Project Eden (WIP massive random scenario)

Discussion in 'Scenarios' started by ravien_ff, Jun 18, 2018.

  1. ravien_ff

    ravien_ff Rear Admiral

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    It's set to have 1-2 moons but probably not visible behind the thick clouds. Having no moon would be interesting. I'll have to play around with it. :D

    My brother helped me test this earlier and that was one of the things I kept telling him :D "We have to keep moving, keep exploring to find more resources!"

    So one of the neat tricks with POI turrets is they obey their targeting settings. You can configure them to shoot at hover vessels only, for example. One of my early ideas (before this turned into a starter planet) were old automated anti-vessel defense turrets that would shoot at vessels but not the players themselves, so you'd have to go in on foot to disable or destroy the turrets first. Not sure if I'll add any turrets here, the idea is that the environment is your enemy, but it is an idea.
     
    #181
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  2. ravien_ff

    ravien_ff Rear Admiral

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    I was able to replicate this issue and it's a game bug.

    The problem seems to be that the YAML POI property "MapDistance" is currently bugged. Right now any MapDistance setting is causing the POI to show up on the whole planet, when it's supposed to only show it from the distance specified. So for example, many wrecks on the Swamp starter planet are set to only show up on the map at 40 meters, but this causes them to show up at any distance. It's not limited to the swamp planet, it'll affect several of my custom planets too.

    I'll file a bug report tomorrow when I get home from work. Thanks for catching this!
     
    #182
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  3. RazzleWin

    RazzleWin Rear Admiral

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    And you hold down a job too!:D Where in the world do you find the time to do what you do?:eek: Do you even sleep?:)
     
    #183
  4. Sephrajin

    Sephrajin Rear Admiral

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    Plentak (Orbit) gives a warning that there are too many structures (290+) upon arriving in the Orbit.
    This is utterly annoying, because otherwise it's an awesome looking system!

    I ported there on the test Server, so i have a place FAAR away of the Players, so i can build and test @ASTIC 's Empyrion Scripting (formerly known as LCDInfo) mod.
     
    #184
  5. ravien_ff

    ravien_ff Rear Admiral

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    I think the max structure limit needs to be raised for the server in EAH by a server admin. They actually added a "copy structure limit" function for this. :D
    I set the structure limit to 1000 in the included game options, but I think EAH overrides that.

    The game itself is capable of having many hundreds of POIs on a planet or orbit due to dynamic structure loading.
     
    #185
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  6. ravien_ff

    ravien_ff Rear Admiral

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    @Sephrajin Not sure how exactly that works, I haven't used EAH myself, but setting it to 1,000 should be more than plenty for all playfields in the scenario on the server. Hope this helps.
     
    #186
  7. ravien_ff

    ravien_ff Rear Admiral

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    What is that? :D
     
    #187
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  8. Fractalite

    Fractalite Rear Admiral

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    Here is "Malfunctioning Turret"


    20190617133625_1.jpg
    20190617133635_1.jpg 20190617133648_1.jpg


    The last image serves to highlight the diagonal that can be used as a jumping puzzle to take the thing out - supposing the player even wants to. The turret on its side will limit the firing arc and make the area near to it something to be maneuvered around but not avoided.

    Comes in three different types A.1, A.2, A.3. Where .1 is a pulse laser turret, .2 is flak, and .3 is rocket. Since it is the corner of a structure I thought it might be fun to make them anti-aircraft theme'd. Either way, BP's attached.
     

    Attached Files:

    #188
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  9. Fractalite

    Fractalite Rear Admiral

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    Here is "Malfunctioning Turrets"


    20190617135337_1.jpg
    20190617135343_1.jpg 20190617135353_1.jpg 20190617135329_1.jpg

    Similar theme here; the last image illustrates the potential for the player to turn this into a jumping puzzle to reach the core at the top. This is much tricker though as the arc to reach the thing is much more challenging and once close the puzzle is guarded by the lone sentry turret.

    Only one variant to this one. BP attached.
     

    Attached Files:

    #189
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  10. Fractalite

    Fractalite Rear Admiral

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    Been enjoying myself, here are two more thingys

    "Military Supply Cache"


    20190617150259_1.jpg
    20190617150307_1.jpg 20190617150317_1.jpg


    "Military Supply Cache 2"


    20190617153832_1.jpg
    20190617153844_1.jpg 20190617153850_1.jpg 20190617153859_1.jpg


    The doors are locked with the code "4256" but both have alternate entrances - the first by shooting through the grating. The second a jumping puzzle through the roof.

    BP's attached.
     

    Attached Files:

    #190
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  11. ravien_ff

    ravien_ff Rear Admiral

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    You're going crazy with those! Thank you!

    Those turrets would be a nasty surprise for someone to stumble upon. :D

    Can't promise I'm add them to this starter planet or not but there's plenty of other planets they could fit perfect on even so. :D
     
    #191
  12. Fractalite

    Fractalite Rear Admiral

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    Hey man, its your baby; those are just some of the things that came to mind when playing. :)
     
    #192
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  13. ravien_ff

    ravien_ff Rear Admiral

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    And they are awesome things!
     
    #193
  14. Russell

    Russell Commander

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    @ravien_ff I am really enjoying the dead planet starter, thank you. But I can't build (illness related, not laziness). Arguably, if people don't like the blueprint system because they believe it's a cheat, they don't have to use it (and it probably is). Is there a way I can turn on blueprints, via a config, say part way thru the game?

    Edit: Nevermind, I worked out how to do it by changing values in the starter planet yaml file. Not sure yet if I could have used blueprints in other playfields, once I leave the planet, which may be a better option.
     
    #194
    Last edited: Jun 18, 2019
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  15. ravien_ff

    ravien_ff Rear Admiral

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    Glad you got it figured out! That is currently the only planet that disables the use of the blueprint factory. There are a couple planets that disable use of certain vessels as well but they are high difficulty and rare planets.
     
    #195
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  16. Ravlain

    Ravlain Lieutenant

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    I guess it's related to this from the RC patch notes :-

    - Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m
     
    #196
  17. ravien_ff

    ravien_ff Rear Admiral

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    It worked perfectly, for one version! And then it broke. :D

    I made a bug report here.
     
    #197
  18. ravien_ff

    ravien_ff Rear Admiral

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    #198
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  19. ravien_ff

    ravien_ff Rear Admiral

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    Yay! They seemed to fix it now! :D
     
    #199
  20. Ravlain

    Ravlain Lieutenant

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    Yep, working properly for me too :)
     
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