Reforged Galaxy

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

  1. Vermillion

    Vermillion Rear Admiral

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    Reforged Galaxy A12 v1.41

    Changelog:
    • Fixed a bug with ammo consumption on the CV fixed Pulse Lasers.
    • Added Oxygen and Hydrogen Generators
    • Increased headshot damage modifier of the T1 Sniper Rifle.
    • Increased effective radius of the CV Tool Turret's Salvage, Retrieve and Repair modes.
    • Added a safety system to prevent players from spawning Advanced Cored BPs without actually possessing an Advanced Core.
      This is the reason for this update. The Eleon devs need to do this too.
     

    Attached Files:

    #341
  2. Brimstone

    Brimstone Rear Admiral

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    In general, I'm really enjoying the mod. While there are a few changes I disagree with, overwhelmingly most I like. The above and using the 3 locker model for the deco model alone would probably have been enough to get me to use it. Too bad the files aren't exposed to let the H2/O2 generator be fully restored, but hope springs eternal...
     
    #342
  3. Dreuseff

    Dreuseff Lieutenant

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    SV Landing Gear T2 is allowed on HV
     
    #343
  4. Vermillion

    Vermillion Rear Admiral

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    Yes, yes it is. That's intended.
    The HV docking pad is a piece of crap that has too many collision issues that prevents docking. The landing gears for SV work perfectly fine on HV and are longer and look better without any of the collision issues (except with the ground).
    I also added a new landing gear for SV that's an extra-large 2x2 retractable that they rejected because they didn't like how it looked. It's long enough to extend 3 blocks, so you can walk underneath a landed SV.
    This was all done in the first release.
    These are the same config files the developers use. The dual generator must've been completely overwritten when it was split into the two generators.
     
    #344
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  5. Brimstone

    Brimstone Rear Admiral

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    Yeah, I was talking about the script that runs the output, not the files we have access to- the separate gens is the best that could be done with what's exposed, and it's appreciated
     
    #345
  6. Vermillion

    Vermillion Rear Admiral

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    The function probably still exists. You might be able to find it through trial and error testing with likely classnames.
     
    #346
  7. Ann|e Noa|m

    Ann|e Noa|m Captain

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    So i ran into a issue last night with trying to make a "T4" HV.. The game would not let me place the CPU-extenders beyond what is legal in Vanilla (1 T2, 2 T3 and 4 T4).. Is it a known bug now? I read back some pages but can not see anyone else mentioning it..
    And with only vanilla-rules my HV can only get a little over 30k CPU.
    Might have misunderstood the CPU-rework completely and this is intended behavior ofc.. So please someone enlighten me :)
     
    #347
  8. Vermillion

    Vermillion Rear Admiral

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    The same CPU extender limits are still in place for both progression, fairness and to prevent your blueprints from showing up as illegal.
    Each extender adds CPU to your ship's maximum CPU limit. The more extenders you add, the more CPU you get.
    Higher tier extenders give slightly more than lower tier extenders.
    NPC Crew reduce CPU consumption by your ship/base by 1000 points each.

    That means the maximum number of extenders you can use on your HV is 7. If that's not enough CPU for your HV... well, that's your fault.
     
    #348
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  9. Ann|e Noa|m

    Ann|e Noa|m Captain

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    oh.. so i DID misunderstand the cpu-rework then :D
    I thought it allowed us to place more extenders.. and the reason for the lowered value given pr extender was the drawback to that.
    So instead of the 100k vanilla limit, there is now a 35k limit.. dang.. (i know you removed cpu cost from stuff like blocks, so thats helps though)..
    Guess i will have to try a different approach to taking out the POI's than the tank i was in the process of making :D
    Thanks for the quick answer btw..
     
    #349
  10. Vermillion

    Vermillion Rear Admiral

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    It's more than just taking the CPU costs from building blocks. Every value has been rebalanced to fit into the limits, as long as you don't go overboard and put in double-redundant generators and maximum of every weapon.

    In the case of HV, about 50-60% of your CPU should go into mobility and infrastructure with the remaining 40% into specialization: Weapons, Drills, Harvester, Tool Turret, etc...
    SV need to devote more of their CPU into mobility since they need thrusters on 2 extra sides and the power to run those thrusters. Aerodynamic considerations allow you to bring that amount down by changing the way the ship handles. Which either lets you use more fixed weapons that are harder to use or a few turrets that are better but costly to operate on an SV.
    Turrets are heavy and an HV's hover engines can support massive weight for minimal CPU and power so they have more left for turrets with less of a negative impact on an HV's handling. While on an SV you'll end up overweight by using more than a few, at least with weak CPU.
    Even with a full set of extenders on an SV, if you use more turrets, you'll need more thrusters and infrastructure to support that weight and keep you from moving at 20m/s.
     
    #350
  11. TrashMan

    TrashMan Commander

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    Factually incorrect.
    The gattling gun boast greater accuracy than a conventional HMG (when supported/on a mount. Hand held one, not so much).


    There were tests with different HMG's but I can't find them atm.
     
    #351
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  12. Normal69

    Normal69 Lieutenant

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    A few ideas:
    -Repair pad having a deconstruct mode (actually this is from Spanj)
    -CV Tool/Drill turrets working on planets
     
    #352
  13. Vermillion

    Vermillion Rear Admiral

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    I can't add a mode that doesn't have a basis in the existing game.
    Originally, CV Tool Turrets were set to work on planets and be usable on bases for easy dismantling of early vessels but the tool turret simply deleted the things it retrieved on a base and allowing them on CVs will just end in players landing on POIs in a CV and dismantling it in a few minutes and then buggering off. It devalues the HV Tool turret that's designed for it.
    I will never allow CV drill turrets in atmosphere for the same reason that they're simply too powerful and devalue HV and SV miners.
     
    #353
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  14. TrashMan

    TrashMan Commander

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    Can't seem to play.
    Error when starting a new scenario. Odd.
     
    #354
  15. Vermillion

    Vermillion Rear Admiral

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    Opt out of Experimental. That hasn't been updated in months. If you're using a custom Config.ecf it will throw an error when it butts heads with RG.
     
    #355
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  16. SGP Corp

    SGP Corp Captain

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    I like this thinking. Its like with the mechanical drill where buffing it or making the laser driller a lower requirement to gain like in vanilla does the same with the HV. Its a matter of balancing game play against the desire to be to powerful either to soon or simply overall. It can wind up devaluing the sense of achievement you get when its earned without any effort.
     
    #356
  17. Normal69

    Normal69 Lieutenant

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    I agree - advancement balance is important, and if you have no function in the base game, it's impossible to put it in into a config-mod.
    Tried HV tool turret, and it's wonderful enough for dismantling.

    We (2 players) on our small homebrew server are slowly entering T3 territory - still haven't found natural resources of erestrum and zascosiom. So if you have advice on that, it would be really useful.

    But still we have a pretty well functioning base-group, specialised ones close together,
    two CV combat oriented ships with one collector HV and one combat-explorer like SV each,
    one mothership like CV with a lot of planters small armaments and a tool/drill turret,
    and one player has begin to make a base at a different solar system on Omicron all by himself, without using factory.
     
    #357
  18. Normal69

    Normal69 Lieutenant

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    Balancewise:
    Could xeno substrate be worthy for the traders? Or is this already in?
    Could armor blocks we could make from the xeno substrate lighter and/or stronger than other blocks?

    After a good scrapping party, we usually swim in sathium plates and xeno substrate so much, that they almost considered trash items. Of course there are a lot of steel plates, but we can craft them away for useful things.

    For a lesser extent combat steel blocks are worthless, too heavy to lift the ship - but that may be our inability to craft tier extenders to have big engines.

    Please correct me if there more uses for these materials, that I know, it's our first real playthru after a looong time of inactivity.
     
    #358
  19. Dreuseff

    Dreuseff Lieutenant

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    Ah, I thought it was a bug because it does not show up in the HV tech tree.
     
    #359
  20. Vermillion

    Vermillion Rear Admiral

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    If you're using Reforged Eden, there's a trader that buys Xeno Substrate.
    Xenosteel is currently between Hardened Steel and Combat Steel. Full Alien Blocks are stronger than combat, but they're radioactive.
    I think i'll buff the craftable Xenosteel in the next update though.

    Larger thrusters are cheaper CPU wise than multiple smaller thrusters. You probably don't need that much of a CPU boost just to mount a few L-thrusters on a CV.
    But even if you use larger thrusters, there's no guarantee of lifting a ship made of solid combat steel. Vary your ship composition. You don't make your interior out of combat steel, make it out of carbon or regular steel.
    Plate the outer hull around important components in combat steel and use hardened or steel everywhere else. It's cheaper and lighter and the AI aren't going to be aiming for your bedroom or kitchen, they'll be aiming at the generators, warpdrive, weapons and thrusters.
    If they were in the tech tree, they would cause duplicates of the T1 SV landing gears that wouldn't be usable. Which was a problem with the HV rocket turrets, until I shoved them out of the turret line and as an off-shoot of the Rocket Launcher because people kept trying to place rocket turrets on SVs.
     
    #360
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