Today, having more or less finished with the Xenu rework I started on the next Zirax house: The Epsilon. Unfortunately, they'll require more work than xenu since the Xenu spawns on multiple planets, but mostly on the Starter Planets. While the Epsilon are found mostly on the harder planets yet are geared worse than the Xenu so they need to be upped in order to provide a challenge to players who leave the home planet looking for a fight. They have a different design style in their original state than xenu which i'll be sticking with. But since there's customizable colors which weren't around when they were built I can make them look less oversaturated. Epsilon Com Center. WIP The Epsilon's Com Dish is the shape of their faction emblem. Which I also applied with Polaris' logo and their landing pads. Going for camo texture for the edging since it hasn't been used by any other faction and looks good in green. Since it looks like the additions to A12 are slowing and/or coming to an end I also started working on A12 Reforged Galaxy. I've stripped off the hidden CPU values from all blocks so far, added turret use to SV and some of SV's fixed weapons to HVs and ran a first test with the growable Pentaxid Crystals. Which I will leave until later so I can tie all the different configs together without it throwing errors... They did work though. But I gave them the wrong pentaxid model, so instead of a little glowing purple crystal I ended up with a crystal pyramid growing out of a growplot that's 6 meters tall and twice as wide as the plot with no model offset, so it floated in the air. So yeah, i'll leave those until last. Tomorrow, I think i'll get onto thruster output and overhauling CPU. Which will take... 4 hours maybe? Math, lots of math.
Level 10 selfie with my "friends" the Zirax (Polaris and Talon also friendly) after helping them deal with an infestation of trees and large prey animals. I get food and experience points- mutual win. No drone attacks and they only shot my repaired Dart up once. Stripped CV blueprint under construction (thank you UCH Heidelberg for the two factory bound medium engines I needed for rare materials and the retrieved small engines I'll need to get it flying) so next step is warp to mine ore on turf defended by my various friends who never mine their own resources and don't charge me taxes for mining it and leaving capped holes where their resources used to be- what's not to like about pacifism?
@jlego and I just had one hell of a fun night in our coop. Radar station filled with dirt lower levels. He drilled dirt away and I shot the baddies. Next stop com array. this will be easy he said. Yeah right. Two of us go through the door and bang we are both lying a dead on the floor. We were laughing our heads off even when we realised the only respawn point was in our tents back at our base. So back we went got into his Sv at the base back to Com array into our tanks , geared up and in we went again. More successful this time. now how to get home with 2 tanks and an SV easy @jlego just plonked ( docked) the SV on top of his tank and we headed back to base with both of us howling with laughter all the way back. What looked like a disaster turned out good and gave us a good laugh. lesson learned re - tents carry them with us lol.
We didn't think of doing this, but that would have been useful tonight. Thanks for that, we'll be doing that from now on
Went looking for silicon deposits on the the swamp start. There should be 12 of them. Found 2 so far, each one right next to a talon settlement. So do I keep looking for more or start a war?
Today I released the experimental test version of my scenario for Alpha 12. Looking forward to seeing what people think of it so far!
Today this happened to me. A lot. Those little indestructo-trees (this picture has both flavours of them) are a total nuisance. Even having an HV whose front is entirely covered in sawblades doesn't seem to help! This is probably the main difficulty on the swamp start (before you get an SV, anyway).
I'm sure there must be something in the config that'll let you break them by crashing into them. I know objects like the terrain crops will break if hit too hard so there must be something in there that governs a block's impact durability. Imma go looking. Today in empyrion, I spent most of the day testing changes, updates and rewrites for Reforged Galaxy. From different sizes of item containers and a variety of models when you drop and items on the ground to experimenting with unused turrets and models. I found some very nice ones. Alas, I haven't managed to snag the old warp drive ring... yet. Started on rewriting CPU. Needed to find out which parts of the system I could rewrite, which after screwing around and going down the wrong track I found a way to keep the extenders as-is so it doesn't break any existing blueprints while creating the cumulative CPU system we should've had but the devs rejected. Each extender no longer increases the CPU tier, instead they give a fixed amount of CPU each depending on their tier. Gone are the days of being just few points over the tier limit and having to do the retarded thing of upgrading a tier and having thousands or millions of CPU spare that are just being wasted. Just slap on ONE T3 extender for T2.5 and never have to worry about that second one for T3. An experiment with devices dropping as smaller versions of themselves instead of the generic white item case. Unfortunately, there's no collision mesh with this so they can't be picked up. Also, SV with a working plasma turret. Item case experiment for different-sized item dropboxes after the furnace experiment failed. This one works and the containers are destructible, so you and enemies can destroy the item containers. I think I also have a plan on how to make dead bodies into placeable deco blocks. But i'll leave that until later. I want to avoid making NEW stuff as much as possible to prevent breaking the game during an unexpected update, or if something new i've added gets overwritten and breaks the game. I also had a screenshot of some new turrets (which don't work), but i'm not gonna spoil that surprise. Hummel posted a development image of them months ago in the A12 dev blog if you wanna go looking for them.
Yes, all those wrecked ships and abandoned bases need dead bodies desperately. Would also be spectacular for storytelling/dialogue options.
Today I decided to publish the CV I have been experimenting in Alpha 12 with. The Treefrog is intended to be a mining and salvage ship. Because of the mining lasers it's a LVL 25 and CPU tier 3. Hopefully folks will find it useful. Feedback is always welcome and encouraged.
I will be checking this out tomorrow. I so could have used one of these today. Silly me didn't have a miner on hand. A hand drill is not really the quickest way.