Reforged Eden Scenario

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

  1. ravien_ff

    ravien_ff Rear Admiral

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    A lot. A heck of a lot. It's a constant run and gun, health pack chugging, incendiary minigun spamming, running jumping and jetpacking to stay alive while each timer ticks down. It's a lot of fun and the most nerve wracking experienced I've had in the game. :D

    If you stop moving, you die.
    If you use the wrong weapons, you die.
    If you don't come prepared with health packs, medications, and nanite injectors, you die.
    But is is absolutely possible to do solo. It, of course, also depends on your difficulty settings. Doing it on hard enemy difficulty in Reforged is going to be really, really tough. Not everyone will be able to complete it.
     
    #961
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  2. ASTIC

    ASTIC Rear Admiral

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    The POIs in the instance were completely overrun with enemies spawning over and over again. Before the mission I had about 500 kills afterwards 1400 :-(

    The weapon (flame grenades) which you get was almost useless, because a volley killed just one 2-3 enemies.

    PS: Yes I moved in the 'gm' through the mission but did exactly what the mission specified.

    The balancing act with such extreme missions is very difficult, I have built such missions myself many times and always had to find that a patch further or a setting different let this mission tip from much too easy to impossible.

    This is unfortunately tipped with my settings to impossible when you as a player has no place to retreat and is overrun by enemies (some with ranged attacks) in a small room.
    Code:
        DiffDegradationSpeed: High
        DiffDroneBaseAttack: Normal
        DiffAttackStrength: Medium
        DiffDronePresence: Normal
        DiffDroneBaseAttack: Normal
     
    #962
    Last edited: Aug 3, 2021
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  3. Myrmidon

    Myrmidon Rear Admiral

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    Yeah this level seems totally unbalanced. Ruining gaming experience totally. Only the creator thinks its fun, yet again does not provide evidence that can be done. Also doing a POI with spawn waves like this, successfully once does not mean can be done again. I vote POI to be nerfed on enemy spawners.

    PS : Dungeons, special levels etc in gaming industry, need to be tested in all difficulty levels. Obviously this one was not.
     
    #963
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  4. ASTIC

    ASTIC Rear Admiral

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    upload_2021-8-3_9-23-21.png

    one for example from this spawners
    upload_2021-8-3_9-23-57.png

    Here alone are 37 enemies on respawn... :-(

    Even if you "run through" (to avoid the activation zones) there are 44 enemies on the lower level that are on respawn.

    And as soon as you die you have to go through ALL zones again, which triggers all enemies again.

    Take off the "respawn" and it will be ok.
     
    #964
    Last edited: Aug 3, 2021
  5. ravien_ff

    ravien_ff Rear Admiral

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    If you want to change it for your game you can.
    I won't change it for the scenario. It's working as I intend. It's an optional, unique instance. I make this scenario for my own use so yes, I think it's fun, so it stays in as is. :D

    The only thing I will eventually do is add some scaling so if you're playing it SP there will be a few less active spawners, but in your cases that will not help and you will still die.
     
    #965
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  6. Myrmidon

    Myrmidon Rear Admiral

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    I wonder if it is time for enemy difficulty to affect also the number of spawning enemies per level. "Easy" should spawn the least number whilst "Hard" the total number set during scenario creation. @Taelyn What do you think about this?
     
    #966
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  7. Vermillion

    Vermillion Rear Admiral

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    In this particular case, the spawners use unique legacy creatures as-is. It would be easier to customize them to match their original vanilla stats. Even better is that these changes could be applied in PE's configs and carry over to RE without requiring extra modifications.

    The problem with Easy, Medium and Hard settings is that they don't provide either of those things. They only change the average level of POIs and enemies, which in turn give them more HP and more damage; making them bulletsponges without any improvement in actual difficulty.
    If they wanted the game to function with difficulty in a proper way they'd make the easy, medium and hard settings change the stats that actually matter: Movement speed, detection range, hearing and field of view (Reforged doesn't actually change FoV).
    Easy = Vanilla game levels. Medium = mid-way between Reforged and vanilla. Hard = Reforged level.
     
    #967
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  8. Myrmidon

    Myrmidon Rear Admiral

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    Maybe in the future....
     
    #968
  9. ASTIC

    ASTIC Rear Admiral

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    The problem here are not the creatures (are the vanilla only without Loot) but the indestructible spawners which by "respawn" again and again dozens of creatures.

    Spawner that are not destructible by players should (almost) NEVER be set to "respawn" and this is unfortunately a classic anti-example :-(
     
    #969
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  10. Myrmidon

    Myrmidon Rear Admiral

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    Yeah, they restrict us to go ballistic with turrets etc and there is no single restriction with spawners. Like performance is not affected by tons of characters spawned altogether in a POI.
     
    #970
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  11. Monroe

    Monroe Commander

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    I am working diligently on creating some new icons for custom items and existing items. I'm having a really hard time getting the images to look good in-game. Empyrion does some funny things. For my icons to look good in-game, they have to be completely washed out IRL. @ravien_ff and @Vermillion , How do you get your icons to look so good? I'm using GIMP. Specifically, how do you retain so much detail at such a low size? (100x100). Any help would be appreciated.

    Edit: I work in 1000 x 1000, and then my last step is to scale to 100 x 100.
     
    #971
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  12. ravien_ff

    ravien_ff Rear Admiral

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    Some of my own icons look pretty bad. I just use Photoshop and work with it in 100x100 size. I'm not a graphic designer or anything though so I suck at it. :D
     
    #972
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  13. ravien_ff

    ravien_ff Rear Admiral

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    The other problem is the incendiary minigun is supposed to clear an entire group of enemies with a single clip, but due to a game bug it deals much less damage than intended against specifically abominations.
    A rocket that one shots an overseer with more health only takes out a fraction of an accommodations abomination health.
     
    #973
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  14. Vermillion

    Vermillion Rear Admiral

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    Photoshop. I work on the item with a dark background at around 500x500, before merging, cutting out the background and shrinking to 100x100.
    Assuming nothing goes wrong, you'll have a smooth edge; but working small with exposed edges and no background usually results in white jagged lines around the edge in-game.
     
    #974
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  15. me777

    me777 Commander

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    Is this a typo? everyone else has - for this action.
    trade guild.jpg
     
    #975
  16. Fractalite

    Fractalite Rear Admiral

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    Interesting solar panels.... do they need something else?


    20210805160613_1.jpg

    Are they working but the lights do not show?
     
    #976
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  17. Vermillion

    Vermillion Rear Admiral

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    They don't operate using the typical solar generation, so no. They don't have efficiency, they just go.
    No, this is intended. Colonists set up in unclaimed lands and in hostile environments. If you set up near them, you're adding to their protection and "joining" their group. They'll be grateful for any assistance you can lend against Pirates coming to raid their installation.
     
    #977
  18. Kassonnade

    Kassonnade Rear Admiral

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    You can use 128 x 128 pixels instead of 100 x 100, as this will not take more space on disk or in game (memory). Memory clusters are all powers of 2, so you can fit images dimensions to this precisely and they will be more performance-friendly, and also easier to scale as you'll never stumble on odd numbers. All my thumbnails are 128 x 128.

    I make custom models so I can easily position the object to get a good snapshot of it in Blender. But for modified items/ blocks with "original" models I make a uniform color background wall in game (think "bluescreen") and take a screenshot of the device/ block. Then in Photoshop I remove the background color to isolate the model and modify tint/ contrast etc., and then I crop to 128 x 128 24 bits png. You will get best results with screenshots if you disable anti-aliasing, because the anti-aliasing "blurs" the object's edge pixels with the background's pixels, and this makes jaggy edges when removing the background color. Crank the screen resolution for the snapshot, and try to get the size right to avoid having to resize in your graphics application (it removes some pixels). For this you can use a paper or cardboard "passe-partout" to put over your PC screen to get the exact image size for the screenshot. When forced to rescale image chose "bicubic" method instead of "nearest neighbour".

    Also make sure that your graphic's card settings do not override Empyrion's settings and still force anti-aliasing even if it's disabled in Empyrion.
     
    #978
    Last edited: Aug 6, 2021
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  19. .TGHS. Gabriel

    .TGHS. Gabriel Ensign

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    Will the CV solar panels work if placed internally then?
     
    #979
  20. Monroe

    Monroe Commander

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    Wow @Kassonnade ! Tons of good info here. Thank You. I did manage to find a setting that helped tremendously in GIMP. As a final step before scaling, I've started selecting Image> Precision> Perceptual Gamma (sRGB). That has made my .pngs behave much better color-wise. I also scale them to 250x250. I haven't noticed any performance issues. I will try 128x128 as well and see how that goes.
     
    #980
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