EXPANDED UNIVERSE Expanded universe is a selection of easy-to-use configs that take the hassle out of customizing your game or server by providing a number of preset choices to choose from that focus on a specific function. You can only use ONE config at a time, though it is possible to copy+paste the entirety of one onto the bottom of another as long as there are no overlaps (Compatibility listed below). _______________________________________________ Installation:This is simple, just download the file and go to your Steam/SteamApps/Common/Empyrion - Galactic Survival/Content/Configuration and drop the file into there. No overwriting, no renaming, no using dodgy third-party programs to tear apart the game files. Just drag and drop. It's right near where your Empyrion screenshots go. ____________________________________________ Config Selection: Ground Commander A difficulty enhancer for FPS combat. Several weapons received buffs, including Pistols, The Chainsaw and the Minigun. Wildlife is more dangerous and drones are deadly on foot without cover; Troops deal as much damage as you do to them and your armor offers less protection, while armor boosters are more effective with less downsides allowing for a truly customizable equipment layout. Enemies are no longer bullet sponges, but neither are you. Download: Ground Commander Config V1.0-A11 ____________________________________________ Space Commander A difficulty enhancer for PvE Ship-to-Ship combat. AI turrets are comparable to your own and your own are quite a bit nicer; they fire faster and deal slightly less damage to compensate. Retractable turrets that displace armor blocks have more HP than their non-retractable versions. Most importantly: Manned Projectile Turrets, Flak Turrets and Laser Turrets fire twice as fast as unmanned turrets. So get your friends on board and multicrew a ship for bonus damage. Does not change CPU, Mass or Volume. Note: The RoF displayed on the turret tooltip is the speed while MANNED. Download: Space Commander Config V1.0-A11 ____________________________________________ Loot Commander An inventory enhancer for A11 that increases the stack size of items (not blocks) up to the A12 amounts for Food, Medicine and Components. Rebalances the restorative effects of certain foods, giving better bonuses and longer decay times for more complex foods. Does not change recipes. Rebalances loot obtained from enemies, generic POI containers with higher item content and Alien Loot Containers with more useful items (nothing OP). Obtain meat from wildlife relative to the size of the creature (where possible). Download: Loot Commander Config V1.0-A11 ____________________________________________ Supreme Commander Combines Ground, Space and Loot Commander into one config. Fight them in the air, on the beaches or in the kitchen. Enjoy a harder survival experience without a change to the building system. For anything else: There's Reforged Galaxy. All Commander mods should be compatible with Builder's Paradise/Paradox and Better Thrusters, but not with the Blaster Mod. Download: Supreme Commander Config V1.0-A11 ____________________________________________ Builder's Paradise The one you've all been waiting for... Hate that building blocks cost CPU? Wish you could change it? Now you can! With Builder's Paradise the CPU costs of armor blocks, deco blocks, windows and heavy windows is GONE. The CPU cost of storage containers, extenders and controllers has also been greatly reduced because a certain bunch of devs wouldn't do it. Does not affect anything else besides the CPU cost of those blocks. Compatible with all other config mods, except Builder's Paradox (obviously) Download: Builder's Paradise Config V1.0-A11 ____________________________________________ Builder's Paradox Think that Builder's Paradise is just a little too easy? Want to limit the maximum block count on a server by CPU? Builder's Paradox does that. Armor Blocks consume CPU relative to their tier. Whether they be small steel blocks or large combat steel blocks the points will vary, but not be massive like they are in vanilla. Cargo containers and such are reduced to the same values as Builder's Paradise, because no one wants to spend 1620 CPU on one cargo container. Download: Builder's Paradox Config V1.0-A11 ____________________________________________ Better Thrusters This config smooths out the progression of thrusters. They're not so hard hit as they are in Reforged Galaxy, but you'll definitely notice it on CVs. SVs are only lightly affected and HVs get a bit of a buff to mobility. Thruster strength now scales consistently instead of the devs throwing out random number that are higher than their predecessors. CPU values and energy consumption are also balanced accordingly, with you paying in CPU for each space a thruster occupies instead of each point of thrust so it's more efficient to use a larger thruster over a smaller one and now with CPU to match, it costs less. Also affects RCS, making them cheaper. Will not break any builds, but your CVs won't move faster than SVs anymore. Download: Better Thrusters Config V1.0-A11 ____________________________________________ Blaster Mod This is a purely visual mod that's just for fun. This fun little mod simply makes all your guns, weapons, turrets and those of the zirax fire blaster bolts like Star Wars. They come in a variety of colors and styles and don't change the functionality of the weapons, ammo or damage. It just gives you a fancy lightshow. Though it does make it easier to see what's shooting you. In future, (and when it's possible) models and sound effects will also be replaced so you get pew-pew instead of bang-bang. The Blaster Mod is not compatible with any of the Commander Mods (except loot commander) due to overlaps. Download: Blaster Mod Config V1.0-A11 ____________________________________________ AI-Booster A12 A new A12 mod that improves the zirax and wildlife AI. Zirax can hear and see further and react when being shot at. They'll correctly target ships in the air and engage CVs, SVs and Bases. Zirax move at the same speed as the player. You're now on even footing with your opponents. Wildlife moves at actual wildlife speeds, instead of human walking speed. Drones are slightly more durable. Spiders can run and jump. Be afraid. Explosive Charges deal massive damage to enemies. Does not increase enemy damage or HP (except drones). New with v1.22 Drones and Patrol Vessels are now identified as Small Ships and Capital vessels in their faction colors. Zirax troops in the open appear as red dots on your map and minimap. AI-Booster is compatible with any existing savegame and won't break or corrupt any save. It can be removed at any time and replaced with a backup of your EClassConfig. Download: AI Booster Mod - V1.22 A12.3 ____________________________________________ AI-Army A12 A minor mod that increases the size and variability in zirax ground patrols and wildlife. Intended for use with AI-Booster but will work fine on it's own. Adds Assault Mechanoids as group leaders of Mechanoid patrols. Adds heavy minigunner as group leaders of Minigun patrols. Adds sniper zirax to ground patrols where they belong. They lead a pack of Ripper dogs. Increases wildlife herd size, including Raptors, Spiders, Lizard Mules and Parasaurs. Adds "babies" to Raptor packs. Updated to include compatibility with Project Eden A12's spawns. Put the EGroupsConfig.ecf into your ProjectEden scenario configuration folder instead of the normal one and overwrite the existing one. Download: AI Army Mod - V1.1 A12 For everything else, There's Reforged Galaxy.
Awesome work!! Does that mean, there are now multiple config files, working in parallel? Saw your note at the very top. - Plz make that bold. Important info.
Yup, but I wanna get my big one (Reforged Galaxy) done first, since most of what's in that will be taken apart to form the groundwork of the ExU mods. Planned for A12 ExU mods will finally include that CPU overhaul, an Arachnophobia mode that replaces all spider models with cats and Blaster Mod will use new models, sound effects and ammo types.
AI BOOSTER Here's a standalone config mod for A12: The AI-Booster v1.1 This does not affect enemy damage or status effects. This makes only alterations to a single file and can be used with an altered normal Config.ecf file. Makes the AI smarter and quicker. No more dumb zirax. This also makes changes to wildlife behavior. Improves listening ability of enemies so they can actually hear gunshots (varies by weapon and distance) and investigate the source. Patrolling zirax will actively search for the player. They won't stand there and let you snipe them, they will turn to face the direction they were shot from, if they cannot make a visual confirmation of the player's location they will then move towards the sound of the gunshot. Enemies will correctly target SV and CV in the air and open fire instead of standing there with a dumb look on their faces while they're gunned down. Zirax can see as far as the player. Their range of vision is a 90 degree arc in the direction their head is facing. Which is roughly the same for all creatures. Zirax will move at the same speed as the player instead of a slow jog, and will sprint over short distances while attacking. Increases the speed of Ripper Dogs to that of a Greyhound... or a cheetah in the open. Fixes Ripper Dog's sound effects so they don't sound like Spiders. (except while attacking, since that's in a different file) Spiders are a little bit faster and can jump. @spanj will be terrified. Raptors on the attack move faster and charge at high speed. Alien Assassins when preparing to attack will sprint and jump like a ninja. Most wildlife moves faster, some move slower. Explosive Charges deal more damage to enemies. Drones are slightly more durable. Enemy Damage is NOT increased. Enemy HP is NOT increased (except drones) Only Zirax have enhanced detection. Wildlife hasn't been buffed, so you don't need to worry about a group of raptors on the other side of a mountain coming after you. Simply download the mod and extract it into your Empyrion/Content/Configuration folder and overwrite the existing EClassConfig.ecf and you're good to go. Does not add, remove or break anything. So it won't corrupt your savegame and is compatible with any existing A12 save. Keep a backup of your original EClassConfig.ecf in case you don't like having zirax on the ground firing rockets at your SV. This is for A12 only. It won't work for those of you still on A11. DOWNLOAD
An update for the AI-Booster Mod (updated in OP) Changelog: Changed death sound of Ripper Dogs since it was too long and loud. Added new stat input for Assault Mechanoid (No use without AI-Army mod) Added new stat input for Zirax Heavy Minigunner (Minimal Use) Fixed detection range for some creatures being too short Increased turn speed of Zirax when shot in the back. Minor changes. > Zirax Heavy Minigunners are equipped with a larger minigun with slightly more HP. They're longer ranged, but less accurate. > Assault Mechanoids have the HP and damage of a minigun drone. They're slower and can't see very far. Download AI-Booster V1.2 __________________________________________________________ New minor mod: AI-ARMY A very simple change you could do yourself. This increases the number of zirax troops in a patrol, varies and increases the size of wildlife herds and adds new troop contingents to patrols. Intended for use with AI-Booster, but works fine on it's own. Does not affect enemies spawned inside POIs. Zirax Minigun Patrols are larger and also contain a Heavy Minigunner as leader. Mechanoid Patrols will sometimes include an Assault Mechanoid as leader. Adds Zirax Snipers to ground patrols, where they belong. These guys are useless inside a POI. Increases the size of zirax ground patrols and includes an extra type in most cases. All wildlife groups are now larger. Beware the spiders! Raptor Packs now include "babies". Install it the same way as always. Put it into your Configuration Folder and overwrite the file that's there. I've included installation instructions in both AI-Booster and AI-Army. AI-Army is compatible with Reforged Galaxy. Download AI-Army V1.1
Updated version of AI-Army that's compatible with Project Eden. These changes do not affect the normal function of the mod and won't break anything... I hope. Simply put the EGroupsConfig.ecf in your project eden scenario configuration folder instead of the normal Configuration folder to use it with Project Eden. Otherwise, for regular gameplay it goes in your normal configuration folder. Download AI-Army v1.1 for A12
HI Vermillion, Added A12-Booster and A12-Army to @ravien_ff project eden A12 scenario. All I can say is wow, the effect on the game is amazing, I was surrounds and killed by raptors before I knew what was happening. Need to start been a little more cautious. Exciting times! Thanks for these mods cased
Here's the 1.22 update for the current A12 public version of... AI Booster v1.22 Added the new content missing between V1.2 and now, which includes all the new space drones and human/civilian NPCs and whatnot. Space Drones and Troop Transports are now detected as small ships on your map instead of red blobs. Patrol Vessels are now detected as large ships on your map instead of red blobs. Planetary Drones are now detected as hover ships on your map instead of red blobs. Zirax troops and Mechanoids on patrol in the open are now visible on your minimap as red dots. Simply extract the contents of the file into your Empyrion/Content/Configuration folder and overwrite the old file. Note: This is compatible with Empyrion 1.0
Hi Vermillion, Are any of these changes a standard part of Reforged Galaxy? It sounds like they are (especially AI Booster). Thank you!
AI booster is part of Reforged Galaxy, except the troop have less HP so they're less bullet spongey and drones more durable so they're not just a flying minigun zirax. AI army is part of it, but not to the degree that the standalone mod is. The rest of the stuff is outdated, but more or less is.
That's awesome! You should pimp AI-Army in your Reforged Galaxy thread as an optional add-on. I'll give it a shot tonight but it sounds like it adds a little more "density" to the wildlife and patrol troops.
Yes, but it doesn't include the Elite Zirax spawns. Not that it matters since they aren't used in game yet.
Blaster mod is for A11. It's outdated and doesn't work... though if you change the Version number at the top to version 9 it should work.