Reforged Eden Scenario

Discussion in 'Scenarios' started by Vermillion, Jul 16, 2020.

  1. Mirosya

    Mirosya Commander

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    Motorbike must die! :)
     
    #181
  2. stecph

    stecph Lieutenant

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    So basically all I will find somehow is the Kit/Blueprint and NOT the phisical machine?
    If I understood correctly I like very much.
     
    #182
    Germanicus likes this.
  3. Vermillion

    Vermillion Rear Admiral

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    It'll be just like how the motorbike works now, except you can't pick it up after you place it.
     
    #183
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  4. Apollyon

    Apollyon Lieutenant

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    Voted for motorbike... I don't see the point eliminate the poor thing. It doesn't hurt anyone, should keep it as an option who likes it. I like the motorbike for early exploration, or dodge the enemy POI turrets shots with it when I go near on foot.
    About picking it up: it would be okay, if it doesn't disappear after a few minutes. I don't like pick it up anyways, it needs too much volume space from inventory. Also, I can always craft a new one from a couple of hundred crushed stone.
     
    #184
  5. Cosmos drifter

    Cosmos drifter Ensign

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    Definitely hoverbike hv. I use a gamepad and for some reason trying to steer the motorbike is like riding a bull on crack. Great idea
     
    #185
  6. ChumSickle

    ChumSickle Captain

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    I would vote hoverbike. But I loved the idea of finding "stolen tech"...i.e. an early Zirax POI that has a HV/SV inside that can be reactivated and taken back. Perhaps the shell is there, but the main components are in containers to be "liberated".
     
    #186
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  7. Space Ghost

    Space Ghost Commander

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    I would also recommend that there is a significant weight/volume penalty while carrying this deployable HV. Like say 70-80 % of your (bare, non armor wearing weight) I know this introduces issues before level 5, not to mention starting on a planet with no oxygen gives a bit of an advantage with this over a temperate start, but you get the idea. It should also be made of mostly carbon composite blocks.
     
    #187
    Last edited: Oct 20, 2020
  8. Alhira_K

    Alhira_K Captain

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    #188
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  9. stecph

    stecph Lieutenant

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    I hope Vermillion will keep it much rougher, the gatling gun would be served to me on a silver platter for example, while i would prefer having to work a bit for such a massive step like having an armed HV (a truly game changer on certain hostile planets).
    But that's just me...
     
    #189
  10. Vermillion

    Vermillion Rear Admiral

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    #190
  11. Gerard Whittey

    Gerard Whittey Ensign

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    No drone base attacks. I am playing on Haven and noticed no drone attacks on base at all ever. In Statistics tab it says --- under next drone attack when it normally in other play thrus says <1 days as a example.
    Is it turned off for this planet or is my game broken?
     
    #191
  12. Vermillion

    Vermillion Rear Admiral

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    Haven is the noob planet. Base attacks are disabled on that planet so new player don't get massacred.
     
    #192
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  13. me777

    me777 Commander

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    Actually I had attacks on Heaven, that was like 1 month ago, or longer. I think that was a bug that got fixed...
    Now I wonder if they would attack me with the new mod version but old save if I somehow make them enemy again.

    after i masacred loads of pirates everyone else startet to like me, its funny to do the storry with Zirax apearing but doing nothing ;P
    They all are like "where is the enemy? that guy there is honored so he couldn't be the enemy. lets keep looking..."
     
    #193
  14. Vermillion

    Vermillion Rear Admiral

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    Additional emergency poll:
    Shield Meta Change - Energy vs Projectile
    Should shields stay as they are now, or should they provide almost complete protection against rocket, missile, bullet and kinetic weapons?

    The resultant effect is that laser, plasma and EMP would be effective against shields, but rockets wouldn't be. Energy weapons would be effective at taking down shields but until that time rockets and bullets will deal little to no shield damage.

    Vote above, or if that doesn't show up for you, click here.
    Basically, you'd be invincible against rockets/flak/artillery as long as your shields are up. The same is true of enemy POIs and patrol vessels though. You won't be able to crack them open without energy weapons if they're shielded.
     
    #194
  15. Apollyon

    Apollyon Lieutenant

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    I saw somewhere (maybe on steam) you mentioned about the purple (ultra rare) containers have 50% chance to have "epic" weapons. OK, so I already found 11 containers and no red weapons, only a guided missile launcher and adv. submachine gun, both craftable. Other than those, a ton of fuel, even more ton of medkits, matrixes and bridges, all stuff are craftable. Or maybe this is because I'm still in the noob sectors? Like Alpha, beta, delta systems etc
     
    #195
  16. ravien_ff

    ravien_ff Rear Admiral

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    Location won't have an effect on loot, but it could be either bad luck, or the way loot tables are calculated might have changed.
     
    #196
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  17. Vermillion

    Vermillion Rear Admiral

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    Code:
    
        Name_0: GoldIngot, param1: 0.5, param2: "10,40"
        Name_1: FusionCell, param1: 0.5, param2: "12,35"
        Name_2: SmallOptronicBridge, param1: 0.5, param2: "4,12"
        Name_3: EmergencyRations, param1: 0.4, param2: "8,15"
        Name_4: SmallOptronicMatrix, param1: 0.39, param2: "4,9"
        Name_5: LargeOptronicBridge, param1: 0.37, param2: "4,10"
        Name_6: ArmorMediumEpic, param1: 0.35, param2: 1
        Name_7: LargeOptronicMatrix, param1: 0.30, param2: "4,8"
        Name_8: AutoMinerCore, param1: 0.25, param2: "1,3"
        Name_9: PulseLaserChargeMS, param1: 0.25, param2: "20,50"
        Name_10: Medikit04, param1: 0.25, param2: "10,20"
        Name_11: Medikit03, param1: 0.24, param2: "10,20"
        Name_12: Medikit02, param1: 0.24, param2: "10,20"
        Name_13: Medikit01, param1: 0.23, param2: "10,20"
        Name_14: PlasmaCannonAlien, param1: 0.2, param2: "1,1"
        Name_15: LargeRocket, param1: 0.15, param2: "15,25"
        Name_16: LargeRocketMS, param1: 0.15, param2: "15,25"
        Name_17: PulseLaserChargeBA, param1: 0.1, param2: "30,50"
     
        Group_0: WeaponsVeryRare, param1: 1
        Group_1: WeaponsEpic, param1: 0.5
        Group_2: SuitBooster, param1: 0.5
        Group_3: WeaponsRareKit, param1: 0.4
        Group_4: SuitBoosterT2, param1: 0.3
    
    WeaponsEpic is 0.5 or 50%.
    Guided Missile Launcher and Advanced Submachine Gun are both part of WeaponsVeryRare.

    I suspect that the drop rates of Ultra Rare containers are now broken following a recent update that apparently "fixed" Ultra Rare containers being empty.
    Of course, no change was made to the loot, so I can only surmise they used some stupid hardcoded mess to boost the drop rates instead of fixing the actual problem (the default drop rates are all less than 10%).
     
    #197
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  18. Apollyon

    Apollyon Lieutenant

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    Thanks. Can I do something with this manually in my savegame? The 11 containers found on two planets and space as well, from abandoned POIs (like the new Ilmarinen, nice job on that!) and one don't remember which zirax POI.
    BTW right now the usually "red" or very rare containers give better loot than the ultra rare ones.
     
    #198
  19. Vermillion

    Vermillion Rear Admiral

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    You can edit the containers.ecf in the scenario configuration folder and increase the drop rates. But it'll be overwritten in the next update.
     
    #199
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  20. Apollyon

    Apollyon Lieutenant

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    Okay, so purple container chapter 2 - I promise this is my last post about it, dont want to spam with it in this topic.
    So without any editing I found one epic pistol that was the 12th purple container in my save game. Then found two more purples, just regular stuff again. Then I edited the containers.ecf in the following directory: D:\steam\steamapps\workshop\content\383120\2154284616\Content\Configuration
    Found 6 more purples and it's continuously giving me the craftable "regular" stuff.

    So how and when the containers content generated? When I'm entering the playfield, like I enter in the sector, or the system, or when I find the POI? Or in the exact moment when I open the container?

    Right now my .ecf file looks like this:
    Code:
    ## AlienContainer: Ultra Rare - purple
    { +Container Id: 41
      Count: "2,3"
      Size: "8,8" # "4,1"
      SfxOpen: UseActions/BarrelOpen
      SfxClose: UseActions/BarrelClose
    
      { Child Items
        Name_0: GoldIngot, param1: 0.5, param2: "10,40"
        Name_1: FusionCell, param1: 0.5, param2: "12,35"
        Name_2: SmallOptronicBridge, param1: 0.5, param2: "4,12"
        Name_3: EmergencyRations, param1: 0.1, param2: "8,15"
        Name_4: SmallOptronicMatrix, param1: 0.39, param2: "4,9"
        Name_5: LargeOptronicBridge, param1: 0.37, param2: "4,10"
        Name_6: PulseLaserChargeMS, param1: 0.35, param2: "20,50"
        Name_7: ArmorMediumEpic, param1: 0.35, param2: 1
        Name_8: LargeOptronicMatrix, param1: 0.30, param2: "4,8"
        Name_9: AutoMinerCore, param1: 0.25, param2: "1,3"
        Name_10: LargeRocket, param1: 0.25, param2: "15,25"
        Name_11: LargeRocketMS, param1: 0.25, param2: "15,25"
        Name_12: PulseLaserChargeSS, param1: 0.25, param2: "30,50"
        Name_13: Medikit04, param1: 0.25, param2: "10,20"
        Name_14: Medikit03, param1: 0.24, param2: "10,20"
        Name_15: Medikit02, param1: 0.24, param2: "10,20"
        Name_16: Medikit01, param1: 0.23, param2: "10,20"
        Name_17: PlasmaCannonAlien, param1: 0.2, param2: "1,1"
      
        Group_0: WeaponsRareKit, param1: 0.1
        Group_1: WeaponsEpic, param1: 0.9
        Group_2: SuitBooster, param1: 0.1
        Group_3: WeaponsRare, param1: 0.1
        Group_4: WeaponsVeryRare, param1: 0.1
        Group_5: SuitBoosterT2, param1: 0.1
     
    #200

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