightsFactor = #Lights * 0.05 TriFactor = #Tris * 0.00027 (Size class = rounded to full digit) I believe Update my post since Rex knew the right TriFactor
I programmed a little web tool for that: https://empyrion-homeworld.net/tools/emp-class-calculator (Tris * 0.00027)
UPDATE (v1.60.5 b1770) Quick fix with Alpha 9.4 support CHANGES: added new YScale parameter to BiomeClusterData in main yaml and planet dynamic yaml. DOWNLOAD LINK: https://www.dropbox.com/s/9x5343gmc4oszxb/EPD_v1605b1770_public.zip?dl=0 /jmc
UPDATE (v1.60.6 b1773) HOTFIX FIXES: TraderDiscount did not take CultureInfo (windows localization) into account (leading to 0.15 beeing converted to 15 when saved) DOWNLOAD LINK: https://www.dropbox.com/s/w9xyxaa0b524ubi/EPD_v1606b1773_public.zip?dl=0 /jmc
Is there a resource description list somewhere? I am looking to create a planet with more rocks like the very tall thin rock formations that are taller than trees. Example. When under the Biome Cluster Data page, in the Decorations window, is it the AridRock options? They "Seem" to be shaped right but there is no idication of their sizes. The second question would then be, how to better set the "quantity". I want a biome to be very rocky with a lot of these "stalactite" type rock formations so about how many would I get with a 0.1 or 0.4 setting?
Look for - [RockResourcePromethium, 0.002, Free] - [RockResourceZascosium, 0.002, Free] - [RockResourceErestrum, 0.002, Free] - [RockResourceSathium, 0.002, Free] - [RockResourceNeodymium, 0.002, Free] - [RockResourceCobalt, 0.002, Free] - [RockResourceSilicon, 0.002, Free] - [RockResourceCopper, 0.002, Free] - [RockResourceIron, 0.002, Free] - [RockResourceGold, 0.002, Free] Try it out how many u get. U get more with 0.4 then with 0.1 Other then that there isnt much info then just try it out and see
Well I know off hand that the - [RockResourceSilicon, 0.002, Free] - [RockResourceCopper, 0.002, Free] - [RockResourceIron, 0.002, Free] give the small resource rocks that you find in and around the starter biome, I figured the others were the same, giving that named resource but I will give it a try and see what happens.
This has some pictures of some of the deco: https://empyriononline.com/threads/handbook-playfield-reference-sheet-v0-1.12646/ But be warned, it is pretty out of date. Most of the info is mostly accurate however not all of it is.
Thank you very much. This should clarify a few of the items that were difficult to figure out. Seems I need to try the Pillar and Arid rock formations for the tall formations I am looking for. Will give those a try and post results for anyone else that may want to know.
Hi "Creatures Spawning" and "Spawn Zones" show error messages on planets when I remove resource from NPC. It's the same error that was before. Now I get the error message almost on every planet. In Creatures Spawning often I have to remove some zone though I haven't changed anything just to save the playfield: "- PreFlight found Errors: - References: - Biome 'Barren' referenced in 'CreatureSpawning' could not be found (deleted?). - Biome 'LowMountainsEdge' referenced in 'CreatureSpawning' could not be found (deleted?). Pre-flight completed. "
If those biomes (Barren and LowMountainsEdge) do not exist in your playfield, then that would cause those errors. When you change the biomes, you should make sure you also change any references to those biomes under POI, creature, and effects spawning.
Exactly - like @ravien_ff said. That's why i put those preflight error message system in, so that you can find missing references faster. /jmc
FYI, the AridRock and Pillar formations ARE the large/tall rock outcroppings...and .5 will make a very full rocky Biome if you have multiple formations added.
I've checked these biomes under the POI, creature and there is nothing left, I have removed everything that has references to these resources. I have to look further but I do not know where.