Hello, me and my friend are currently trying to convince admin of our server to use this scenario for A11. I know you will release the update in A11, but I can't find any info about if some planets are PVP and how many of them are there. Because he for some god forsaken reason wants to have some PVP there
All planets are set to PvE, but there's two ways to enable PvP: There is an option to force PvP on all playfields in the gameoptions.yaml file. Or he can manually edit the PvP chances on the playfields in the scenario folder before starting a new game.
Oh... he has another question... do you think it can run well on server with 150 - 200 slots (and the server does have higher amounts of players on, between 10 - 50 depending on the time of day).
That I have no idea. It depends on the hardware and internet connection of the server. The number of planets isn't a problem, but the number of active playfields does so if everyone is spread across 50 planets that would use up a lot more of the server's resources.
A Drone Controller patrols the sector, directing the actions of nearby drones and relaying messages to other controllers. While drone controllers themselves are typically unarmed, they usually have a heavy escort and have the capability to launch a considerable number of laser drones when threatened. Unlike most other drone types, controllers have little in the way of physical protection, relying instead on shields as defense. The large amounts of CPU needed by drone controllers makes them a good source of large optronics bridges, for those daring (or foolish) enough to try to take one down. The quantum communications network utilized by drones allows them to share CPU, power, and thrust when traveling in a swarm. Thus, in order to disable the swarm, you must destroy the thrusters of all members of the swarm, or find and destroy the swarm core. Drone Controller is a modified blueprint made by Kaeser. He made an awesome design! I made a few modifications to match the drone faction.
Current update notes for the Alpha 11 update: (May change between now and then) Spoiler: Alpha 11 update notes Update for Empyrion Alpha 11: Starting a new game is required to get the updated content. Old save games should continue to work fine however. Reminder when starting a new dedicated server to set the playfield structure limit for each playfield to 1000 in EAH if you're using EAH and to setup your game options as desired for POI regeneration, escape pod despawn, origin faction start, anti-grief, etc. Highlights: - Updated scenario for the new changes of Alpha 11 Full Update Notes: Sector Map: - Greatly increased physical size of the solar system, flattened the solar system, spread out planets a bit more within each cluster, and slightly reduced planet count of some larger planet clusters. This should help a lot with sector map visibility. This also means solar power will be diminished even more in space playfields unfortunately. - Alpha 11 added the first "tech demo" version of multiple star systems for static scenarios. For an example of this, see the Default Akua-Omicron scenario. Right now they can't be used in random scenarios but as soon as multiple star systems are available for the random generator, I will get to work implementing them in Eden and helping bug test them. Until then, I tried my best to make the solar system map as easy to navigate as possible. To use the new sector map in Alpha 11: Left click to rotate camera, hold down WASD, C, or Space to zoom or pan the camera, and hold down ALT to move the camera faster. Double click on a planet to zoom in on it. If you encounter any game bugs with the game's sector map or have problems using it, please report them to the devs on the official Empyrion forums so they can fix bugs or see your feedback: https://empyriononline.com/ Custom PDA: - Now using a custom PDA (access with F1). Contains all the default missions. - Added a new FAQ and info section on the scenario in the Empyriopedia section of the PDA. This should answer some common questions and provide general information on the scenario from within the game. - Added new starting mission to Snow Dwarf Starter to find the Lost Colony and Colony Ship. - Added new starting mission to Dead Starter to find a few types of ruins and then escape to space. Gives some XP to help reduce the leveling grind needed to get a SV warp drive unlocked. - Added a mission to find a UCH Research Ship. - Added a 4-part mission to survey planets in the solar system that rewards Epic Armor and CPU extender parts. - Added a mission to obtain a full set of holographic screens. - Added a repeatable UCH mission to kill 100 Zirax soldiers. - Added repeatable missions to Rocky Desert and Stormy Desert planets. Remember that mission objectives that are marked with a * can be manually marked completed in the PDA by clicking on the checkbox, in case you become stuck during a mission. I tried to enable this only for missions where you could get stuck like onetime missions that require a certain POI or if you're playing with a friend and you both need to destroy the core of the same POI so it's coop friendly. Planets and Moons: - Added new test Beginner starting planet. This is a very easy Temperate planet with no base attacks, a safe zone around the crash site, and more natural resources intended for new or returning players who want to learn the game in a relatively peaceful environment. Contains a short custom work-in-progress tutorial. - All starter planets now have 2 moons. - Added the new Polaris Snow POIs to Snow, Ice, and Frozen Inferno planets. - Added the noshieldrecharge property to most planets. Some POIs are excluded and their POI shields will still regenerate until you destroy the shield generator device itself. - Removed Shaman from Cultist and Temple POIs (They would shut off their own bases and now they don't do anything anyway). - Upgraded the Abyssal defenses around the Anomaly on the Plasma planet. Some now have a lot more turrets and a minor regenerating shield. Also added more promethium deposits to the Anomaly. - Increased radiation and slightly increased gravity on the Plasma planet. - Added Helios Hydro Plants to Temperate, Swamp, and Ocean planets. Sells bulk hydrogen, oxygen, water, and small fuel packs. (Thanks to Kithid) - Added better descriptions and planet classes to some of the Barren moons. - Added CPU Extenders to some POIs. - Added orbit light coloring to some planet's orbits. Space: - Added new Polaris, Zirax, and Pirate asteroid fields to middle solar system. (More asteroid fields will be added later. Please let me know if the new asteroid fields cause too much lag and I can adjust them). - Added new Drone Asteroid Fields and Orbits with new Drone freighters and POIs (thanks to Kaeser for one of the blueprints). Good source of CPU extender components. - Now using a custom playfield for starter orbits. Temperate, Temperate2, Arid, and Swamp have the same POIs as the default starter orbit. The other starter planets use a modified starter orbit that removes the ship graveyard, trade station, and most of the other Polaris POIs. This should make it harder to progress after leaving the harder starting planets. - Added the new wreckage POIs to orbits and asteroid fields. - Added the Syndicate security code to the Syndicate Outpost that was missing it. - Changed all freighter self destruct timers from 200-250 to 900 (I think this means 15 minutes). - Added clearer playfield description to the unknown objects to give a better hint how to unlock them. - UCH Research Vessels now always spawn in Polaris Trade Station sectors. - Added warning about mining faction owned asteroids to most space playfield descriptions. - Added a popup warning message to Polaris Mining Foreman telling players to not mine any asteroids. Seems to be a bit buggy and doesn't always work. - Increased counts of some Space Junk and Shipping Pallets. Misc - Adjusted trader commodity prices to account for traders not being able to use the logistics system. Increased buy/sell prices and reduced stock of most commodities by a factor of 50-100x. Increased profit margins on some trade routes. - Tweaked a couple traders. - Added the new QuantumStar default trader. Can be found in the trade station in orbit of the Temperate, Temperate2, and Arid starter planets. - Added the CPU Extender components to Bertrams and Servant Corp to match the default game and to the Optronics Factory, Robotics Factory, and Advanced Factory. - Tweaks to some POIs (fixed textures, spawners, loot, LCD screens, etc). - The game bug that broke POI biome spawning should now be fixed. Previously, some planets wouldn't obey their POI biome spawning settings so the affected planets did not spawn POIs like they should (farms in the middle of the desert, crystals growing outside of crystal biomes, water POIs spawning too close to shore, etc). - Special and huge thanks to all the creators of the blueprints used in the new POIs added: ForgeDrake, ZoulouAlpha, willyboy56, Kithid, Kaeser. Thanks to everyone who has posted feedback or reported issues or gave their support. Especially thanks to everyone streaming Project Eden! Your videos and insights help a lot.
Update for Alpha 11: Highlights: - Updated scenario for the new changes of Alpha 11 - Altered solar system generation to make it easier to navigate (hopefully). No multi solar systems yet. - Added custom PDA with new missions and info on the scenario. - Added new beginner difficulty starting planet. - Added new asteroid fields and orbits. - Added more Drone ships and POIs. - Changed bulk trading. See the update notes in the Workshop for details. I'll be at work so if there's any problems I won't be able to fix them until I get home later today. Hopefully it all works good and no scenario or game bugs come up. Remember a new game is required to get the changes, but old saves should work fine (you won't get the new traders for example).
I would like that we have 'biofuel' Tier 2 type of thing for real in game, before we switch to 'promethium-based' fuels as more potent... it is missing in game and it is much needed in bigger, harder and more complex game styles like your Eden scenario. It could be made from plant fibers (and even spoiled food/greens/compost) in combination with hydrogen we get from water. I should be made faster than Biofuel, and energy should be between biofuel can and promethium power pack. This would also help to make planets more diverse in multi-star universe, and promethium something like a real 'space ore' - your first interplanetary orbital flying adventures will be on 'hydrogen-based' fuel Soon with multistar universe and new interstellar warping we are probably getting new Tier 2 Pentaxit fuel, so every fuel level could & should be with 2 tiers (I'm using this 'tier' system just as term helper, I know that some people are freaking recently about 'tiers' )
There's a new planet creation challenge for anyone who wants to try their hand at making a planet! https://empyriononline.com/threads/ravien_ff-and-monroes-custom-planet-challenge.91443/