So... It's been a while since I played the game to "end game" levels so I hadn't actually used all the fancy end game weapons, but maaan...! It's so disappointing that you have to keep shooting a hundred times just to blow off a turret or a thruster. I ended up building a super manoeuvrable combat ship packed with 4 plasma cannons and 4 missile racks and still nothing.... I agree that at the beginning it should be hard, but by the time we get to confront the big bad CVs with our state of the art ship, we should be able to take them down quicker. Does anybody know if it's possible to configure this in some file somewhere?
Easy peavy ! Adjust the projectiles, not only the weapons. For eample, in Empyrion - Galactic Survival\Content\Configuration\BlocksConfig.ecf : - you have the "general" stats of a weapon : hit points, damage when it is destroyed (blast dmg), rotation speed (turrets), "AllowPlacingAt" which determines if usable on CV or also SV (need other tweaks like SizeInBlocks: "1,6,1", display: true and SizeInBlocksLocked: "Base,MS has to be changed for the SV/HV grid size blocks), and also "Info: bkiTurretRetractSpace, display: true" which refers to "usable in space only" - simply replace with "Info: bkiTurretRetract, display: true" and you can use it on planets too, with one more thing added (AllowAt: "Space,Planet" - see below red and yellow notes). For CV fixed lasers and rocket guns, just change the line " Info: bkiWeaponShipSpace, display: true" to " Info: bkiWeaponShip, display: true" and that's it, you can use it on a planet. Then in Empyrion - Galactic Survival\Content\Configuration\ItemsConfig.ecf : Find the weapon you want to mod, and don't mess with the r.o.f (rate of fire) but you can adjust pretty much everything you want (to reasonable values - don't get carried away !) . Here for example, the CV fixed lasers : { +Item Id: 112, Name: PulseLaserMSWeapon Meshfile: @models/Blocks/WeaponsShip/WeaponMSPlasmaPrefab DropMeshfile: Entities/Misc/BagSmallPrefab ShowUser: NoButCSV # reported by HWS Canhold: false Material: metalweapon HoldType: 0 StackSize: 500 Mass: 2715, type: float, display: false, formatter: Kilogram Category: Weapons/Items { Child 0 Class: Ranged AllowAt: Space - forgot to tell you up here: replace with this - AllowAt: "Space,Planet" ROF: 0.6, type: float, display: true, formatter: ROF -- don't change Range: 510, display: false RangeSpace: 925, display: false Damage: 1000, display: true Automatic: true AmmoCapacity: 150, display: true AmmoType: PulseLaserChargeMSWeapon, display: true - go adjust this also, lower in the same file NoiseStrength: 100, display: false AutoReload: true CheckObstructed: true ReloadDelay: 1, display: true # adapt sound - can go below, like 0.5 SfxBegin: Weapons/EnergyWeapons/weapon_laser_003 /* SfxBegin: Weapons/SS/LaserSS/weapon_laser_001 */ SfxNoAmmo: Weapons/Misc/weapon_outofammo_006 SfxReload: Weapons/Player/Misc/Reload/RifleBoltActionCock04_reload PfxMuzzle: turretMuzzleFire Tracer: Weapons/Projectiles/TracerLaserShotBlueCV TracerPerBullet: 1 TracerSpeed: 600 - just for visuals DamageMultiplier_1: 0.3, param1: head|body - you can change these but not necessary - keep it simple DamageMultiplier_2: 0, param1: dirt|stone|rock|wood DamageMultiplier_3: 0.083, param1: shield ------------------------------------------------------------------------------- After this, search for the appropriate ammo (AmmoType: PulseLaserChargeMSWeapon) and adjust it also : { +Item Id: 157, Name: PulseLaserChargeMS Meshfile: Entities/Items/Weapons/Projectiles/LaserShotBlueTurret /* Meshfile: Entities/Items/Weapons/Projectiles/LaserShot02 */ DropMeshfile: Entities/Misc/BagSmallPrefab Material: metalweapon AllowPlacingAt: MS, display: false HoldType: 0 StackSize: 2000 Canhold: false Mass: 15, type: float, display: true, formatter: Kilogram Volume: 5, type: float, display: true, formatter: Liter Info: bkiAmmoExplosive, display: true Category: Weapons/Items MarketPrice: 4 { Child 0 Class: Projectile Damage: 1050, display: true # new: because we removed explosion damage BlastParticleIndex: 0 # BlastRadius: 2, display: true # BlastDamage: 400, display: true Speed: 750 Range: 575 SpeedSpace: 810 RangeSpace: 925 Ballistic: false DamageMultiplier_1: 0.25, param1: head|body DamageMultiplier_2: 0.01, param1: stone|dirt DamageMultiplier_3: 10, param1: rock # can destroy rocks DamageMultiplier_4: 0.083, param1: shield BlastDamageMultiplier_1: 0.25, param1: head|body BlastDamageMultiplier_2: 0.2, param1: stone|dirt } UnlockLevel: 1 TechTreeNames: Hidden } --------------------------------------------------------------------- Basically, you really need to only adjust damage and range/ range space, and you should have a big difference. You can also adjust your shields while you're in this : pump up their recharge rate and strength. MS = CV (Mothership), SS = SV (small ship), GV = HV (glide vessel) Edit : if you want directions for specific weapons/ devices just ask me here.
Boy oh boy! I did not expect such a thorough reply! , I thought just an increase to CV lasers and SV plasma would do the trick, but here you can create a different game with this info... Ha, ha, ha, ha! Thank you a million!
Oh man! That is so much more enjoyable now and I only had to change the damage of two weapons...! Happy Bollen!
It's not as hard as you think to just retool some existing dead blocks into new ones. A guy I'm working with on a SW server has managed to make 8 tiers of shield gens.
Ok I made a "super food processor"... hem... Needs a few more tweaks... Actually it's just a constructor with the skin of a food processor (changed the block color a bit). On the left it's the "normal" food processor. Now I need to find the proper info for the UI, and try to see what I can do with templates. This version of the advanced constructor also acts like a fridge (food will not decay). So basically, I could simply "remove" one of the constructors (the large one?) and use it's class as another "boosted" food processor, and remove the "target name" (LargeC) from all the non-edible/medical templates, for example. Edit : this is purely "academic" as it only shows we can mismatch classes and models, and completely make all devices/ recipes/ templates to our likings, even remake the tech tree order, etc.
Tired of shooting? Go play minecraft or something like a table jigsaw puzzle. I just love all the shooting in EGS. In fact pew pew is one of my favorite things in this game. Want more powerful guns? Learn how to edit the config files. If there were no config files to edit and somehow modify the game we would be wining about their inn-existent. Human beings are not satisfied with what they have. They have no value to what they are given. in general. they tent to wine complain and ask for more. Seriously....the tools are there for you to use them. If you do not know how there are plenty of guides out there for you to find and make use of. If you think they are not for you I suggest to take a deeper look into yourself and decide whether or not EGS is for you. Man...there are even turrets for SVs now for those too lazy or too incompetent on shooting on their own. What else would any player ask. An AI to play the game itself?
How do you mean that. EGS is like tons of games out there. Vanilla to learn how to play and modified versions to enjoy. Also have you ever thought that there are many gamers out there that love it the way it is?
Man, with all due respect, I am quite baffled by your tone..... First of all this has already been answered and yes, we edited the file and barely changed TWO weapons. Second, I think you completely misunderstood my post, my issue was with "end-game" weapons, not the pew, pew.... There is little else in this game once you've built fantasy homes and vessels so I'm all for it. The "issue" for me personally is that once you've spent hundreds of hours endlessly shooting at something with early weapons I was kind of missing the satisfaction of finally making an advanced weapon that actually "felt" different. In Fact, I barely touched the config for just the CV big lasers (not the turrets) and the SV homing missiles... I still need to hit objects at least twice, but that to me is enough after hundreds of hours...
Because there is no "food" tab in the Advanced Constructor this requires adapting the "bread" to be a "component". It still acts as "food" but it just shows under another tab here. But players could have 1 constructor (refrigerated like this one) that makes all recipes, or make the portable constructor able to make everything, for example. Or have the SV/HV constructor able to make all food templates, and maybe lowering the build time for each of those. Too bad we can't change the UI for devices.
What are you asking? Ask it with 1.2.3 brief questions please, if possible with examples, so everyone can understand what you really want.
Yes. Spoiler It was ironic because you said "don't feed the troll" and then immediately segued into your culinary(?) accomplishments. "Hey, troll, you see this bread? I baked it my self in an Advanced Constructor! Doesn't that sound tasty? Well too bad! No bread for you!"
I was going to say... for me, it's almost the exact opposite situation - I haven't fired a weapon in weeks.
I set my 8 plasma turrets to "generator" only, approach, 20-30 sec and enemy ship is disabled. No modding. it takes TIME ???