You can read it in-game, for example in the Tech Tree. It's in the specifications of the Warp Drives, on the bottom ("Per AU", "Per LY").
can i buy the heavy turret upgrade kit or have i to loot it? (and maybe where in either case ;-) thanks a lot!
I could buy one today, if I remember correctly, from a Polaris Robotics Factory that was around one of their space stations in the starter system (Beta, I think?). Wasn't cheap, though.
I looted some, but also managed to get some from deconstructing Heavy Turrets that are present on certain POI's. Scoob.
Trying out the mod, Base and CV cannon turrets do NOTHING to drones when they're shooting automatically. I understand you want people to man turrets and actively defend their base, but when you're starting out and all you have is cannon turrets I can't leave my CV unattended because it will get missiled to death in seconds so I'm actively having to dodge the missiles otherwise they shred my CV. When I have a total of 16 Cannon / Minigun turrets setup (Combined across the CV and Base) I expect them to do SOMETHING against a base attack. The previous attack just went on for over 20 minutes with 4 rocket drones and my turrets ate over 5 stacks of ammo. I eventually went in a small vessel and killed them all in seconds, but of course they managed to mess up my CV in that time. There is literally no point in having cannon or minigun turrets. Even Flak turrets seem extremely weak when shooting unmanned, but I only had two and they died to missiles quickly one attack. You can stop a base attack in seconds if you hop in an SV and chase them down, but they'd destroy my CV in that time. It feels like fake difficulty, base attacks are easy and repetitive if you just hop in a small vessel and shoot the drones with missiles and chainguns, but the moment you can't do that and have to rely on the base defense you invested in the drones will slowly and painfully destroy everything while your turrets seemingly miss every single shot. Other than the annoying rocket drone base attacks, the rest of the mod is enjoyable.
Cannon and Minigun turrets are hitscan and massively outdamage your SV. There's no way to improve them better than what they are. Any reason they miss is a bug with the game and nothing I can do anything about.
Okay, thanks for the response. Sorry if I came of rude, I really do enjoy the mod. I'll look into it, I found it very odd. I remember them being very strong in vanilla due to hitscan so I thought this mod may have nerfed them.
Had a couple of ideas. Would it be possible to make a T2 food processor that works faster/more efficiently like an advanced constructor? Other idea. Modular refrigerated containers, for HV/SV specifically. Reason is the capacity difference between CV/BA and HV/SV fridges is very large and if you want to make a hoverfridge you need a lot of little fridges to equal one CV/BA fridge. I think I read something about the game having limited block IDs for additions, don't know if this still applies but I see how it would make these problematic. In any case, just ideas, not requests.
Can't add new constructor classes. I don't think the fridge would be possible either but I haven't looked into that myself.
Fridge would be possible, but won't happen on account of being pointless. You can fit over 100 items of food in a single HV/SV fridge. You aren't supplying it with bulk materials from a farm so you would never need that much food, letalone 3200L of expandable cold storage.
I'm stuck at the "Industrial Concern" mission at "Approach the Pilot" - I can not find the pilot and I searched the whole Kenex Station... either it is broken, or im in the wrong playfield. I might have broken the mission as i had it disabled while doing other stuff, including discovering some kenex stations. Thanks if annyone could help me here. (maybe console magic?)
Uhh... you ignored the mission waypoint and everything that the mission told you, didn't you? He's not on Kenex Station, he's on the Trade Station on the ground. Officer Paravel told you he was sitting at the bar behind you and that's exactly where he is.
still stuck. I dont remember wich planet i started the mission, i thought it was haven, but there was no pilot, then i checked tallodar (started there, but there is other type of station) and gaia, can not be at persephone, i was not there yet. I dont remember why I stopped the mission just there back then, maybe there was a problem, a crash or i just had to leave the game/pc quickly... Also the savegame is from 1.3 and I wiped a lot of playfields when the 1.4 update broke things in my savegame, like poi that were half burried... It is my fault for keeping playing on a foobared save, but everything else seemed to work and i was bussy exploring and doing the eden missions.
You may need to relog while on the planet for it to refresh since the game usually has trouble with identifying mission objectives after you leave a playfield.
Thank You. But my savegame is broken, i went exploring and almost every 3. solarsystem can not be jumped to. So I will start new as soon as i got all my ships blueprinted. and I'll try another seed, this one was no luck for me. Sorry for nagging when I could have started new right away when the problems started to arise...
V1.4-73: A very Satisfactory update April has rolled around, so here's an Early April Release (So that Reforged Eden will be updated in time for April 1st) that adds a lot of new content, bug fixes and mission content. All-in-all, i'd say it's a very Satisfactory update, if not a little coffee stained. Changelog: Fixed bug with Legacy Homeworld playfield spawns throwing errors. Implemented new Material classes to differentiate between specific block and size types. I'd like to completely overhaul the materials altogether, but it would make it much harder to integrate with Project Eden. Increased HP of Carbon Composite blocks. Reduced explosive damage of heavy weapons vs HV/SV armor blocks. Fixed overlapping icons for the Artillery Cannon and Heavy Rocket Launcher (CV) on ship toolbar. Recalculated blast radius and damage AGAIN. (might be too weak now) Reduced value of gold and all gold products (including optronics) to base 1000 from 2000. Reduced purchase price ratio of turret upgrade kits over market price to reduce exploitation. Fixed bug with Tal'ohn repeatable missions not finding the Guildsman/Hunter location at the village. Increased drop chance of turret upgrade kits. Buffed Bombs (higher blast damage and a bonus vs armor). Weapon dynamics: Lasers deal more damage vs Xenosteel and less vs Carbon and Concrete. Reduced ballista bolt vs shield damage. Reduced bulletspread on BA minigun and cannon turrets to improve accuracy against bombers. Reduced BulletSpread on hitscan turrets. If these still aren't hitting, it's a bug with the game and NOT my problem. Fixed jamming issue with Story Mission: Hostile Apparatus where over-eager players would trigger the final console dialogue before they were told to and ended up getting stuck between objectives. Old savegames WILL get stuck here instead. Sorry. Added new Variables to the player character that tracks progress through each of the Story Mission chains to prevent players from getting stuck at certain spots because they forget how to read. Increased the range of the CV pulse laser turrets in atmo. Increased torque bonuse of MK2 Jet thrusters by 3x Removed conditions for inflicting Dismemberment, pending it's removal due to PvPvsE exploits. Added rested bonus for sleeping (experimental) Added temp status penalty for death (Not yet implemented) Added main scenario prefabs to creative scenario. (Reforged Creative Studio Scenario) Added new Red Rogue POI to starter orbit as mission hub for early Pirate missions (for 1.5). Updated entities with new behavior. Added new Infester creature for Legacy. You'll have to wait and see them in action though. Reduced blast radius of the Zirax Turrets to prevent fuel depots exploding when their defense is removed. Implemented first version of damage scaling shields. Damage to shields will now vary based on ship type. Added Info Packages that will be downloaded to your PDA when you reach, unlock or obtain a related target. These will explain things like CPU, shield balance and thrust distribution. Added new Zirax Plasma Cells for the zirax turrets instead of using the player ones due to exploits. Added Ship Multitool - Available for SV: Fixed tool that allows you to salvage or repair other ships using an SV. Added Torpedo Launcher - Upgrades from Bomb Launcher. Hard limit of 2 per ship, space only. Update to Icon Naming which will make Reforged Devices and Blocks appear correctly in trader windows and on the device list. Reduced Heavy Bomber HP from 21000 to 13000 (Offworld Grave bombers). Added missing Volume value to Structural Ramps. Added new AI weapon designation for Imperial Rocket Turrets to prevent them overshooting in atmo. Added new Foundation Blocks for POI building. Added new Ablative Spray - Prevents Dermal and Radiation Burns for 10 minutes. Added new Insect Repellent - Prevents Dermal and Endo Parasite for 10 minutes. Updated several POIs due to clashing troops inside; added Quantum loot box to Xenu Fortress (Barren Metal planet). April Content Update (Click Here for more information) New material sub-types are: Weapon - for turrets, weapons, tools and sentry guns. Device - for all internal devices (fuel tanks, generators, deco block, etc) Thruster - for all thrusters HullSmall - HV/SV Steel Blocks HullArmoredSmall - HV/SV Hardened Steel Blocks HullCombatSmall - HV/SV Combat Steel Blocks HullSteel - CV/BA Steel Blocks HullAlien - Differentiates player Xenosteel from Alien Terrain Blocks. The new subtypes are extensions of the current materials (for compatibility) that apply blast resistance and hardness overlays to prevent instant-kills of Rockets vs HV/SV with the new explosion mechanics of 1.4. It's also used to provide blast resistance to internal devices to reduce the likelihood of chain-reactions without requiring additional HP or hardness. Stronger armor also brings improved blast resistance overall. New Automation and Machines: Manual Download (Click Here)
Good day! I got stuck at the stage of the passage where I need to find the door to the tower, I found it, but then nothing happens and I can not continue to carry out the missions, what to do, Is this fixable?
I don't know what you're saying. You need to include the mission and what objective it's giving you; whether it's SP or MP; and whether you've followed the instructions.